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ze_forsaken_temple

Brian

Mapper
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Mar 24, 2019
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This is my 2nd ZE map

Description
An adventure trip in an ancient forsaken temple.

You are trapped in a temple and there is no way out.
Zombies and creatures in the temple are chasing after you while you are waiting for rescue.
Can you eliminate them and escape from the temple?

5 Levels
1. Stage 1: Explore
2. Stage 2: Underground
3. Stage 1 Hard: Return
4. Stage 2 Hard: Execution
5. Stage 3: Escape

5 Boss fights
- 2 Stationary boss
- 2 Moving boss
- 1 Laser boss

7 Human Items
Fire, Electro, Water, Gravity, Earth, Tornado, Heal

3 Zombie Items
ZM Heal, ZM Gravity, ZM Beam

Server settings information
- Recommended minimum players: 30
- entWatch config is embedded in the bsp file
cfg/sourcemod/entwatch/maps/ze_forsaken_temple_a1.cfg

Download
See below

Hope you guys like it!
 
Last edited:

Brian

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  • #2
Update: a2

Changelog
- Fixed items
- Fixed moving boss is easily being stuck
- Fixed particles are not being show up sometimes (thanks to ryo)
- Fixed some sound fx is not being played correctly
- Fixed stage 2 boss nade hitbox
- Adjusted zombie TP locations, door open timings and item effect durations & range
- Adjusted lightmap scale

Download
See below
 
Last edited:

Brian

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  • #3
Update: v1

Changelog
- Adjusted and fixed ZM Beam damage & effect
Damage: ~40 DPS
Effect: reduce 70% movement speed for 3s on touching the beam

- Adjusted human item cool downs (thanks to Neiva, ken)
Fire: 70s > 75s
Electro: 70s > 90s
Water, Gravity, Earth, Tornado: 90s > 100s
Heal: no change (90s)

- Added ZM mode after stage 3
- Fixed entWatch config
- Minor changes to visual & explosion effects

Download
See below
 
Last edited:

Brian

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  • #4
Stripper fix release
There is some problem of laser boss HP calculation. Therefore, the stripper config is provided to resolve the issue for v1.

Special thanks:
- ken for reporting the issue
- Rulucy for advising and making the config

Download: (Use download instead of copying)

 
Last edited:

Brian

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Update: v1_1

Changelog:
- Added ZM TP countdown HUD and indicate particles
- Decrease alpha value of heal and electro particles
- Reduced difficulties of Stage 2
- Reduced all boss HP
- Bug fixes

Download
See below
 
Last edited:

Brian

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Update: v2 beta

Changelog
- General: Adjusted terrain:
 - In general: to increase zombie advantages
 - KZ area is now replaced with few simple jumps, ladders and traps

- Item: Added item "Summon Magic" on stage 3
 - Effect: Summon a temple creature which pushes zombies in the front
 - Range/Duration: 2000 units / 6 seconds
 - Cast delay: 2 seconds
 - This item is one time use only

- Boss: Changed the way of calculating stage 3 boss (laser boss) HP
 - Boss HP will be calculated before the boss fight starts instead of using boss HP push trigger
 - Entering boss area will NOT add boss HP because it is calculated beforehand
 - Boss HP will decrease by 35 when a player dies to laser

- Stage 3: Adjusted stage 3 helicopter leaving time and last zombie teleport location
 - You can defend zombies near the boss area entrance and you can still make it to the helicopter when the boss dies
 - Last zombie teleport location is moved away from the boss area entrance a bit

- Item: Changed item "Zombie Beam" range and cool down duration (buff)
 - Range: 400
 - Cool down duration: 45 seconds

- Item: Changed item "Gravity Magic" duration to 6 seconds
- Item: Reduced slow down effect of item "Electro Magic"
- Item: Changed zombie item locations
- Boss: Reduced stage 1 & 2 boss HP
- Stage 3: No more zombie teleport countdown HUD and particles on stage 3
- Stage 3: Mother zombie ratio will be increased to 20% (1:5) on stage 3 automatically
- General: The contest winners scoreboard of v1.1 has been added
- General: Various bug fixes

Download


v2 Contest
Your name will be added to the future version of the map if you win stage 3 in this version (world first only)
- without cheating (including admin helps)
- without friendly zombies
- with total 45 or more players (CT+T)
- on any zombie escape server

* Please send me the winning screenshot or demo
 

Brian

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  • #7
Update: v2 (stable, hopefully)

Changelog
- Adjusted lightings, textures, terrain for better visuals
- Adjusted zombie teleport locations
- Adjusted item spawn locations
- Adjusted some sound effects
- Fixed glitch win
- Updated contest winner scoreboard
- Changed some music
- Removed Stage 3 last teleport particles

Download

 

Brian

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  • #8
Update: v3_b1 (test version)
This version has a lot of changes.

What's new?
- Stage 1 and 2 (NORMAL) have been removed (The version has only 3 stages + 1 ZM round now)
- Stages have rearranged according to its difficulty
- The major part of stage 3 has been revamped (completely new area has been added in stage 3)
- Gravity Magic and Zombie Gravity have been fixed
- Summon Magic has replaced with Holy Magic (effect: slay all nearby zombies)
- Heal Magic effect has been changed:
 - it can grant immunity to zombies to nearby humans;
 - it no longer has unlimited ammo effect
- Ammo Magic has been added
- All zombie teleport countdown HUD and particles on all stages have been removed
- Lasers are now much easier to dodge (move slower and no middle laser) but it does 1 hit to kill damage
- and more...

110 111

Download:
See below
 
Last edited:

Brian

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Update: v3_b3 (test version)
* b2 is skipped because it is unbeatable due to bug (tested in ZED)

Changelog
- Various bug fixes
- The difficulty of the area in the picture below has been reduced
2.png
- Zombie Gravity range has been greatly reduced (radius: 250 to 160 in-game units)
- Zombie Beam damage has been reduced
(This is a damage increase for the players who participated last test on PSE because stripper fix was applied beforehand)
- Heal Magic and Ammo Magic range (Z-axis only) has been increased

Download


Your opinion is also important for me. If you have any suggestions, don't hesitate to leave comment. Thanks!
 

Urucy

kattanのファン
Staff member
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Apr 14, 2019
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It is impressions that played v3_b4 of this map several times.

The bridge at the time of ZM defense at the time of the boss of Lv2 can infect a lot of human beings when ZM Gravity descends in a good timing.
To prevent this, need to use an item such as Water, but can change the coming of the bridge to something else than from the bottom.

Next, the level of difficulty for Lv3 is very difficult overall.

- It is recommended to make the order of trigger items a little easier to understand.
- It is still difficult to defend a bridge where holy items have fallen.
- And I want to short the defense time at the waterside after defeating the boss. Since there are always dead people in boss battles, please give a little win chance to a few people defender.

and... this may only be what I think, but ZM Beam is still an OP Item.
It would be a good nerf to shorten the range or reduce the slow time.(...or other nerf? i have no idea.)

This map is one of my favorites, so I hope it will be a better map. thanks in advance for reading.
 

Brian

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Mar 24, 2019
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It is impressions that played v3_b4 of this map several times.

The bridge at the time of ZM defense at the time of the boss of Lv2 can infect a lot of human beings when ZM Gravity descends in a good timing.
To prevent this, need to use an item such as Water, but can change the coming of the bridge to something else than from the bottom.

Next, the level of difficulty for Lv3 is very difficult overall.

- It is recommended to make the order of trigger items a little easier to understand.
- It is still difficult to defend a bridge where holy items have fallen.
- And I want to short the defense time at the waterside after defeating the boss. Since there are always dead people in boss battles, please give a little win chance to a few people defender.

and... this may only be what I think, but ZM Beam is still an OP Item.
It would be a good nerf to shorten the range or reduce the slow time.(...or other nerf? i have no idea.)

This map is one of my favorites, so I hope it will be a better map. thanks in advance for reading.
Thanks for the feedback!

First, I will fix the bridge of the lv2 boss arena and provide a more clear instruction for the lv2 and lv3 trigger items.

Next, lv3 bridge is not that difficult as you think if the CC items (e.g. water, earth, tornado, gravity) are being used correctly. You just need to defend 25s after triggering the door. Sometimes we fail because nobody triggers the door at the end of the bridge or simply no one jumps down to defend the bottom + no item covering the bottom. The reason that make it so difficult in PSE is that most of the players are still learning the map (the map is not popular and not being played frequently in other servers). The most successful strategy that I observed is that everyone overdefends the top until the zombies get teleported to the bottom and use water and earth at the bottom. At 6-5s countdown point, use a tornado at the door to cover the side ladders.

Then, for the lv3 water after defeating the boss, i think i can modify the room to make it easier to defend instead of shortening the defense time?

Finally, I will nerf the zombie beam item in range and cut down the effect duration.

In addition, i will make all the doors huggable at bottom area of lv3 so the new players will not be dead due to the door resulting in inflating zombies.
 

Urucy

kattanのファン
Staff member
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First, I will fix the bridge of the lv2 boss arena and provide a more clear instruction for the lv2 and lv3 trigger items.
good!

Next, lv3 bridge is not that difficult as you think if the CC items (e.g. water, earth, tornado, gravity) are being used correctly. You just need to defend 25s after triggering the door. Sometimes we fail because nobody triggers the door at the end of the bridge or simply no one jumps down to defend the bottom + no item covering the bottom. The reason that make it so difficult in PSE is that most of the players are still learning the map (the map is not popular and not being played frequently in other servers). The most successful strategy that I observed is that everyone overdefends the top until the zombies get teleported to the bottom and use water and earth at the bottom. At 6-5s countdown point, use a tornado at the door to cover the side ladders.
Yes, surely we should be able to defend well like this.
However, it wasn't easy to actually do such a defense, and I thought it would be good if there was a chance to win even a defense that doesn't rely on items.
Even if there weren't some CC items, I think better to have a chance to advance to the next door.
i think not so good the item becomes the core of defense.
Instead, could add a map gimmick(for human damage, or die) or strengthen map boss.

Then, for the lv3 water after defeating the boss, i think i can modify the room to make it easier to defend instead of shortening the defense time?
I will leave it to you.
As ZM moved in the water, ZM could avoid human defenses, so I wanted some kind of countermeasure.
Finally, I will nerf the zombie beam item in range and cut down the effect duration.

In addition, i will make all the doors huggable at bottom area of lv3 so the new players will not be dead due to the door resulting in inflating zombies.
yay 🎉
 
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