Fixes, changes and new maps.
We would like to think that, in general, the first released pack could be considered mostly decent. There have been issues, however, and we want to address them if possible. For this, though, and since we would like to close this pack and get going with more maps to get things rolling, we would appreciate bug/issue reports and general suggestions.
The task is already going. So far, a few maps have been updated and we’re thinking about how to improve others. Some of the changes (but not all of them) are:
- Modified ze_voodoo_islands’ floating crates to address the aparent issue that in some servers the func_rotating kills players standing on them. Instead, the path has been redone with a few tracktrains and path_tracks (which, from our experience, tend to be less of a hassle than func_rotatings)
- Modified the second island’s towers in ze_voodoo_islands so that getting inside them is easier. It seemed that they were at the size limit (or close to it) and some players found it annoying.
- Updated ze_death_star setting a lower gravity value when trying for the secret to work out the lack of bhop in the game. The lightsabers should be at a normal height too, now.
- Edited ze_sst so that zombies (hopefully) can’t knife through the spaceship’s floor. Although this is a Source quirk (that has been there since forever) we think that the little clip we added will do.
- Fixed the displacement cracks in ze_dust_escape. Although the map was always seen as a joke map design wise and we were a bit reluctant about changing that, we decided that we could do it more justice. Gameplay was overhauled too (by extending the bunker part), so we think that it is reasonable.
We would also like to ask servers to try ze_Siberia. Although we are not sure, we believe that there might be an issue while nearing the end of the map (at the point where chickens can be seen in glass cells) causing a huge lag. If possible, we would appreciate that different communities tried to reach said area and report if they either got server lag (or not) and if they could find a reasonable reason for it. The map will need to be updated regardless because some vents (left-as-is from the original CS:GO version, we believe) are not wide enough to let zombies in, so it getting it all out of the way would be fantastic.
The upcoming map pack is already in progress. Although probably not as big as the first one, we believe that this second one should also serve the purpose of trying to widen the gameplay horizons (with maps that, for example, differ from the typical gun ‘n run template). We can’t give an estimate on when it will be done, but we’re hoping that it won’t take too long (and long enough to have a lot of fun packed in).
Finally, we want to thank the few communities that have already been working with us to both polish the ported maps and try to get new things going. On that last point we might be having some surprises soon, but we believe that we should leave that for later.