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View Full Version : ZM Updates 1.6.4



ZERO
02-07-2010, 11:41 PM
Version History


1.0.0

Initial Release


1.0.1

Updated SDK hooks
Updated sourcemod


1.0.2

Add maps

Police Prision
Castle Chaos



1.0.3

Updated rconlocker
Dead talk


1.0.4

Server Hop
StopRCO 1.0.2
KAC1.2 beta
Rcon Locker 0.6.2


1.0.5

Removed Maps

zm_lost_hotel
zm_bunker_f57_v2
ze_ghostship
ze_simpsons_escape
zm_bphx_reactor_v5_1
ze_omega_b3
ze_escape_the_eye_v1
zm_city_strike_v1
zm_factory17_v1
zm_lego



1.0.6

Increased all zombies health by 500hp


1.0.7

Engine Update
Sm 1.3.3
mm 1.8.3
sdk hooks 1.3
Fixed death cam
D-Fens updated
steambans
ddos protection
Disabled stats reporting for valve
Enabled Free Look
Removed rcon locker to fix antireconnect
Updated sockets
Removed antipingspoof


1.0.8

Updated SRCDS
Removed stoproc
Improved KAC performance
Fixed core.cfg error


1.0.9

Updated bullet tracers!


1.1.0

Updated mani to V


1.1.1

Gore Mod added
Auto Equip Updated


1.1.2

Updated Mani
New Maps (also removed some bad ones (see map section)

ze_ApertureScience_final
ze_death_star_escape_v4_3
ze_licciana_escape_v2
ze_LOTR_Helms_Deep_v4_2
ze_LOTR_Mines_of_Moria_v5_1
ze_LOTR_Mount_Doom_v3
ze_MotanumInc_OB
ze_Paranoid_Reborn_v8
ze_PotC_v3_4fix
ze_underground_escape__final
ze_voodoo_islands_v7
zm_ATIX_apocalypse_b6
zm_lila_panic_sethensv3
zm_machine_of_doom_b1
zm_mg_rex_x0
zm_Rockymountainfacility_v1
zm_space_cbble_b4
Zm_Toxa_West_v2
zm_Windship_beta3
zm_zombiecruise



1.1.3

MM 1.8.4-hg736
SM 1.3.5-hg3028
Removed

zm_zombiecruise
zm_machine_of_doom_b1



1.1.4

Updated SM to 1.3.5-hg3033
Updated MM to 1.8.4-hg736
Added ingame PsychoStats
Auto !zspawn on join
Removed ze_jurassicpark_v2 and ze_thelostworld_v1


1.1.5

Updated SM to 1.3.5-hg3044
Updated sdk hooks gamedata
Removed Broken Maps
Configured some maps
Added maps:

ze_jurassicpark_v2_FW_fix
ze_Paranoid_Ultimate_v10_4
zm_airport_panic_bobpoblo2
zm_urban_downtown_v2



1.1.6

Updated SRCDS
Updated SRCDS
Updated SRCDS (yea there were 3 updates...)
Updated SM to 1.3.5-hg3053
Updated SDKhooks game data
Added map: zm_multi_pyramid_x


1.1.7

Added maps: ze_indiana_jones_v4a_004 and zm_shf_zone_stifler


1.1.8

Added maps

ze_JurassicPark_Escape_b2
zm_firewall_v3_remix_b2
zm_medieval_mountains
zm_penumbra_extended
zm_urban_downtown_final
zm_zerbes_demons



1.1.9

Updated SM MM and Mani


1.2.0

Fixed client drop on map change due to the bots joining too fast


1.2.1

Added Maps

ze_elevator_escape_jbg_final
ze_JurassicPark_Escape_v1
ze_LOTR_Helms_Deep_v5
zm_citylife_V2
zm_firewall_aztec_a1
zm_lila_panic_beach


Above may also replace outdated versions


1.2.2

Hard Mode is back, all zombies have been buffed 1000hp on ZM maps.
Old school knockback is BACK. Knockback is independently controlled per race for HS however all races have equal knock back everywhere else of which is directly related to the damage they take.


1.2.3

Removed a lot of crap maps
Added:

ze_boatescape101
ze_grand_boat_escape_v1_7b
Ze_hell_escape_rc1
ze_minecraft_v1_1
zm_day_jungle_v1
zm_lila_panic_isethen


Increased the number of zombies that spawn from 1 to x/10 where x is the player count
Increased health of zombies on ZE maps by 1000hp
Increased ZE knockback by 0.5
Patched a collisions setting that may have been causing bouncing props
Doubled the amount of HP reneged per interval in ZE maps.
Removed fast, deformed and poison from ZE maps.


1.2.4

Updated and removed some maps
Added maps:

ze_FFVII_Mako_Reactor_v2_2
ze_predator_ultimate_v2
ze_stargate_escape_v8
zm_day_jungle_v2
zm_firewall_samarkand
zm_gorodok_v1
zm_moonlight_v3
zm_space_base
zm_tower_of_resistance_v4
zm_unpanic_v2



1.2.5

Updated ZR to latest version (improves random selection of zombie/patches some bugs)


1.2.6

Added maprate and the mapreweight on so that the odds of a map appearing in a vote will be correlated to its rating by users


1.2.7

Removed ze_thelostworld_redux
Added:

ze_Jurassic_Park_Story_v0_9
zm_Aperture_District_Panic
ZM_desprerados



1.2.8

Updated to exclude the last 5 maps from nominations.


1.2.9

Updated ze maps so that all zombies are in there.

This makes it so that when the maps change between ze and zm you no longer need to change your zombie.


Adjusted the settings of the zombies for use on ze maps.


1.3.0

Removed some bad maps
Added:

ze_LOTR_Minas_Tirith_v2_2fix
ze_volcano_escape_v4
zm_day_lego_v2_fix
zm_industrial_b1
zm_minecraft2_b1
zm_urban_cargo_express



1.3.1

Added Maps and removed some bad ones:

ze_potc_iv_fix
ze_predator_ultimate_v3
ze_Raccoon_Facility_v6b
ze_SAW_v4
ze_sg1_missions_v2_1
ze_space_flight_v1_1
ze_Void_v2
ze_voodoo_islands_v8_5
ze_zombierig_ultimate_v1_2
zm_420_office_v5
zm_cbble_remix
zm_exhibit_night_2G
zm_fortress_b6
zm_fubar_towers_v5
ZM_Krusty_krab_a2
zm_little_city_v7_roy
zm_miniplace_beta_v2
zm_natalyas_ship_v4
zm_snoopie_teleport_fix1
zm_stairs_v3_6_1
zm_tzuwaza_b5
zm_wwt_twinsteel_v8
zm_x_dontfall_v2_fix
ze_ffvii_mako_reactor_v3_1
ze_gods_wrath_v3_8b
ze_hypernova_v2
ze_icecap_escape_v5
ze_infected_tramway_v2_1
ze_isla_nublar_v2_1
ze_lakeindusk_v7_extended
ze_paper_escaper_v5_2_fix
ze_Parking_v2a
ze_phantasy_escape_fixed_b1



1.3.2

Fixed Fast DL from banning people
Added Maps:

ze_Blackmesa_lambda
ze_Flying_World_v1_2
ze_jurassicpark_v2_7_OB
ze_LOTR_Mines_of_Moria_v6_3
ze_LOTR_Mount_Doom_v4_1
zm_playtime



1.3.3

Dramatically reduced lag when players are on fire

Added plugin that blackholes part of the game engine that is responsable for fire to prevent the problem.



1.3.4

Ghost and rejoin Prevention!

Screen is blacked out when players join
Screen is cleared when player joins spec
If player joins spec they can not spawn durring a round
If a player joins the server and a team they will automatically spawn right away
If a plaer rejoins durring a map they will not automatically spawn



1.3.5

Removed/Replaced old maps
Added:

ze_biohazard2_sewer_v4c
ze_destruction_of_exorath_v3_5
ze_eruption_escape_fix
ze_Escape_Stroggos_b4
ze_FFVII_Mako_Reactor_v5_1
ze_FireWaLL_laboratory_part1_3
ze_FireWaLL_laboratory_part2_3
ze_gibletz_establishment_b6
ze_ice_hold_b2
ze_infiltration_final
ze_Jurassic_Park_Story_v1
ze_mytex_escape_v3
ze_ocean_base_escape_v4
ze_potc_iv_v5
ze_prototype_v2
ze_resonance_cascade_v3
ze_saw_final
ze_shadow_moses_7_9
ze_showdown_v4_1
ze_skyscraper_city_v5
ze_snowcrash_escape_vfixed1
ze_thelostworld_redux_101j
ze_timeline_v4
ze_urban_laby_of_death_v3
ze_warped_v1_1
ze_zombierig_ultimate_v3_1
ze_ztastic_v1_b
zm_abandoned_mall_v5FF
zm_athletic_factory_v3_fix
zm_czm_bad_neighbors
zm_czm_dimmed_remix
zm_czm_modernist
zm_Fail_Inc_v4
zm_floating_rock_v5
zm_Inside_The_Fortress_final
ZM_Krusty_krab_a3
zm_lila_panic_beach_2
zm_lila_panic_reloaded_v3a
zm_little_italy_v3
zm_mars_wasteland_v2
zm_sky_roads_final
zm_the_hive_b1
ze_aztec_temple_v3c
ze_biohazard2_rpd_v4e_004



1.3.6

Configured some maps
Removed some bad/broken maps
Added:

ze_endless_park_B05
ze_FFXII_Westersand_v4b
ze_infected_sewers_v4
ze_naruto_v1_fix
ze_Portal_Story_v3_1
ze_ShroomForest
zm_aztec_ruins_v1
zm_biggun_v2fix
zm_forgotten_place_v3
zm_mini_polygon_v1
zm_stab_town_panic_v4
ze_destruction_of_exorath_v4



1.3.7

Removed !block


1.3.8

Gave zombies in escape maps 100% more hp
Decreased knockback in escape maps slightly
Added maps:

ze_fapescape_b4_1
ze_FFXII_Westersand_v6_7
ze_forestbunkers_v1_b3
ze_gameshow_v1_2
ze_holmes_escape_pf_v6
ze_mirrors_edge_reborn_v2
ze_office_nightmare_final
ze_opti_variety_missions_p1
ze_parkers_pit_b7
ze_random_v9
ze_rebicefacility_e01_v1
ze_shroomforest_v2
ze_TESV_Skyrim_v3
ze_zombierig_v4_2
ze_bastion_nav72
ze_christmas_infection_v2_3
ze_destruction_of_exorath_v7_1



1.3.9

Added Fire to nades
Added/updated maps

ze_LOTR_Mount_Doom_v4_2
ze_Paranoid_Rezurrection_v11_9
ze_shadow_moses_8_6
ze_shaun_of_the_dead_b1f
zm_zelda_skyloft_5_5
ze_FFVII_Mako_Reactor_v5_3
ze_LOTR_Minas_Tirith_v3_3



1.4.0

Removed parachutes from ze_ApertureScience_final
Default server to 800 gravity on map start
Increased round time for minecraft
Added backup check to ensure zombies get their knife


1.4.1

Updated ZM version to latest
Updated knife checking to remove errors
Increased HS knockback by 0.1


1.4.2

Added and updated maps:

zm_abandoned_base_v1
zm_bank_office_v2
zm_cbble_xmas_v2
zm_cell_games_b
zm_clouds_v2_1
zm_corps_v9
zm_hotline_miami_v2_0
zm_huntingbase_ultimate_v4
zm_legendary_mix
zm_london_v1_0
zm_lt_lila_atmos_beta
zm_mars_horror_b4
zm_neko_garden_hs_v2
zm_pulse_templeofdoom_legend
zm_the_lost_sanctuary_v1b
zm_vampire_medical_v3
ze_abandoned_project_v1_2
ze_ATIX_helicopter_e1
ze_crashbandicoot_v1fix
ze_destruction_of_exorath_v8
ze_fapescape_v1_2
ze_hobbit_escape_a4
ze_indiana_jones_iv_v2_4
ze_LOTR_Isengard_v1_5
ze_minecraft_adventure_v1_2c
ze_mirrors_edge_reborn_v3_3
ze_parkers_pit_b8
ze_Pirates_Port_Royal_v3_3
ze_POTC_IV_v6_1
ze_shaun_of_the_dead_b3
ze_shroomforest_v3
ze_solstice_redux_b1
ze_TESV_Skyrim_v4fix
ze_titanic_cqd_v2_fixed
ze_toaster_v1_2
ze_zombierig_v4_3
zm_3_rooms_v3



1.4.3

Added New Versions of existing maps:

ze_hobbit_escape_a5
ze_Holmes_Escape_pf_2014c
ze_infected_tramway_v3
ze_naruto_v2_1a
ze_ztastic_v2


New maps

zm_portal


Removed

[FUN] ze_ApertureScience_final
ze_ATIX_helicopter_e1
ze_hobbit_escape_a4
ze_indiana_jones_iv_v2_4
ze_POTC_IV_v6_1
ze_solstice_redux_b1
ze_titanic_cqd_v2_fixed
ze_zombierig_v4_3
ze_forestbunkers_v1_b3
ze_holmes_escape_pf_v6
ze_opti_variety_missions_p1
ze_shadow_moses_8_6
ze_aztec_temple_v3c
ze_endless_park_B05
ze_naruto_v1_fix
ze_FireWaLL_laboratory_part2_3
ze_gibletz_establishment_b6
ze_infiltration_final
ze_mytex_escape_v3
ze_shadow_moses_7_9
ze_urban_laby_of_death_v3
ze_warped_v1_1
ze_ztastic_v1_b
ze_infected_tramway_v2_1
ze_lakeindusk_v7_extended
ze_phantasy_escape_fixed_b1
ze_jurassicpark_v2_7_OB
ze_space_flight_v1_1_z
ze_Void_v2
ze_Paranoid_Ultimate_v10_4
ze_volcano_escape_v4
Ze_hell_escape_rc1
ze_indiana_jones_v4a_004
ze_space_stationzz_z
ze_retribution
ze_paradise_v1
ze_office_nightmare_final
ze_trainescape_b3
ze_grand_boat_escape_v1_7b
[FUN] ze_boatescape101



1.4.4

Replaced Preds on escape maps with Bloodsuckers.


1.4.5

Added Maps:

ze_30_Seconds__b21
ze_accelerator_escape_new
ze_cyberderp_v1_4
ze_icecap_escape_v3
ze_lila_panic_escape_v3_1
ze_noir_b1
ze_random_v10_fix



1.4.6

Added Maps:

ze_FFXII_Paramina_Rift_v1_3
ze_FFXII_Westersand_v7_2
ze_mountain_escape_v5_zf
ze_slender_escape_b4
zm_AnotherUglyZmap_V2c
ze_atix_extinction_b7



1.4.7

Added Maps

ze_doom_v1_1
ze_games_v2_2a
ze_lotr_minas_tirith_v3_5
ze_surf_facility_final
ze_traak_b1
zm_minecraft_v1



1.4.8

Added Maps

ze_Pirates_Port_Royal_v3_5fix
ze_resonance_cascade_v3
ze_RTCW_Ominous_Rumors_v1
ze_stalker_ultimate_b2
zm_duke3d_l1_v1
zm_kitty_ftw_remake
ze_biohazard_manor_v4a_004
ze_boat_escape_jenz_v2_2fix


Decreasd jump values for some zombies in escape maps.
Set round time to 7min as default value for escape maps unless otherwise defined.


1.4.9

Added/updated Maps

ze_accelerator_escape_final
ze_harry_potter_v1_bt1
ze_sorrento_escape_v5_fix
ze_stalker_ultimate_v2fix
ze_sunlight_v2_0



1.5.0

Added Maps

zm_catalyst
zm_gameplace
zm_ggodds_freefall_2015
zm_ghs_combinebase
zm_ghs_construction2013_v2
zm_ghs_townsquare2015
zm_impossibru_LBP_v3
zm_map_grass_v3fix
zm_minecraft_v1c_d
zm_mini_polygon_fwx
zm_nose_v5_fwx
zm_panic_icy_v1
zm_power_box
zm_stranded_helper_fwx
zm_x_dontfall_v2_fwx
zm_z_patch_fwx
zm_zombie_resort_fwx
ze_antartika_b2
ze_bioshock_v4
ze_electrical_factory_b8
ze_hospital_escape_v2
ze_Last_Man_Standing_v3_1
ze_somewhat_different_v1
ze_surf_danger
ze_winter_v2
zm_atix_helicopter_fix



1.5.1

Added Maps:

ze_jungle_escape_v1_2
zm_an_2worlds
zm_boxhunt_desert_day
zm_monastery_v1_1
zm_ruine_v2
zm_z_army_depots



1.5.2

Added Maps

ze_electrical_factory_v1
ze_harry_potter_v1_3
ze_sky_athletic_v5_final
zm_AnotherMapbyScarFed_v1b
zm_dacha_v1
zm_darkrock
zm_dust_room_new
zm_map_grass_v4
zm_terminator-disco
ze_Avenir_Storage_v1
ze_boredom_v543656



1.5.4

Added Maps

ze_Ancient_wrath_b3
ze_sandstorm_v3_4
zm_cocktail_v3
zm_outer_planet



1.5.5

Added Maps

ze_vaultofglass_beta
zm_inferno_classic_beta
zm_lila_vacaciones_LatINs_ffix
zm_ocean_monument
zm_paper_town_v1fix
zm_walled_city_v1_1



1.5.6

Added/Updated Maps

ze_Pirates_Port_Royal_v3_6
ze_sandstorm_v5_3
ze_shroomforest2_b4
ze_ffvii_cosmo_canyon_v1



1.5.7

Reduced poision jump and knockback on escape maps
Added/Updated Maps

ze_laboratoire
ze_outlast_v1
ze_sandstorm_v7
ze_undertunnel_escape_b3a
zm_druglab_v2
zm_dust2015_beta3
zm_ice_palace
zm_sonic1_v2_ultimate(zmm)
zm_veskerland_v1_1
ze_ffvii_cosmo_canyon_v2_1
ze_LOTR_Minas_Tirith_v3_3



1.5.8

Updated configuration of some maps
Removed some bad maps
Added/Updated

ze_licciana_xmas_v1
ze_nomercy_revisited_v5_1
ze_sorrento_xmas_v4
zm_suburb_survival
zm_TheWareHouse_V1
zm_z_agroprom2
ze_christmas_beta2
ze_doom3_beta



1.5.9

Added/Updated

ze_blackmesa_lambda
ze_castlevania_v1_3
ze_christmas_beta3c
ze_dark_souls_b3
ze_ffvii_cosmo_canyon_v4fix
ze_floating_rocks_survival_final
ze_infiltration_final
ze_serpentis_temple_b4
ze_shroomforest_v4_5
ze_shroomforest2_b5
ze_sorrento_night_v3
ze_stalker_ultimate_v3
ze_surface_a1
ze_temple_v2_1
ze_tkara_v1
ze_tyranny_v1_test6
ze_z-m_zombie_slider_a1
zm_paper_town_v3
zm_place_v1



1.6.0

Zombie HP is higher on escape maps
Adjusted knockback on escape maps (lowered a lot to compensate) and increased dmg to zombie
Granted zombies constant 1 second health regen rates
Zombie nades!

Blood Mist Grenade gives zombie HP
Gives 10% hp regen on escape maps (does not over heal)
Gives 2000hp regen on cade maps (allows over heal)


Zombie Speed changes based on HP (ZE only)

Zombies move at a speed proportionate to their HP


Removed some maps
Added Maps:

ze_infinite_run_final
ze_mirrors_edge_reborn_v4_2
ze_surf_easy_or_hard_new
ze_tyranny_v1_test9



1.6.1

Added/Updated Maps:

ze_alien_shooter_v6_2
ze_christmas_beta3d
ze_naruto_v2_6e
ze_shroomforest2_b6
ze_tyranny_v3



1.6.2

Added/Updated

ze_ashen_keep_v0_3
ze_journey_v1_2
ze_TeleportEscape_v3
ze_tyranny_v3rfix
zm_skyhigh
zm_zombynas_fix3



1.6.3

Updated

ze_tyranny_v4
zm_forgotten_town_ri



1.6.4

Added/Updated

ze_bioshock_v6_2
ze_destruction_of_exorath_re3
ze_FFVII_temple_ancient_v3
ze_grand_boat_escape_v1_9
ze_hl2_escape_v3
ze_icecap_derp_unloze_v420
ze_infected_sewers_v6_2
ze_l0v0l_a7
ze_rooftop_runaway1_v4
ze_sandstorm_f
ze_temple_escape
zm_surf_born_1_2



Suggested Updates
Green -Will be implemented
Red - Will not be implemented
Yellow - Needs more details see notes
Normal - Taking votes/opinions


Remove zspawn
Remove buggy maps that break the server


What maps?
http://www.ibisgaming.com/forums/showthread.php?t=3229


Remove ztele time limit for humans
Fix points per zombie kill to 11 per kill

Will require an updated version or a separate mod..


Update Zm to r633
anti rejoin (http://forums.alliedmods.net/showthread.php?p=662510)

acolyte_to_jippity
02-08-2010, 01:27 AM
:sigh: well you need to fix the !ztele thing. now, it seems to cout any "extra" uses of it before you actually teleport against your 1o/round limit. also, get rid of the 3 sec. delay for humans. and...random spawns. i think it should tele you to a random spawn point, not where you spawned previously. you know?

also, the menu for the class switching has to be edited, and zombies heads no longer get knocked off, and the blood when you shoot a zombie is gone. why?

ZERO
02-08-2010, 01:48 AM
It teleports you to where you were previously to prevent the server from crashing. If an object was to teleport into another one it WILL crash the server. The other ideas are not currently possible but I will request them to be added to the mod.

acolyte_to_jippity
02-08-2010, 01:55 AM
huh. that's weird about the crashing. never hurt the previous version that i could see. anyway, what about the heads, or is that one of the "not available right now" parts? i could have sworn that that was mentioned somewhere on zombiemod.com's site

tj26
02-08-2010, 09:32 AM
i personally think that zombies should start at spawn every map nothing is worse than people following you into a cade not helping and than they start as a zombie and tag you

but currently all of the escape maps i've played since the change the zombie doesnt start at spawn

lotr_helms_deep
elevator_escape

the 2 i can think of right now that i've played since the change

Jeimuzu
02-08-2010, 01:23 PM
Zero, I've sent you a PM with a fixed version of Police Prision and Castle Chaos (I think?..) from Raging that removes the darkness. Will you please replace them with the old versions?

He's also hopefully going to be working on TX Highschool to remove the cading capability of the Red Room, removing everything but the chair, and making the entrance larger, somewhat like under the stage. And possibly making it not hidden once you break the wall or something.

Also, myself, along with many other regulars would appreciate it if you were able to make it so it gives 11 points per zombie kill again, instead of 3. Easier to keep track of and what not.

ZSpawn was fixed if you asked me, when you implemented that 30-60 second wait time to reconnect. So I don't think it should be removed.

As for sending zombies to spawn, I believe they should be sent to spawn on all escape maps. What the real question is, what should the spawn time for zombies be? On maps like Indiana Jones, the zombie should spawn possibly 15-20 seconds late compared to usual. I don't know if that is possible, but that is probably one of the best ways to balance certain maps. However, the speed zombie is fixed on them, so that may also balance it out slightly.

I would like to state one other problem I've recently come across.. The zombies, especially the fast, is able to jump forward faster than it can run. So theoretically, I can jump over and over again while holding E to go faster than I can while strafing.

acolyte_to_jippity
02-08-2010, 02:21 PM
one more really important thing:

alltalk for dead zombies must be fixed.

Jeimuzu
02-08-2010, 04:34 PM
Ah, silly me. I forgot to mention the alltalk. Thanks for reminding me.

It also reminds me of how certain escape maps don't need noblock turned on. Such as Spacestation, Indiana Jones, Train Escape, and some other maps. In fact, it actually makes it easier for humans to a degree to have it off in some maps. If you consider this suggestion I'll further list maps I know of to implement this idea into.

acolyte_to_jippity
02-08-2010, 04:37 PM
yeah. noblock shouldn't be on for any i don't think. as long as admins are vigilant, people won't be able to block

Kavinsky
02-09-2010, 08:54 AM
someone dies as a zombie 2 minutes in, specs you, leaves, comes back in 30 seconds latter and kills you

that will and does happen and therefore zspawn should always stay disabled, it makes it imposible for anyone to adequately hide.


and the fast still sucks ass, even on open ground trying to tag one guy with a glock shooting at me on open ground on zm panic took way to fucking long and the knockback is too much, less knockback, far more zig zag speed abit more frontal speed and it'll be fine

right now its what the classic should be.

Curdy
02-10-2010, 07:56 AM
And another thing that bugs me about the new zm in the all talk humans can no longer hear dead players CT's or dead zombie T players I made a topic on this but it has not recieved the attention it deserves i suggest we revert the all talk to the way it was before.

Jeimuzu
02-10-2010, 04:48 PM
I second that.

ZERO
02-10-2010, 06:32 PM
To allow the dead to talk to the alive it will allow them to talk to humans and zombies...

acolyte_to_jippity
02-10-2010, 06:37 PM
how'd it used to work?

Kavinsky
02-11-2010, 12:24 AM
Only the dead could talk to the dead.

acolyte_to_jippity
02-11-2010, 12:35 AM
no. sorry kav, but you're completely wrong. that's not even what i was asking. the dead used to be able to talk to the living cts, as well as the other dead.

i was asking, how was it set up to allow that before?

----------------
Now playing: Muse - MK Ultra (http://www.foxytunes.com/artist/muse/track/mk+ultra)
via FoxyTunes (http://www.foxytunes.com/signatunes/)

----------------
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via FoxyTunes (http://www.foxytunes.com/signatunes/)

Kavinsky
02-11-2010, 08:04 PM
thats how it was to my knowlege.

acolyte_to_jippity
02-11-2010, 08:13 PM
well, not sure when you were talking about, but like i said the dead could talk to the alive cts. useful to let them know you just joined and were zspawning.

apparently it was a feature of zombie mod, and isn't in this one

----------------
Now playing: Muse - Knights of Cydonia (http://www.foxytunes.com/artist/muse/track/knights+of+cydonia)
via FoxyTunes (http://www.foxytunes.com/signatunes/)

Curdy
02-13-2010, 03:30 AM
tbh im prefering the older update now than this one, also the deforms are to slow now and easy to kill, if they are going to be slow and easy to kill give them no knockback at least.

Oonyx
02-13-2010, 09:33 PM
I agree with Curdy regarding the deformed. Also, the new fasts class are incredibly slow to the point that there's no incentive to use them and they can get very easily killed. In my opinion their speed should be just as fast as they were before, particularly on barricading maps, and perhaps just a little slower on escape maps.

DrTran
02-14-2010, 01:03 PM
I think fasts are fine in zm maps; on the other hand I think they could use a "little" more speed in escape maps. One person being able to hold back a fast zombie is a little too much.
Poisons have way too little hp; I've seen numerous times where a person becomes one in front of a group of humans just to die again in less than a second.

acolyte_to_jippity
02-14-2010, 02:17 PM
poisons aren't supposed to be toe-to-toe class. they're meant to sneak around, take unused paths (cause of the jumping, and fuck people over from strange angles. their high knockback means that humans rape poisons easily. the only thing i think poisons should have is SLIGHTLY increased speed. as it is, humans w/ knives outpace poisons easily. the only way poisons can hope to catch up are jumping w/ "e" (slightly slightly slightly faster) or if there are vertical obstacles in the humans' path which poisons can just jump.

ZERO
03-08-2010, 10:06 PM
Updated rconlocker and added dead talk

acolyte_to_jippity
03-08-2010, 10:12 PM
Updated rconlocker and added dead talk

!!!!!

the old version of deadtalk is back?

dead zombies and cts talk to living ct???

tj26
03-08-2010, 11:13 PM
1 thing that still needs to get fixed is escape maps because the zombie still spawns wherever so people need to start adding escape maps that they know about because right now its pointless playing them

Kavinsky
03-26-2010, 03:48 AM
Zero you have to face the facts the current zombie settings only work on escape maps.

Your either going to have to rig up a separate cading server with the old zombie settings or devise a system that auto switches it to the old zombie setting when we go to a cade map.

And for the love of god do what you have to, to get the fucking mute to work, thats basic 101 kinda stuff you need for multiplayer.

its either that or get the votemute working and fast acting, ala only 2 votes to enable it and alow it to be reenabled quickly on someone rejoing to avoid a mute.

ZERO
03-26-2010, 11:25 AM
it runs two different settings, one for zm maps and one for ze maps. The health speed and knockback is totally different from ze to zm. Also mute is a problem with valve it is not something I can fix. From what I gather you say they are fine on escape maps but under powered on zm maps.

Kavinsky
03-26-2010, 10:40 PM
Yeah they are, theres virtually no difference between the two. the major problem on the cades is the knockback is way too much with that many people in one place shooting at them, hell even trying to run down one person on open ground with only a glock is hard.

acolyte_to_jippity
03-26-2010, 11:04 PM
Yeah they are, theres virtually no difference between the two. the major problem on the cades is the knockback is way too much with that many people in one place shooting at them, hell even trying to run down one person on open ground with only a glock is hard.

kav's definately right. they each need a bit more health, and reduced knockback. my poison never died as quick as it does now, against a single noob w/ a fucking mac10

ZERO
03-26-2010, 11:44 PM
Ok then what is problem happening is that now that the server no longer lags shots actually are registering and thus zombies need more health. Considering that registration should have improved by about 50% I suggest we try an increase of 15% health on all zombies and slight reductions in knockback for those that have values to support it. Also some changes to health regeneration rates to the tune of 15%-25%.

acolyte_to_jippity
03-26-2010, 11:50 PM
that's good i guess. honestly, it seems to have been better when it was all borked up

Kavinsky
03-27-2010, 02:18 AM
If the hit detection is 50% up shouldnt the knockback be GREATY reduced?
Health would help but thats not the issue.

ZERO
03-28-2010, 07:06 PM
Updated to 1.0.4 with Server Hop and updated DOS and hacker protection.

Kavinsky
03-29-2010, 04:46 PM
You dodged the issue, if the hit detection is up 50% even with increased health the zombies wont have a chance against the humans on cade maps.

ZERO
03-29-2010, 09:53 PM
I do not actually know how much that it has improved by I am just throwing numbers around. It is not even possible to determine the increase in hit detection.

ZERO
04-16-2010, 12:35 PM
Increase zombie health for zm maps has been added to the update list.

ZERO
05-10-2010, 02:48 PM
Updated to 1.0.5 to remove some bad maps.

ZERO
05-13-2010, 04:57 PM
1.0.6

Zombie health increased by 500 for zm/ cade maps. This is for all zombies and will take effect next time the server restarts.

ZERO
06-25-2010, 03:08 PM
1.0.7

Engine Update
Sm 1.3.3
mm 1.8.3
sdk hooks 1.3
Fixed death cam
D-Fens updated
steambans
ddos protection
Disabled stats reporting for valve
Enabled Free Look
Removed rcon locker to fix antireconnect
Updated sockets
Removed antipingspoof

Oasis
06-25-2010, 04:10 PM
fffffffuuuuuu-

mastercheff
06-25-2010, 04:34 PM
1.0.6

Zombie health increased by 500 for zm/ cade maps. This is for all zombies and will take effect next time the server restarts.

I can somewhat agree.

ZERO
06-25-2010, 10:13 PM
1.0.8

Updated SRCDS
Removed stoproc
Improved KAC performance
Fixed core.cfg error

ZERO
06-27-2010, 04:51 PM
Yes that is right I just updated this shit on vacation on a 10k connection FUCK YOU VAVE my tracers are going to work!


1.0.9

Updated bullet tracers!

mcilwain
06-28-2010, 06:37 PM
The Squishy sound is getting annoying, when im healing it gets annoying, when im on fire, oh shit when im not playing CS:S the sound repeats in my head....
Its annoying.

Edit:100 post, also did my offset i found work? :D

ZERO
06-28-2010, 06:43 PM
I already found a way to stop it and it will be gone in a few days :wtg:

ZERO
07-10-2010, 11:26 PM
1.1.0

Updated mani to V


This should fix the reserved slot problem.

ZERO
07-12-2010, 11:13 PM
1.1.1

Gore Mod added
Auto Equip Updated

OnEyEdMaN
07-14-2010, 09:11 AM
1.1.1

Gore Mod added
Auto Equip Updated




zombies are great, BLOODY zombies are even greater.:wtg:

ZERO
07-20-2010, 05:19 PM
1.1.2

Updated Mani
New Maps (also removed some bad ones (see map section)

ze_ApertureScience_final
ze_death_star_escape_v4_3
ze_licciana_escape_v2
ze_LOTR_Helms_Deep_v4_2
ze_LOTR_Mines_of_Moria_v5_1
ze_LOTR_Mount_Doom_v3
ze_MotanumInc_OB
ze_Paranoid_Reborn_v8
ze_PotC_v3_4fix
ze_underground_escape__final
ze_voodoo_islands_v7
zm_ATIX_apocalypse_b6
zm_lila_panic_sethensv3
zm_machine_of_doom_b1
zm_mg_rex_x0
zm_Rockymountainfacility_v1
zm_space_cbble_b4
Zm_Toxa_West_v2
zm_Windship_beta3
zm_zombiecruise

hallwagner
07-20-2010, 05:41 PM
1.1.2

Updated Mani
New Maps (also removed some bad ones (see map section)

ze_ApertureScience_final
ze_death_star_escape_v4_3
ze_licciana_escape_v2
ze_LOTR_Helms_Deep_v4_2
ze_LOTR_Mines_of_Moria_v5_1
ze_LOTR_Mount_Doom_v3
ze_MotanumInc_OB
ze_Paranoid_Reborn_v8
ze_PotC_v3_4fix
ze_underground_escape__final
ze_voodoo_islands_v7
zm_ATIX_apocalypse_b6
zm_lila_panic_sethensv3
zm_machine_of_doom_b1
zm_mg_rex_x0
zm_Rockymountainfacility_v1
zm_space_cbble_b4
Zm_Toxa_West_v2
zm_Windship_beta3
zm_zombiecruise




zm_zombiecruise? hahahaha i cant wait to play that, even the name sounds epic

BladeTwinSwords
07-21-2010, 01:52 PM
Well zm_windship is a noob map. I can make an unbreakable cade with a pistol in about 30 seconds.

ZERO
07-31-2010, 11:53 PM
1.1.3

MM 1.8.4-hg736
SM 1.3.5-hg3028
Removed

zm_zombiecruise
zm_machine_of_doom_b1

hallwagner
08-01-2010, 06:30 PM
Well zm_windship is a noob map. I can make an unbreakable cade with a pistol in about 30 seconds.

yea i hate that map too, every fucking round the zombies fail cuz half the humans are in literally unbreakable cades

ZERO
08-13-2010, 12:56 PM
1.1.4

Updated SM to 1.3.5-hg3033
Updated MM to 1.8.4-hg736
Added ingame PsychoStats
Auto !zspawn on join

acolyte_to_jippity
08-13-2010, 01:29 PM
1.1.4

Updated SM to 1.3.5-hg3033
Updated MM to 1.8.4-hg736
Added ingame PsychoStats
Auto !zspawn on join




not sure i like the auto !zspawn. it's easy enough to type on your own

ZERO
08-13-2010, 02:57 PM
This helps prevent people from looking at hiding spots when the first join. It also makes it easier for noobs.

acolyte_to_jippity
08-13-2010, 03:01 PM
It also makes it easier for noobs.

sigh, yeah i guess so. well whatever

Kavinsky
09-13-2010, 10:42 AM
Zero when are you going to restore the old zm that everyone loves or make a separate server for it?

we're still waiting for it and you have yet to deliver on it, like the removal of goremod from gg and the reserved slot.

hallwagner
09-15-2010, 02:42 PM
Zero when are you going to restore the old zm that everyone loves or make a separate server for it?

we're still waiting for it and you have yet to deliver on it, like the removal of goremod from gg and the reserved slot.

even though theres nothing wrong with the reserved slot? stop being a cheap ass :stupid:

taz1stP
09-17-2010, 11:48 AM
hall go be a troll on a other site forms.

acolyte_to_jippity
09-17-2010, 03:19 PM
hall go be a troll on a other site forms.

no no, hall has a point here.

ZERO
10-01-2010, 02:35 PM
1.1.5

Updated SM to 1.3.5-hg3044
Updated sdk hooks gamedata
Removed Broken Maps
Configured some maps
Added maps:

ze_jurassicpark_v2_FW_fix
ze_Paranoid_Ultimate_v10_4
zm_airport_panic_bobpoblo2
zm_urban_downtown_v2

mcilwain
10-01-2010, 05:39 PM
Gj zero :wtg:

BladeTwinSwords
10-01-2010, 08:43 PM
Jurassic Park still lags for the first part to almost unacceptable levels.

Airport still kicks everyone after one round.

Paranoid is good and I have only seen it crash once out of about 15 rounds.

Urban Downtown is a hiding map only with the Uber MP5 of Immortality.

ZERO
10-08-2010, 01:56 PM
1.1.6

Updated SRCDS
Updated SRCDS
Updated SRCDS (yea there were 3 updates...)
Updated SM to 1.3.5-hg3053
Updated SDKhooks game data
Added map: zm_multi_pyramid_x

ZERO
10-08-2010, 01:57 PM
Jurassic Park still lags for the first part to almost unacceptable levels.

Airport still kicks everyone after one round.

Paranoid is good and I have only seen it crash once out of about 15 rounds.

Urban Downtown is a hiding map only with the Uber MP5 of Immortality.

If changes need to be made to any maps in that they need to be replaced, removed or added it needs to be in the correct section so I know to do it. :wtg:

ZERO
10-17-2010, 12:06 AM
1.1.7

Added maps: ze_indiana_jones_v4a_004 and zm_shf_zone_stifler

ZERO
10-25-2010, 08:23 PM
1.1.8

Added maps

ze_JurassicPark_Escape_b2
zm_firewall_v3_remix_b2
zm_medieval_mountains
zm_penumbra_extended
zm_urban_downtown_final
zm_zerbes_demons

BladeTwinSwords
10-25-2010, 10:20 PM
I will edit this post when I finish fully testing the maps.

Firewall - Great map
Medieval - No good spots though it does look nice
Penumbra - Good map
Zerbes - Edit the physics, everything is moveable
Jurassic Escape - Extremely difficult for humans to win
Urban Downtown - Ok

mcilwain
10-26-2010, 04:01 PM
zm_zerbes_demons seems ok but it edits one sv command which this may made it push items.



A Note to Server Administrators:
This map has a point_servercommand inside it. Without it the boats will not work and the cannon won't function properly. If you have a point_servercommand override plugin, then you'll need to make a .cfg for this map with sv_turbophysics 0 in order for the boats and cannon to work.

acolyte_to_jippity
10-26-2010, 04:02 PM
zm_zerbes_demons seems ok but it edits one sv command which this may made it push items.



A Note to Server Administrators:
This map has a point_servercommand inside it. Without it the boats will not work and the cannon won't function properly. If you have a point_servercommand override plugin, then you'll need to make a .cfg for this map with sv_turbophysics 0 in order for the boats and cannon to work.

yeah i posted same thing on the config thread for the map. other than the physics problem though, it looks fairly interestng

ZERO
10-27-2010, 12:22 AM
Will update tomorrow.

ZERO
11-28-2010, 03:03 PM
1.1.9

Updated SM MM and Mani

NLA
12-13-2010, 12:15 AM
Not sure if it counts as a bug, but an update of the 'nominate' map list would be delicious. I think every map on the server should be nominate-able instead of the drab few we have there now. That's all I can think of at the moment to complain about but if I can think of anything else I'll post about it. :wtg:

chewyrunts
12-13-2010, 01:52 AM
Not sure if it counts as a bug, but an update of the 'nominate' map list would be delicious. I think every map on the server should be nominate-able instead of the drab few we have there now. That's all I can think of at the moment to complain about but if I can think of anything else I'll post about it. :wtg:

i would like to see some new maps added :)

im working on an "inception escape" map so when that is done, we'll see if it rocks!

taz1stP
12-13-2010, 02:43 AM
i would like to see some new maps added :)

im working on an "inception escape" map so when that is done, we'll see if it rocks!

you make a good map thats a lol jk jk but i cant wait for you to get done with it and i think you should make a cade map that looks like cover. depending on how good this ze is going to be.

hallwagner
12-13-2010, 04:24 AM
i would like to see some new maps added :)

im working on an "inception escape" map so when that is done, we'll see if it rocks!

i dream of zombies?

Rezel
12-13-2010, 06:01 PM
I would love to finish the Chernobyl escape map, but undeniably my partner in crimes has disappeared also!

ZERO
12-15-2010, 10:32 PM
1.2.0

Fixed client drop on map change due to the bots joining too fast

ZERO
02-07-2011, 11:30 PM
1.2.1

Added Maps

ze_elevator_escape_jbg_final
ze_JurassicPark_Escape_v1
ze_LOTR_Helms_Deep_v5
zm_citylife_V2
zm_firewall_aztec_a1
zm_lila_panic_beach

Above may also replace outdated versions

kenneth918237
02-09-2011, 04:43 PM
new maps are :nay::nay::nay:

Sinister Sith
02-09-2011, 08:58 PM
new maps are alright.

ZERO
04-08-2011, 10:31 PM
1.2.2

Hard Mode is back, all zombies have been buffed 1000hp on ZM maps.
Old school knockback is BACK. Knockback is independently controlled per race for HS however all races have equal knock back everywhere else of which is directly related to the damage they take.

acolyte_to_jippity
04-08-2011, 10:40 PM
1.2.2

Hard Mode is back, all zombies have been buffed 1000hp on ZM maps.
Old school knockback is BACK. Knockback is independently controlled per race for HS however all races have equal knock back everywhere else of which is directly related to the damage they take.



...which means that now zombies are overall weaker.

knockback should be calculated by race for ALL shots, not just HS. otherwise deformed are nothing but easily killed meatwads.


also, if you keep these settings, we need to start enforcing absolutely 2 person max to crouch spots. this is not a suggestion. 2 people. that's it.




honestly...this change is bad. the added hp is good!! but the knockback is too severe.

Cry_Wolf
04-08-2011, 10:48 PM
Wow, Mako Reactor didn't make to the update? I wanted it so bad...:mini triste:

BladeTwinSwords
04-08-2011, 11:59 PM
ZERO, this knockback makes it OUTRAGEOUSLY easy to win as a human. I can use the UMP and not even have to try because a single bullet stops them dead in their tracks.

ZERO
04-09-2011, 12:14 AM
I will modify it so that it only activates 10% of the time and is only 50% as effective per dmg as it is now. This will greatly lessen the ability of one single player to take advantage of the knockback so that it is more effective when a group of players are shooting at the same target.

acolyte_to_jippity
04-09-2011, 12:28 PM
I will modify it so that it only activates 10% of the time and is only 50% as effective per dmg as it is now. This will greatly lessen the ability of one single player to take advantage of the knockback so that it is more effective when a group of players are shooting at the same target.

did you fix the jumping thing too?

after you updated, getting shot once hile jumping immediately pushes you back to the ground. all your vertical momentum just vanishes.

ZERO
04-09-2011, 03:40 PM
I can try to see if it can be programed so that vertical momentum is maintained.

Below is a part of the code so you guys can see what is going on:


if(Math_GetRandomFloat(0.0, 1.0)<=0.1)
{
decl Float:Clientposition[3], Float:targetposition[3], Float:vector[3];
GetClientEyePosition(Attacker, Clientposition);
GetClientEyePosition(Client, targetposition);
MakeVectorFromPoints(Clientposition, targetposition, vector);
NormalizeVector(vector, vector);


ScaleVector(vector, (damage/2));


TeleportEntity(Client, NULL_VECTOR, NULL_VECTOR, vector);
}

---------- Post added at 04:40 PM ---------- Previous post was at 04:36 PM ----------

What I may do is reprogram it to use push force instead as used in wcs. This would have the result of instead of jerky movement would instead create a physics force that pushes against the zombie. This instead of stopping them would work more like slowing although if high enough could stop them and push them back. I can also try to cross integrate with zombie mod itself and see if we can get class integration.

ZERO
04-09-2011, 07:32 PM
Ok I reprogrammed it so that instead of changing your velocity all together it just adds velocity in the opposite direction from the shot. This produces a smother effect that also works relatively in that you will speed up if you are running away and shot in the back. Also if you jump up and are shot from under you will fly up higher.

I can increase how often the knock back triggers and how effective it is so let me know if it needs more adjustments. Also I can adjust it per race if needed although I do not think it is high enough for that to matter. Note that HS knock back works like before and activates 100% of the time with an amount different for each race. :wtg:

ZERO
04-21-2011, 11:20 PM
1.2.3

Removed a lot of crap maps
Added:

ze_boatescape101
ze_grand_boat_escape_v1_7b
Ze_hell_escape_rc1
ze_minecraft_v1_1
zm_day_jungle_v1
zm_lila_panic_isethen

Increased the number of zombies that spawn from 1 to x/10 where x is the player count
Increased health of zombies on ZE maps by 1000hp
Increased ZE knockback by 0.5
Patched a collisions setting that may have been causing bouncing props
Doubled the amount of HP reneged per interval in ZE maps.
Removed fast, deformed and poison from ZE maps.

ZERO
07-09-2011, 09:17 PM
1.2.4


Updated and removed some maps
Added maps:

ze_FFVII_Mako_Reactor_v2_2
ze_predator_ultimate_v2
ze_stargate_escape_v8
zm_day_jungle_v2
zm_firewall_samarkand
zm_gorodok_v1
zm_moonlight_v3
zm_space_base
zm_tower_of_resistance_v4
zm_unpanic_v2

ZERO
07-18-2011, 12:48 PM
1.2.5


Updated ZR to latest version (improves random selection of zombie/patches some bugs)

ZERO
07-20-2011, 12:37 AM
1.2.6

Added maprate and the mapreweight on so that the odds of a map appearing in a vote will be correlated to its rating by users

ZERO
07-23-2011, 12:45 PM
1.2.7


Removed ze_thelostworld_redux
Added:

ze_Jurassic_Park_Story_v0_9
zm_Aperture_District_Panic
ZM_desprerados

BladeTwinSwords
07-23-2011, 03:26 PM
http://img685.imageshack.us/img685/8809/mymedal.jpg

Pale Horse
07-28-2011, 02:01 PM
Would it be possible to make it so there's like a 5 map gap in between nominating a previously played map? Lately it's been nothing but jurassic park over and over and over.

ZERO
07-29-2011, 12:23 AM
I will look into it :wtg:

pwnage
08-08-2011, 11:24 AM
Would it be possible to make it so there's like a 5 map gap in between nominating a previously played map? Lately it's been nothing but jurassic park over and over and over.
Yeah that would be nice

ZERO
08-08-2011, 02:48 PM
1.2.8


Updated to exclude the last 5 maps from nominations.

ZERO
10-28-2011, 03:21 PM
1.3.0


Removed some bad maps
Added:

ze_LOTR_Minas_Tirith_v2_2fix
ze_volcano_escape_v4
zm_day_lego_v2_fix
zm_industrial_b1
zm_minecraft2_b1
zm_urban_cargo_express

B1ackOut
10-28-2011, 03:43 PM
1.3.0


Removed some bad maps
Added:

ze_LOTR_Minas_Tirith_v2_2fix
ze_volcano_escape_v4
zm_day_lego_v2_fix
zm_industrial_b1
zm_minecraft2_b1
zm_urban_cargo_express


can you tell us which were removed?

ZERO
03-20-2012, 03:27 PM
1.3.2


Fixed Fast DL from banning people
Added Maps:

ze_Blackmesa_lambda
ze_Flying_World_v1_2
ze_jurassicpark_v2_7_OB
ze_LOTR_Mines_of_Moria_v6_3
ze_LOTR_Mount_Doom_v4_1
zm_playtime

ZERO
06-22-2012, 08:49 AM
1.3.3
Dramatically reduced lag when players are on fire
Added plugin that blackholes part of the game engine that is responsable for fire to prevent the problem.

ZERO
07-11-2012, 11:42 PM
1.3.4


Ghost and rejoin Prevention!

Screen is blacked out when players join
Screen is cleared when player joins spec
If player joins spec they can not spawn durring a round
If a player joins the server and a team they will automatically spawn right away
If a plaer rejoins durring a map they will not automatically spawn

ZERO
08-22-2012, 03:03 PM
1.3.5


Removed/Replaced old maps
Added:

ze_biohazard2_sewer_v4c
ze_destruction_of_exorath_v3_5
ze_eruption_escape_fix
ze_Escape_Stroggos_b4
ze_FFVII_Mako_Reactor_v5_1
ze_FireWaLL_laboratory_part1_3
ze_FireWaLL_laboratory_part2_3
ze_gibletz_establishment_b6
ze_ice_hold_b2
ze_infiltration_final
ze_Jurassic_Park_Story_v1
ze_mytex_escape_v3
ze_ocean_base_escape_v4
ze_potc_iv_v5
ze_prototype_v2
ze_resonance_cascade_v3
ze_saw_final
ze_shadow_moses_7_9
ze_showdown_v4_1
ze_skyscraper_city_v5
ze_snowcrash_escape_vfixed1
ze_thelostworld_redux_101j
ze_timeline_v4
ze_urban_laby_of_death_v3
ze_warped_v1_1
ze_zombierig_ultimate_v3_1
ze_ztastic_v1_b
zm_abandoned_mall_v5FF
zm_athletic_factory_v3_fix
zm_czm_bad_neighbors
zm_czm_dimmed_remix
zm_czm_modernist
zm_Fail_Inc_v4
zm_floating_rock_v5
zm_Inside_The_Fortress_final
ZM_Krusty_krab_a3
zm_lila_panic_beach_2
zm_lila_panic_reloaded_v3a
zm_little_italy_v3
zm_mars_wasteland_v2
zm_sky_roads_final
zm_the_hive_b1
ze_aztec_temple_v3c
ze_biohazard2_rpd_v4e_004

ZERO
11-12-2012, 04:32 PM
1.3.6


Configured some maps
Removed some bad/broken maps
Added:

ze_endless_park_B05
ze_FFXII_Westersand_v4b
ze_infected_sewers_v4
ze_naruto_v1_fix
ze_Portal_Story_v3_1
ze_ShroomForest
zm_aztec_ruins_v1
zm_biggun_v2fix
zm_forgotten_place_v3
zm_mini_polygon_v1
zm_stab_town_panic_v4
ze_destruction_of_exorath_v4

ZERO
03-03-2013, 03:48 PM
1.3.7


Removed !block

ZERO
04-20-2013, 01:41 PM
1.3.8


Gave zombies in escape maps 100% more hp
Decreased knockback in escape maps slightly
Added maps:

ze_fapescape_b4_1
ze_FFXII_Westersand_v6_7
ze_forestbunkers_v1_b3
ze_gameshow_v1_2
ze_holmes_escape_pf_v6
ze_mirrors_edge_reborn_v2
ze_office_nightmare_final
ze_opti_variety_missions_p1
ze_parkers_pit_b7
ze_random_v9
ze_rebicefacility_e01_v1
ze_shroomforest_v2
ze_TESV_Skyrim_v3
ze_zombierig_v4_2
ze_bastion_nav72
ze_christmas_infection_v2_3
ze_destruction_of_exorath_v7_1

ZERO
04-22-2013, 12:11 AM
1.3.9


Added Fire to nades
Added/updated maps

ze_LOTR_Mount_Doom_v4_2
ze_Paranoid_Rezurrection_v11_9
ze_shadow_moses_8_6
ze_shaun_of_the_dead_b1f
zm_zelda_skyloft_5_5
ze_FFVII_Mako_Reactor_v5_3
ze_LOTR_Minas_Tirith_v3_3

Omegxkid
04-24-2013, 01:49 AM
All of the new maps work great, Thx for all the hard work bro.

ZERO
09-02-2013, 09:17 PM
1.4.0


Removed parachutes from ze_ApertureScience_final
Default server to 800 gravity on map start
Increased round time for minecraft
Added backup check to ensure zombies get their knife

ZERO
10-10-2013, 01:39 AM
1.4.1


Updated ZM version to latest
Updated knife checking to remove errors
Increased HS knockback by 0.1

ZERO
12-25-2013, 05:44 PM
1.4.2


Added and updated maps:

zm_abandoned_base_v1
zm_bank_office_v2
zm_cbble_xmas_v2
zm_cell_games_b
zm_clouds_v2_1
zm_corps_v9
zm_hotline_miami_v2_0
zm_huntingbase_ultimate_v4
zm_legendary_mix
zm_london_v1_0
zm_lt_lila_atmos_beta
zm_mars_horror_b4
zm_neko_garden_hs_v2
zm_pulse_templeofdoom_legend
zm_the_lost_sanctuary_v1b
zm_vampire_medical_v3
ze_abandoned_project_v1_2
ze_ATIX_helicopter_e1
ze_crashbandicoot_v1fix
ze_destruction_of_exorath_v8
ze_fapescape_v1_2
ze_hobbit_escape_a4
ze_indiana_jones_iv_v2_4
ze_LOTR_Isengard_v1_5
ze_minecraft_adventure_v1_2c
ze_mirrors_edge_reborn_v3_3
ze_parkers_pit_b8
ze_Pirates_Port_Royal_v3_3
ze_POTC_IV_v6_1
ze_shaun_of_the_dead_b3
ze_shroomforest_v3
ze_solstice_redux_b1
ze_TESV_Skyrim_v4fix
ze_titanic_cqd_v2_fixed
ze_toaster_v1_2
ze_zombierig_v4_3
zm_3_rooms_v3

phil.™
12-25-2013, 08:03 PM
Woot woot! Ze toaster and potc port is a FUN ASS map. Plus a lot of other good maps in that list! So excited!!!
Thanks zero!!!

kionay
12-26-2013, 08:19 AM
a skyrim map?

color me intruiged

$Money$
12-26-2013, 11:15 PM
Awesome, I'm glad Shroom got an upgrade since we seem to play it every 30 mins lol

ZERO
05-31-2014, 04:49 PM
1.4.3

Added New Versions of existing maps:

ze_hobbit_escape_a5
ze_Holmes_Escape_pf_2014c
ze_infected_tramway_v3
ze_naruto_v2_1a
ze_ztastic_v2


New maps

zm_portal


Removed

[FUN] ze_ApertureScience_final
ze_ATIX_helicopter_e1
ze_hobbit_escape_a4
ze_indiana_jones_iv_v2_4
ze_POTC_IV_v6_1
ze_solstice_redux_b1
ze_titanic_cqd_v2_fixed
ze_zombierig_v4_3
ze_forestbunkers_v1_b3
ze_holmes_escape_pf_v6
ze_opti_variety_missions_p1
ze_shadow_moses_8_6
ze_aztec_temple_v3c
ze_endless_park_B05
ze_naruto_v1_fix
ze_FireWaLL_laboratory_part2_3
ze_gibletz_establishment_b6
ze_infiltration_final
ze_mytex_escape_v3
ze_shadow_moses_7_9
ze_urban_laby_of_death_v3
ze_warped_v1_1
ze_ztastic_v1_b
ze_infected_tramway_v2_1
ze_lakeindusk_v7_extended
ze_phantasy_escape_fixed_b1
ze_jurassicpark_v2_7_OB
ze_space_flight_v1_1_z
ze_Void_v2
ze_Paranoid_Ultimate_v10_4
ze_volcano_escape_v4
Ze_hell_escape_rc1
ze_indiana_jones_v4a_004
ze_space_stationzz_z
ze_retribution
ze_paradise_v1
ze_office_nightmare_final
ze_trainescape_b3
ze_grand_boat_escape_v1_7b
[FUN] ze_boatescape101

ZERO
06-24-2014, 05:07 PM
1.4.4


Replaced Preds on escape maps with Bloodsuckers.

ZERO
06-25-2014, 11:57 AM
1.4.5


Added Maps:

ze_30_Seconds__b21
ze_accelerator_escape_new
ze_cyberderp_v1_4
ze_icecap_escape_v3
ze_lila_panic_escape_v3_1
ze_noir_b1
ze_random_v10_fix

ZERO
07-03-2014, 01:20 PM
1.4.6


Added Maps:

ze_FFXII_Paramina_Rift_v1_3
ze_FFXII_Westersand_v7_2
ze_mountain_escape_v5_zf
ze_slender_escape_b4
zm_AnotherUglyZmap_V2c
ze_atix_extinction_b7

ZERO
08-10-2014, 09:24 AM
1.4.7


Added Maps

ze_doom_v1_1
ze_games_v2_2a
ze_lotr_minas_tirith_v3_5
ze_surf_facility_final
ze_traak_b1
zm_minecraft_v1

ZERO
08-10-2014, 11:49 AM
1.4.8


Added Maps

ze_Pirates_Port_Royal_v3_5fix
ze_resonance_cascade_v3
ze_RTCW_Ominous_Rumors_v1
ze_stalker_ultimate_b2
zm_duke3d_l1_v1
zm_kitty_ftw_remake
ze_biohazard_manor_v4a_004
ze_boat_escape_jenz_v2_2fix


Decreasd jump values for some zombies in escape maps.
Set round time to 7min as default value for escape maps unless otherwise defined.

ZERO
11-13-2014, 10:41 PM
1.4.9


Added/updated Maps

ze_accelerator_escape_final
ze_harry_potter_v1_bt1
ze_sorrento_escape_v5_fix
ze_stalker_ultimate_v2fix
ze_sunlight_v2_0

ZERO
02-23-2015, 01:27 AM
1.5.0


Added Maps

zm_catalyst
zm_gameplace
zm_ggodds_freefall_2015
zm_ghs_combinebase
zm_ghs_construction2013_v2
zm_ghs_townsquare2015
zm_impossibru_LBP_v3
zm_map_grass_v3fix
zm_minecraft_v1c_d
zm_mini_polygon_fwx
zm_nose_v5_fwx
zm_panic_icy_v1
zm_power_box
zm_stranded_helper_fwx
zm_x_dontfall_v2_fwx
zm_z_patch_fwx
zm_zombie_resort_fwx
ze_antartika_b2
ze_bioshock_v4
ze_electrical_factory_b8
ze_hospital_escape_v2
ze_Last_Man_Standing_v3_1
ze_somewhat_different_v1
ze_surf_danger
ze_winter_v2
zm_atix_helicopter_fix

ZERO
05-02-2015, 04:01 AM
1.5.1


Added Maps:

ze_jungle_escape_v1_2
zm_an_2worlds
zm_boxhunt_desert_day
zm_monastery_v1_1
zm_ruine_v2
zm_z_army_depots

$Money$
05-02-2015, 06:39 AM
1.5.1


Added Maps:

ze_jungle_escape_v1_2
zm_an_2worlds
zm_boxhunt_desert_day
zm_monastery_v1_1
zm_ruine_v2
zm_z_army_depots



That's what im talking about

ZERO
06-22-2015, 01:04 PM
1.5.2


Added Maps

ze_electrical_factory_v1
ze_harry_potter_v1_3
ze_sky_athletic_v5_final
zm_AnotherMapbyScarFed_v1b
zm_dacha_v1
zm_darkrock
zm_dust_room_new
zm_map_grass_v4
zm_terminator-disco
ze_Avenir_Storage_v1
ze_boredom_v543656

ZERO
07-09-2015, 06:26 PM
1.5.4


Added Maps

ze_Ancient_wrath_b3
ze_sandstorm_v3_4
zm_cocktail_v3
zm_outer_planet

Rosie
07-10-2015, 12:16 PM
Played Sandstorm and Ancient Wrath this morning, they both seemed to be playing well.

Rosie
07-12-2015, 06:25 PM
When trying to download ze_Ancient_wrath_b3 I get an error message which a 2nd player also got. It said map does not exist after it finished downloading, Any thought?

swagbot 9k
07-12-2015, 07:30 PM
I get those sometimes. you need to delete the maps folder in the cstrike.

StarsMine
07-13-2015, 01:58 AM
Just the specific map will do, no need for the whole folder

ZERO
08-26-2015, 10:46 AM
1.5.5


Added Maps

ze_vaultofglass_beta
zm_inferno_classic_beta
zm_lila_vacaciones_LatINs_ffix
zm_ocean_monument
zm_paper_town_v1fix
zm_walled_city_v1_1

ZERO
09-16-2015, 08:51 AM
1.5.6


Added/Updated Maps

ze_Pirates_Port_Royal_v3_6
ze_sandstorm_v5_3
ze_shroomforest2_b4
ze_ffvii_cosmo_canyon_v1

ZERO
10-28-2015, 07:27 AM
1.5.7


Reduced poision jump and knockback on escape maps
Added/Updated Maps

ze_laboratoire
ze_outlast_v1
ze_sandstorm_v7
ze_undertunnel_escape_b3a
zm_druglab_v2
zm_dust2015_beta3
zm_ice_palace
zm_sonic1_v2_ultimate(zmm)
zm_veskerland_v1_1
ze_ffvii_cosmo_canyon_v2_1
ze_LOTR_Minas_Tirith_v3_3

FearLess
05-26-2016, 02:22 PM
not sure if this is new or i had it turned off for any reason but adding "voice" to the countdown timer is great. Little subtle addition, i like :wtg::wtg: Great job Zero

ZERO
05-27-2016, 05:55 PM
It was added in the updates I did this week.

ZERO
05-31-2016, 07:02 AM
1.6.0


Zombie HP is higher on escape maps
Adjusted knockback on escape maps (lowered a lot to compensate) and increased dmg to zombie
Granted zombies constant 1 second health regen rates
Zombie nades!

Blood Mist Grenade gives zombie HP
Gives 10% hp regen on escape maps (does not over heal)
Gives 2000hp regen on cade maps (allows over heal)


Zombie Speed changes based on HP (ZE only)

Zombies move at a speed proportionate to their HP


Removed some maps
Added Maps:

ze_infinite_run_final
ze_mirrors_edge_reborn_v4_2
ze_surf_easy_or_hard_new
ze_tyranny_v1_test9

ZERO
06-30-2016, 09:24 AM
1.6.1


Added/Updated Maps:

ze_alien_shooter_v6_2
ze_christmas_beta3d
ze_naruto_v2_6e
ze_shroomforest2_b6
ze_tyranny_v3

ZERO
08-08-2016, 06:16 AM
1.6.2


Added/Updated

ze_ashen_keep_v0_3
ze_journey_v1_2
ze_TeleportEscape_v3
ze_tyranny_v3rfix
zm_skyhigh
zm_zombynas_fix3

ZERO
09-21-2016, 07:38 AM
1.6.3


Updated

ze_tyranny_v4
zm_forgotten_town_ri

ZERO
03-14-2017, 10:37 AM
1.6.4


Added/Updated

ze_bioshock_v6_2
ze_destruction_of_exorath_re3
ze_FFVII_temple_ancient_v3
ze_grand_boat_escape_v1_9
ze_hl2_escape_v3
ze_icecap_derp_unloze_v420
ze_infected_sewers_v6_2
ze_l0v0l_a7
ze_rooftop_runaway1_v4
ze_sandstorm_f
ze_temple_escape
zm_surf_born_1_2