zf_dustbowl_b4

Credits

Submitter
  • P1: Beggar
    Points: 154
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    Account Age: 4 years
Axls_TF2 (Creator/Co-creator)
Key Authors
Axl
Valve

Rating

9.39/10
Based off 6 rating(s)

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Additional Info

Development State
Beta
Version
b4
Maximum Players
32

Stats

Post Count
15
ViewCount
8,654
Downloads
2,781
Date Added
3 years ago
Date Modified
2 years ago
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A modified version of Dustbowl for the Zombie Fortress Sourcemod plugin.

This map is designed for the Zombie Fortress SourceMod Plugin created by Sirot.

Objective: The survivors (Red Team) must try and capture all 6 control points without being killed by zombies (Blu Team).

Gameplay -Game starts with %90 Survivors. Survivors must try to capture all 6 control points alive. -Zombies have respawn points all around the cp that is currently in play. -Control points take 60 seconds to cap. -There is no setup time in between areas like normal dbowl. Just one round, with all 6 control points to capture. -The environment is now very dark and spooky with scary music that changes, the further the survivors get.

Important Note To Server Admins Running this map with the default ZF survivor ratio of %60 makes the game VERY UNBALANCED in favor of the zombie team. Please read the supplied text file on how to adjust the ratio for this map. Thanks.

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Comments

    • P1: Beggar
      Points: 45
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Great job making dustbowl so scary! This is definetely my personal favorite Zf_ map, even if it is hard to win as RED sometimes.

    The Second Level of Corn
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      Points: 15
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    Pros: Syunning map Cons: No fog controller :(

    Team Leader of the LARGEST UK
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      Points: 250
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      EF: 4
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      Account Age: 3 years

    Pros: Very fun, i like the additions to the map. Screamers are nice also. Cons: Lighting Improvements: Its a bit hard to see in some spots. Notes: Turn Goldrush into a ZF map!

    -ADHD-
    • P1: Beggar
      Points: 650
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    Pros: Almost Everything! Cons: Screamers (not really a con) ;P Improvements: Delete some transparent walls in some places (BLU Team spawns) Notes: Make more edits of some maps to Zombie Fortress Mod

    Clock Master
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    Blacktm

    Played this today, masterpiece.

    Banned
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      Account Age: 3 years

    This map is awesome! Have lots of fun playing on it. Are you planning to turn another map into ZF style (darkness, scary music, etc.)? E.g. gravelpit. It would be very great.

    Bananite
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    @Haptic

    Thx man glad you like the map. It's definitely not a walk in the park for the survivors right now. It's difficult to balance when a spy can go and kill off 4 survivors in a split second.

    I agree cap 2 is a bit dark. That will change in b5. The tunnels were purposely made dark though. I wanted to give players a choice there... The right tunnel in area 2 is almost completely dark and unsafe for survivors, but it does have a full medpack at the top, while the left tunnel is fully lit but has no hp.

    Im going try and do more balancing like that with the lighting in the next vers. Thx for the input.

    Axls TF2 - Where 2fort is a BA
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    This is a very good remake. I'm starting off by saying I just tested it today, and had lots of fun.

    The design is kinda like dustbowls, only harder to see. It gives to the feeling tough.

    The gameplay is fun, but sometimes it can be hard for the survivors to get to certain parts (stage 2 cap 2 :P).

    The lighting look great, but there is some places that look alittle to dark, like the tunnels in stage 2 and 3. The control Point on stage 2 looks wierd, but it's really fun. You can go up there to, and if you are a spy zombie it's an easy backstab place. :)

    The music playing is nice, I really love the halloween theme, it gives alot to the feeling, wish more maps had that. :) Overall, it's a good map with some flaws.

    Ignis lamnia lammina lamna.
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    Posted by Fearlezz However the cp in the last picture does really look misplaced. And should really be fixed. I do not like how its been moved.

    The zombie team in ZF only have melee weapons, so keeping the CP at it's normal position up top there would be too difficult for them to reach alive. So instead of redesigning the CP on the ground all nice and neat I gave it a look as if it had been pushed off it's perch by someone...or some thing.

    I'm scared, hold me!

    Axls TF2 - Where 2fort is a BA
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    Noobberry

    Love to see the new environment for Dustbowl, all cold and feels chilly.

    blank.
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