zf_asylum_b2

Credits

Submitter
  • P1: Beggar
    Points: 77
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
dirtyminuth (Creator/Co-creator)
Key Authors
dirtyminuth
Sole Author

Rating

9.17/10
Based off 1 rating(s)

Additional Info

Development State
Beta
Version
b2
Maximum Players
32

Stats

Post Count
4
ViewCount
3,148
Downloads
1,289
Date Added
3 years ago
Date Modified
2 years ago

TF2 Zombie Fortress map, set in an abandoned, clifftop asylum.


-- Team Fortress 2 : Zombie Fortress -- -- --

-- Asylum - zfasylumb2 --


-- Information --

Title: zfasylumb2 File: zfasylumb2.bsp Author: 'dirtyminuth' E-mail: dirtyminuth@yahoo.com Type: Zombie Fortress, Survival (http://forums.alliedmods.net/showthread.php?t=131282)


-- Details --

Humans have barricaded themselves in an abandoned, clifftop asylum. The zombie horde is approaching, and the humans have mere minutes to survive. Be careful! The tower bell is still functional, and could be used to alert the zombie horde! Good luck!


-- Map Features --

  • Secondary objective! Humans must defend the bell tower from the zombies. If a zombie hits the bell, the zombies will begin spawning in the basement!

  • Multi-stage barricades! Doors break away in pieces!


-- Thanks --

SnarfyBobo: Alpha testing, suggestions Trivia: Alpha testing, suggestions Sirot: Zombie Fortress developer tf2maps.net: The ultimate TF2 mapping community freesound.org: Bell sound (use dictated by Creative Commons Sampling Plus 1.0 License) The Crazy GFL: An excellent ZF discussion group and resource! (http://www.zombiefortress.co.uk/)

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Comments

    • P2: Drudge
      Points: 4,026
    • C1: Member
    • A3: Apprentice
      Account Age: 2 years

    Dirty you've done it again! It seems the classic zombie fortress map finally got redone, and quite well indeed.

    I like what you've done with the rooms that people usually sneak into and hide, how you've changed the boards, and the overall size of the map. The bloom effect had to go, and that's one of the nice changes I instantly saw. The lighting really gives it a zombie invasion feel too. The overall detail in the map is AMAZING, it really is good. The tons of hiding places sure will prove fun.

    I noticed a few things that might become issues when flying through the map. Near the gazebo, there's an ammo pack, which makes me worried that some engineers could camp there and spawn camp. I saw a train track really far in the back where people could end up hiding. I personally kept falling in the hole on the second floor since the room is dimly lit. In the back, beyond the gazebo where the zombies can get it, the stairs are missing, and can prove difficult for them if trying to sneak up. I personally think the sky you used is a bit bright for the actual lighting for the map.

    Asides from those, well done! I'm going to miss the old asylum. So in conclusion, great work!

    Bite me.
  • Anonymous

    I like. My fave.

    • P1: Beggar
      Points: 250
    • E1: Helper
      EF: 4
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Detail, fun to play Cons: Red can defend too easily on roof, and inside building in certain spots.

    On the roof there is a very certain spot that only scouts can get with double jump. Its looking out at the front. You can see it in the picture. Improvements: Needs a super secret bs1 is cool room. (not serious, but you can add one if you want) Notes: Very fun map, cant wait to play updated versions. The map can only get better. (hopefully)

    I had it added to the server i am admin at, and we needed to buff up the zombie start limit to half the players (at the time was 9) just for the zombies to win.

    No exploits that i found while playing.


    I have to re edit since you can't double post. I have been thinking, but the side objective isn't that important for defenders. The bell right now takes a bit to get to, and when you do hit it, you spawn in a basement that is barricaded in. So as zombies we usually just avoid hitting the bell since 1. We are already inside the building, 2. No one will probably be hiding in the basement, and 3. Too much of a pain to get out of basement.

    Maybe you should give more incentive for hitting the bell, or make hitting the bell easier.

    One good thing about hitting the bell is that you can no longer be camped at the gate. Its easy to avoid dying though by going into the trees, but if they have a good sniper, its a lot harder.

    Those are just some thoughts i have been having, but at the moment it is still my favorite zombie fortress map.

    -ADHD-
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