Counter-Strike 2

Counter-Strike 2

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ze_death_forest
   
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游戏模式: 自定义
标签: CS2, Map
文件大小
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更新日期
856.328 MB
8 月 11 日 上午 8:06
11 月 6 日 下午 7:44
27 项改动说明 ( 查看 )

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ze_death_forest

描述
MAP FOR S2ZE 2025 RETURN TO ROOTS MAPPING CONTEST

A bus bound for death departs at midnight. Can the poor souls chosen by fate escape their doom?
The Hell Bus doesn't accept cowards. Only by taking risks can you survive each crisis!

4 Levels:

In the first level, there are nine zombie artifacts that can only be used by the Mother Zombie. "The humans' objective is to find the four talismans hidden in the map.
The second level's objective is to overcome obstacles and reach the ████ escape █████.
The third level is an enhanced version of █████ █. You must find 6 talismans... and you'll encounter S████ D█████ L████
T███████████████████████████████████████████████████████████████████████████████████████████████████

This map contains a large amount of horror elements.


Map by 气流 and fubuki
Thanks for playing.
19 条留言
nocallzzz 11 月 27 日 上午 9:08 
大佬是还没更新完吗,怎么地图里什么都没有
Kotya Way 10 月 16 日 下午 12:00 
mapeadores:steamthumbsdown::NorminGreen::steamthumbsdown:
气流  [作者] 10 月 16 日 上午 11:58 
Okay, I will increase my body time limit, but please wait until the end of the competition
Tormacoy 10 月 11 日 上午 9:46 
We had the same problem in Mapeadores with the warm up round. I had to slay humans to end it, otherwise people would delay for the whole 10 minutes of round timer.
Also the map seems to be blocking players from buying the molotovs and incendiary grenades
气流  [作者] 10 月 5 日 下午 11:20 
@Vauff sorry i dont know what happen in glf. It test good in fys, exg, zed and ub. And I deleted the zombie spawn time on map spawn. I'm sorry that something didn't satisfy you, but I believe I've done my best
Kotya Way 9 月 13 日 下午 6:31 
:steamthumbsup:
Vauff 9 月 13 日 上午 10:16 
- A filesize optimization pass should be done, specifically on materials & light-mapped props (particularly foliage) bulking worldnode size, did not get the impression of the 850 MB being justified for the map length & custom content quality
- TP avoidance spot on lvl 4 https://i.imgur.com/kEdfhjw.png
- Humans can edge the back windows of the bus on the first lvl 1/3 defence
Vauff 9 月 13 日 上午 10:16 
We tested this on GFL, you might want to consider widening the defences or something, as currently they're just easy farming of zombies in corners/tight corridors, making the gameplay as zombie pretty awful. We also found some issues:
- Warmup never ended on its own, since map is so big players were just able to delay the entire 10 minutes until round time ran out
- Radar broke and was somehow incorrectly showing all players on top of each other https://i.imgur.com/BFEqdtZ.png
- TP avoidance spot on lvl 2 https://i.imgur.com/9rwhKuS.png
- Map should set a longer mp_roundtime value out of the box, since it needed manual correction for some stages
- Teleport loop here when zombies are shot back into the TP trigger, because TP destination is right in front https://i.imgur.com/pLUDReV.png
气流  [作者] 8 月 25 日 下午 11:44 
ok, i delet spawn time
Tormacoy 8 月 25 日 下午 12:50 
In our server zombies don't teleport back to when they spawn, instead they are frozen in place inside a particle that resembles a portal. This map has a forced spawntime of 20 seconds which makes zombies spawn outside of the bus at the start in level 1 or near the door in level 2 start for example.