Jump to content


  • Content Count

  • Donations

    0.00 EUR 
  • Joined

  • Last visited

Community Reputation

21 Excellent

1 Follower

About GiGaBiTe

  • Rank

Recent Profile Visitors

409 profile views
  1. GiGaBiTe

    This is a ground up remake of zm_zmbrasil_v5fix to fix all of the horrible problems it had. The visuals in the map have been completely redone, the time of day has been adjusted to night and a custom skybox has been added. Lots of new places to go and hide, in addition to many new secret areas. The only major map layout change is that the "back" area where you needed to go through the hole high up in the wall and down a ladder has been removed. It was rarely used in normal gameplay, and the additions to the rest of the map have more than made up for it being removed. Download: https://www.mediafire.com/file/a1lofw33ditwpca/zm_brasil_v6.zip/file
  2. GiGaBiTe

    Here's a custom navmesh for zm_bruce_factory. The ladders in this map were made improperly, so I couldn't get the bots to use them. I used some ugly waypoint hacks to get the bots to use some of the secret teleporters to be able to get up on the roof on the middle building, and on the roof going around the map. They'll also try to get on some of the obstacles, and inside pipes. They probably won't have much success on obstacles due to the complex jumping, but they'll try. They should spend a lot less time pooling up under players on the ground. Download: https://www.mediafire.com/file/5meriigjate3fvt/zm_bruce_factory.nav/file
  3. GiGaBiTe

    Here's another nav mesh. Bots can now navigate 3 of the 4 levels in the map, versus just the bottom floor. They can also get up on most obstacles. Some are unreachable due to requiring complex jumping. The roof of the map is also unreachable for the same reasons. This isn't fixable without a map update. https://www.mediafire.com/file/10q4cokutrr7shp/zm_an_warehouse_redux_nav.zip/file
  4. GiGaBiTe

    If you already put the above version on the server, you can't go back to the original version or the situation you predict will happen. If you haven't uploaded this version, here's the nav file by itself. https://www.mediafire.com/file/6yxq5ufzcupyr83/zm_fubar_towers_v4_nav.zip/file The map will be missing the sounds for the rave room and the exit doors on map start, but they're not terribly important.
  5. GiGaBiTe

    I don't like renaming existing compiles of maps, because it can cause some internal BSP structures to have strange behavior. When a map is compiled, a few things are tied to the BSP name itself. I've seen texture issues, like them going missing, corrupt normals, broken specular maps, etc. The cubemaps in particular also tend to get screwed up, because the Source engine treats a BSP like a folder in a file system when reading internally stored resources. So if the cubemaps were originally zm_fubar_v4 and you rename it to zm_fubar_v5, the engine is still looking for them in the old directory and won't find them, resulting in default cubemaps everywhere. These issues may have not cropped up in this map, because it doesn't use cubemaps or custom textures, but I like to be on the safe side. I would be concerned about differing BSP versions, but this map is 16 years old, and very obscure. There aren't going to be many people today that still have it. And those that do are probably going to know how to delete their local copy of the map and download it. Since you had version 2 on for so long, I don't think it will be much of an issue.
  6. GiGaBiTe

    Cleaned up the dependency issues and made a custom navigation mesh for the map. Everything is packed into the BSP so that no external files are needed. Mortis didn't change much between v2 and v4 as far as I can tell. The two big changes are that the map doesn't "leak" to the void anymore, and the annoyingly loud garage door was fixed to not make your ears bleed. I may do a remake of the entire map later, because there are still a ton of issues with the map as it is. The bots can get to most places in the map, but will have trouble with the more complicated jumps and the glass catwalks. https://www.mediafire.com/file/xyays8ciq39vid9/zm_fubar_towers_v4.zip/file
  7. GiGaBiTe

    Another unreleased map of mine. Cleaned it up and did some additional modifications to make it easier for bots to get around. The map includes a custom navigation mesh packed in the BSP, no external nav file is needed. This map shares lineage from v6c, but there are numerous changes and bug fixes since that version. Versions 6d-6g weren't released outside one test server. The custom navigation mesh makes sure you aren't safe from bots in as many places as possible. Don't think going on the roof will save you. https://www.mediafire.com/file/z63ybsw85yo9equ/zm_wtfhax_v6h.zip/file
  8. GiGaBiTe

    Not a map, but a navmesh. This took several hours to make. Made an entirely new navmesh for zm_app7e_betterbworld to allow the bots to traverse the entire map. The default auto generated navmesh the Source engine makes is junk and doesn't account for ladders and maps with multiple levels, so the bots usually get stuck in the lowest levels of the map and are cannon fodder. The only thing bots won't do is use teleporters, because there's no mechanism to make them use them. Here's a couple of debug shots of the new navmesh. https://www.mediafire.com/file/x2mzevp9ssdqdtn/zm_app7e_betterbworld.nav/file
  9. GiGaBiTe

    Looks like the separate nav file fixed the problem, just played a few rounds with bots and they work. Though, you may want to make a map cfg file for this map to have more bots than usual, like 24 or so, because the map is so large.
  10. GiGaBiTe

    Just played the map and it looks like the nav file isn't working for whatever reason because no bots joined. Here's the separate nav file to add to the server. https://www.mediafire.com/file/z2fb7m5dz3gy021/zm_3dubka_v3d.nav/file If this doesn't work, I'll spin a new version of the map. It's strange it doesn't work, I tested it on my local server and the bots joined up fine. Maybe something got wonky in the BSP packing. I can only speculate because I can't see the server console to debug any error messages.
  11. GiGaBiTe

    Spun a new revision of this map for this server to fix some old bugs and add a custom navmesh so the bots work properly. The bots should be able to navigate the entire level and give you a hard time as zombies, so don't get too comfortable. Download: https://www.mediafire.com/file/5wizr5ltwhoyt07/zm_3dubka_v3d.bsp.zip/file
  12. GiGaBiTe

    I didn't make the original map (zm_base_day/zm_base_winter), someone named Moo made those. I just did a ground up remake of the map to fix all of the issues that it had, and give it a big facelift. Beta3a through beta3d are all my work. I primarily do remakes of old maps and/or ports of maps from other games. These are ground up remakes and ports that take months of work to do, not to be confused with shitty decompile edits that the Source mapping community is known for. The reason I can shotgun release these is because I made them over 10 years ago. Many haven't been publicly released, or have had very limited public releases on just a few servers. I still have a few more maps I can post here, they just need to be checked out to make sure any Source updates since then haven't broken something and have custom navigation meshes made for the bots. If you've played zm_downtown_night, you'll probably notice that the bots use ladders and go places where you normally wouldn't see them. Source can generate a basic navmesh, but it won't map ladders or areas only accessible by ladders, or jumping obstacles. It's why most of the maps on your server have the bots just congregate on the lowest areas of the map. It can take a few hours to add all of the available areas for bots to use to a custom navmesh, but it's well worth it. It makes bots real hazards, they can sneak up on you when you don't expect it, instead of how it is now where you can just get on a ledge and shoot down at them.
  13. GiGaBiTe

    Here's another one of my maps. The server surprisingly has an ancient version of this map (beta3a) that was actually never supposed to be public, it was only a playtest map on one server over 10 years ago. The crappy parkour with the lava pit was a placeholder for the Resident Evil laser corridor that hadn't been implemented yet. It's so old that I actually don't have the map source to that version anymore. Beta3d has numerous changes over the original alpha. It's a lot more polished detail wise, and has some slight layout changes to make it more balanced for zombies. There's also a few new secrets and secret routes. I also made a custom navigation mesh, so the zombies won't get stuck if they go in a teleporter. CS:S bots unfortunately weren't programmed to be able to use teleporters, so they won't use them unless they accidentally run into them, but at least they can get out of the basement if they go in. The navmesh is integrated into the BSP, so no separate nav file is needed. Download: https://www.mediafire.com/file/5i63z28mx5328v1/zm_base_winter_beta3d.zip/file
  14. GiGaBiTe

    ...how did that go unnoticed for almost 10 years. The joys of packing custom assets with ancient broken Source mapping tools. Here's an updated version, which should fix that, and one other missing asset. https://www.mediafire.com/file/d22bomghicxjvnr/zm_winterfun_b5c.zip/file Link in OP also updated. Hopefully this one works. Just overwrite the old one.
  15. GiGaBiTe

    This is an old remake I did some years back. I made a custom bot navigation mesh for it to work on this server. It also has a multi-layer radar that shows all of the floors so you can see where you're going. https://www.mediafire.com/file/d22bomghicxjvnr/zm_winterfun_b5c.zip/file
  • Create New...