Garry's Mod

Garry's Mod

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zs_sniperfire_v3
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Fun
File Size
Posted
27.563 MB
19 May, 2018 @ 5:33pm
1 Change Note ( view )

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zs_sniperfire_v3

Description
This is the first map that I made for Zombie Survival in Garrys Mod, so dont expect some professional stuff. The idea of the map itself was to promote the usage of snipers which at that time in the server that I was playing on barely anyone used them - thus the name Sniperfire ( udontsay ). The server that I was playing on was Detectif's Network - DN for short. In 2016 the server had really old and rubbish maps, the maps were just too hard for the human teamwork ( there was barely any teamwork ), because there were people who couldnt speak english, mainly russian players - this clear gap in communication led to the no or barely any teamwork ( this server also supported cracked users ), humans were dying 90% of the time. The map doesnt require CSS or anything alike. So with that in mind I wanted to make a map so linear that even if there is no communication between the humans - you shouldnt lose. In the end we basically have a very linear map, big tower stands at the end ( which fasties cant climb ), and to get to the tower humans can cade on 2 chokepoints, first is a small house near zombie spawn and second is the bridge in the middle of the map. Tower itself has a ground level room and then a long staircase to the top where you can reach 1st floor and 2nd floor. Also there are 2 shed buildings near the tower each containing some craftables. The map is vanilla friendly but does not support sigils.

v1 - extremly unbalanced, with zombies not having alot of cover and slug rifle being extremly effective, back then I was having trouble with compiling the map in hammer editor because I didnt know how the program worked yet. I didnt even know how to put 3D skybox in. This version had 4 of each craftable items - 4x saws/batteries/busts/explosive barrels, it had 20 free stubber rifles that if you picked one and dropped then picked another - you would have more ammo because of the previous weapon you picked and dropped. There were 3 health chargers in the map. Props were made with prop_phyics_override - meaning humans werent able to destroy them with melee weapons. The water was made with 10k damage so you could kick zombie bosses in and insta kill them, the little box thing near zombie spawn was made to put paintcans in to prevent propkills from zombies, headcrabs couldnt get in through any sniping gap. The map didnt even have any lighting.
You can download this version here: https://wwwXmediafireXcom/file/kkplbigww9b30bb/zs_sniperfire_v1.rar/file .
Just put a dot in the place of the first & second X for the link to work.

v2 - came after a month and it fixed couple of things but in return the zombies became op, I buffed zombie's armor so that all damage dealt got cut in half ( zombiedamagemultiplier - 0.5x, default - 1.0x ), zombie speed was also increased because nobody likes to die as zombie and then walk all the way back to the tower ( zombiespeedmultiplier - 1.5x, default - 1.0x). I finally figured out how to make 3D skybox - it was crappy, just trees surrounding the base map, well atleast it wasnt an empty void. Zombie bosses were spawning on the roof above zombie spawn and redeemers spawned on the roof of the tower - I added ladders for the roof of the tower so you can climb it. I removed all free stubbers because of that ammo bug.
You can download this version here: https://wwwXmediafireXcom/file/ne1tv2fh0kv2go7/zs_sniperfire_v2.rar/file .
Just put a dot in the place of the first & second X for the link to work.

v3 - released almost a year after the v1 ( no I wasnt working on the v3 for a year, I just decided that it needed a third version ), when I came to this map to edit it for v3 I already edited 44 maps for the DN server in the meantime, so I had alot of experience with hammer editor. "This is garbage." Was the first thing that I said to myself when I saw the map. The 3D skybox itself is much better than the one in v2 and I reduced all craftable items from 4 to 2. Finally added lighting in the map. Removed all health chargers besides the one in the lower level of the tower, in the first house I made the gaps wider for headcrabs to get in but added additional props for you to counter them aswell ( the headcrabs can still jump on the roof of the first house and attack from behind ). I had some fun with zombie classes so I decided to add 3 portals behind zombie spawn so you can spawn as the zombie you select - Zombie Torso, Zombie Legs and Gore Child ( please dont walk in these portals as a zombie boss ). If you do some parkouring at the edge of the map and if you reach the roof above zombie spawn, there is a little reward for your work - sledgehammer. Added more walls for zombies to get some cover - including more spots for nests. The armor for zombies was removed but the speed was reduced from 1.5x to 1.3x. Added a DSP secret outside the map that you can get to only with noclip. Then I wanted to make the map a little better so I made a scripted sequence, when wave 2 is ending I added non-NPC zombie models running away outside the map that are being chased by Earth/Combine air & ground units with some suited music, to make the scripted sequence useful to the players on the base map - I added an Earth Jet flying through the map and intentionally bombing the zombie spawn - the bomb explosion damage is 20k ( you dont want to be in zombie spawn as zombie boss when the bomb arrives, shades can die aswell ). Making this scripted sequence needed lots of preparation and grinding - took me about a month to figure out how to do it and then make it work, all models are in prop_dynamic_override so you cant interact with them. I also changed the ending music for human team if they win.

Custom stuff that the map contains:
Music during the Earth/Combine forces arrival > CNC Generals - GLA Theme #6
Music when human team wins > COD Modern Warfare 2 - Rangers Theme
Air raid siren sound
Jet flyby sound
DSP laugh sound
DSP texture
7 Comments
TTV/JonazokaGamer 6 Jun, 2023 @ 12:03pm 
I miss this map when I was 17 years old ;-;
Ruby 7 May, 2020 @ 4:20am 
i eat fire
ZeldiaKun 4 May, 2020 @ 3:29pm 
Thanks
Battlefieldkille  [author] 4 May, 2020 @ 3:16pm 
its vanilla zs hud
ZeldiaKun 4 May, 2020 @ 2:46pm 
Whats the HUD your using ?
RustedRegime 1 Jul, 2018 @ 11:45am 
Good for a ZS map
spongebob 21 May, 2018 @ 3:51am 
I told you this map would be a success.