Zombie Panic! Source

Zombie Panic! Source

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zpo_The_Thing_1982
   
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Game Mode: Objective
File Size
Posted
Updated
18.463 MB
19 Jul, 2018 @ 7:13pm
16 Jan, 2021 @ 7:49pm
9 Change Notes ( view )

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zpo_The_Thing_1982

Description
A virus has begun to transform the crew of Outpost 31. The survivors must isolate the base and prevent the virus from spreading even if it means destroying the entire outpost...

This map is based on John Carpenter's "The Thing" (1982). Most of the level was designed using the film as a reference. The map includes some additional areas of the outpost that were not shown in the film such as the corrugated metal building and an upstairs section. The objectives are based around the general plot of the movie.

In the beginning, the players must split up to investigate a shack, destroy the helicopter, and destroy the communications equipment. This first part is designed to split the players with the "investigate" objective taking inspiration from zpo_kerretti's mine objective. The survivors must then find the keys and open the blood bank. Upon doing so they find that the samples have been sabotaged by the infected. The survivors must hold off the infected while someone prepares a new blood test. The player performing the blood test will have to capture a few areas in the base and deliver supplies between them. At this point, the goal is to destroy the base along with the infected. The survivors must gather bomb supplies, that are scattered about the main building, and then set fire to the rooms using grenades. There is a large supply of them and some re-spawn in case the survivors run out. Once the building is ablaze, the survivors must face off against the undead as they deploy and arm explosive charges in the basement. With the bombs set to explode and the stairway to the basement in flames, the survivors are forced to escape via ice tunnels and regroup behind the main building to win.


NOTE: The objectives will not work when testmode is enabled. The objectives rely on a round start. When testmode is enabled the round does not officially start. You can test it solo by creating a server with bots enabled and adding bots via the console. Adding one or two bots should be enough for the round to be able to start.

Please rate and comment. Constructive feedback regarding the difficulty of the map, the amount of weapons and ammo, clipping issues, exploits, and objective bugs are always appreciated.


--- Recent Update Notes ---

1/16/21 Version: 18
-Moved info_player_start out of lobby room.
-Moved zombie spawns slightly farther away and increased timer for some outside spawn points to give the humans more breathing room.
-Changed basement zombie spawns to activate when that part of the basement is opened.
-Removed "ignite" objective for garage.
-Added barriers and way points to force survivors to get to the final capture point via the garage or upstairs path. These barriers do not affect zombies.
-Shortened first capture point for "redo blood test" objective.
-Reverted and fixed some bomb supply spawn points.
-Removed ability for zombies to drain capture point objectives.
-Added more barricade boards.
-Minor item & prop changes.

11/15/20 Version: 17
This version will likely require re-balancing. The map should be challenging but possible to complete with good teamwork.
---Biggest Changes---
-Changed name of map to be all lowercase characters.
-Expanded storage room 1 to more accurately reflect building architecture.
-Added new path behind the main building that leads to the garage door. Garage door can now be opened once a brace on the inside is broken.
-Reworked snow tunnels and ladder connecting basement and one of the sheds. The tunnels are now longer but not so narrow.
-Changed last objective to a capture point behind the main building.
-Added barrier to basement stairs after they start burning. This forces the survivors to leave the basement through the tunnels before heading to the final capture point. Zombies can still use this staircase.
-Widened Upstairs back window so players can crawl through it. Added snow pile that allows players to climb up to the window. The upstairs section is no longer a dead end.
-Reworked "Redo Blood Test" objective. Now it is a sort of relay race of deliveries and capture points. The capture points can be sped up by pressing buttons (disguised as petri dishes) that appear in the capture area. This simple mini-game will help keep the player engaged while they wait.
-Reverted and reworked optimizations. Most of the windows in the outpost are now boarded up. They were inconvenient for shooting out of and hurt performance.
-Remade outside displacements with overall lower resolution. Some paths are now wider and differently shaped such as the paths around the "Investigate" shed.
-Replaced shower restroom ignite objective with greenhouse. Shower restroom will still ignite after one of the two rooms adjacent to it are ignited.
-Added additional clipping to prevent items from leaving the snow areas survivors can walk in.
-Changed barricades to use new system of boards and hammers.
---Other Changes---
-Moved survivor spawns slightly farther from fire.
-Added third grenade crate and reduced number of grenades in all crates. All three bomb crates must receive a box of bomb supplies before proceeding to the "ignite rooms" objective.
-Added/changed bomb supplies spawn locations.
-Rerouted Objective logic to fix objectives not completing.
-Added and improved objective beacons.
-Improved "Ignite Rooms" objective blast sensitivity for most rooms.
-Lighting changes.
-Weapon and ammo changes (this will likely need fine tuning along with zombie spawn rates).
-Prop and world geometry changes.
36 Comments
Unknown Prey?  [author] 10 Jul, 2022 @ 11:48am 
@MrLars This discussion post covers adding bots to a match https://steamhost.cn/steamcommunity_com/app/17500/discussions/0/1696048879948903003/
MrLars 8 Jul, 2022 @ 11:49am 
how to add bots on this game
full send 8 Jan, 2021 @ 12:12am 
amazing map, the physics and the variety of objectives, really makes it a lasting classic
Unknown Prey?  [author] 12 Dec, 2020 @ 10:15pm 
Thank you Yeflynne. I did not know that. I will move the info_player_start in the next version.
full send 12 Dec, 2020 @ 9:11am 
good map, but i found a zombie spawn glitch. info_player_start spawns zombies if all other zombie spawns are taken in that moment, and the infoplayerstart spawn is inside the lobby. put infoplayerstart on the regular map or just add more zombie spawns in late game to fix that
Text 29 Nov, 2020 @ 8:53am 
Man, winning this map is so rewarding and the attention to detail from one of my favorite movie is amazing. the only thing i like changed is the objective items in 3.1 needs to be easier to spot, i had to learn all the locations before i was able to beat it...
Sethen 2 Nov, 2020 @ 6:57pm 
Great F'ing map!
Unknown Prey?  [author] 18 Oct, 2020 @ 10:17pm 
Thank you for the heads up on the objectives not working properly. I will look into it.
-45 18 Oct, 2020 @ 7:23am 
If you ever have time, the objectives need to be updated. They're not being completed properly so it's impossible to progress in the map.
Cpt.Haxray 13 Sep, 2020 @ 1:30am 
Man, i doubt you're still around bothering with ZPS Unknown Prey?, but i still think this was the best map released after ZPS hit the 3.0 mark. Well, new map at least. Its far from perfect, zombie spawns could be improved and some parts drag on for way too long, but it is a far cry from the same cabin or Redqueen styled maps over and over again.