Zombie Panic! Source

Zombie Panic! Source

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zpo_king_of_the_hill
   
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Game Mode: Objective, Custom
File Size
Posted
Updated
38.333 MB
22 Oct, 2018 @ 12:38pm
27 Oct, 2023 @ 10:18am
10 Change Notes ( view )

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zpo_king_of_the_hill

Description
The waves are crashing peacefully on the shore, you are having your third cuba libre, the alien ammunitions dispenser is humming silently as it's hovering above your head.
You are having a peaceful day out here on the beach on your day off, when suddenly: BOOM, ZOMBIE APOCALYPSE!
The undead forces seriously think they can build a sandcastle bigger than yours!
- r i d i c u l o u s -

Call to arms.
Slaughter the undead horde.
Become king of the hill!

------------------------

A tiny, armory-like, fast-paced map settled on an island.

Humans:
Rush to the zombie spawns to get guns.
Retreat to the ammo dispenser located above the hill in the center of the map.
Survive 5 minutes to win.

Zombie:
Ambush humans trying to get guns.
Keep eating brains.
15 Comments
JacobLTrva 18 Feb, 2019 @ 7:53pm 
update?
Kazuma Ikezawa 17 Jan, 2019 @ 2:27pm 
Dang it Bobby!
Moonwalker  [author] 29 Dec, 2018 @ 5:47pm 
I took care of versioning.
When you run the map over workshop then youll get the proper _v4.bsp right now.
JacobLTrva 28 Dec, 2018 @ 2:33pm 
Did you change the map name to include a v1 or the such on the end? People will experience missing map issues with fast DL servers like mine otherwise
Moonwalker  [author] 28 Dec, 2018 @ 6:27am 
Updated the map.
- Access to weapons is now blocked with breakable obstacles
- When the count down reaches 0, humans now have to use the teleporter to reach their final destination
Moonwalker  [author] 27 Dec, 2018 @ 5:14am 
Those are some great ideas.
I will incorporate some of them in an updated version.
JacobLTrva 26 Dec, 2018 @ 5:16pm 
Perhaps! The survivor win rate isn't exaclty obnoxious- but usually after the first 2-3 rounds, almost every round or every other round is a survivor win. It starts off seeming impossible as late joiners help zombies first round, then lack of know-how causes another zombie win, but it's not long before everyone figures out "Ok get gun and run" and people are grabbing two AK's, dropping them for the team-

I think forcing the survivors to spend maybe 20-30 seconds extra to try to obtain weapons (by making doors the the warehouse, bathrooms and ETC have breakable enterances) could be the slight change it needs to help balance it a TINY bit more.

Maybe something that happens when one minute is left as well, like closer Z-spawns, fast Z-spawns or the teleporter breaking and instead dropping live grenades or headcrabs- forcing the survivors to re-locate to win.
Moonwalker  [author] 26 Dec, 2018 @ 4:06pm 
I think hes playing it on his server, no perks involved.

The first minute of the map is very decisive.
The humans have to run into zombie spawns to get guns.
Once they returned to the center hill the game is set.
If Whitey doesnt get some kills on the humans looking for gun then the zombies are probably not going to have a fun round.

Maybe starting survivors should be stripped of the pistols so they have to go into the spawns melee only.
Or maybe even strip the melee too, then its all parcour. :o
Laurie 26 Dec, 2018 @ 5:16am 
At the start, you pick the wrong perk. That’s why it’s hard for you. Pick the increased infection perks
JacobLTrva 25 Dec, 2018 @ 6:06pm 
On the real though- I really like the map, it's got such a good vibe to it- but it feels a bit survivor sided still, my only suggestion to fix it so far is to add more props- maybe bushes, because zombies have a hard time sneaking up on the survivors. When there's a group of 16-20 survivors guarding the hill, it's impossible for zombies~ which is fine because this isn't how ZPS was designed to be played- but it can kind of kill the mood on the server when humans just camp and zombies are completely helpless.