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Bobener [Zombie Survival Map]
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Build, Fun
File Size
Posted
Updated
81.718 MB
10 Sep, 2022 @ 5:15am
27 May @ 2:46pm
4 Change Notes ( view )

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Bobener [Zombie Survival Map]

Description
COUNTER-STRIKE: SOURCE IS REQUIRED!
This map was made for the Zombie Survival gamemode!
Map file name: zs_bobener_v4 ( found in Zombie Survival tab )
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INTRODUCTION

What is Bobener? To put it simply, it can be anything, a vehicle, type of alcohol, weather condition or a thing in your pants ( its mostly the thing in your pants ). Everything odd in this map was done on purpose, its supposed to be stupid.
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FEATURING
  • 14 Barricadable houses
  • AI nodes
  • Sigil support
  • Basic optimization via Prop fade distance/Fog Far Z Clip/Areaportal Windows
  • Zombie Bosses that can: launch Smokescreen/Flood attack plans, operate the Crane, attack humans with an Airboat Cannon, teleport around the map and change Fog/Sun color
  • Puzzles that give you rewards for completing them ( Barricadable houses/Weapons/Craftables )
  • Weapons/Craftables/Healing items all over the map
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CURRENT VERSION INFO/DEV TRIVIA
> When I was editing maps for DN ( Detectif's Network ), I edited around 44 maps and each map had its own unique creative thing, then I decided I would combine all the creativity from those maps into 1 map.
> I wanted this map to be better than Sniperfire in the terms of cading spots, creativity and size.
> On wave 1, 3 and 5 I made some scripted sequences ( mainly made to cuck zombies in their spawn ).
> Human NPCs now have animations and killing 1 will give you 2 points ( except for 1 human NPC ), there are also seagull NPCs that when killed will drop some ammo.
> The further the house is from zombie spawn - the harder is to cade in there ( meaning less props and more entrances for zombies to get in ).
> In zombie spawn, the previous function of 4 custom zombie classes was replaced with 4 teleport paths that you can use to traverse the map.
> Airboat Cannon is a vehicle with a cannon attached to it, with left click you will fire away cannonballs, with right click you will boost yourself up in the air ( Zombie Boss only ).
> Smokescreen/Flood attack plan can be done on any house of your choice, Flood will flood the house, Smokescreen will smoke up the house ( Zombie Boss only ).
> The Crane allows you to defend zombie spawn from spawnkillers with a van attached to it ( Zombie Boss only ).
> You can use teleportation paths to teleport to 4 different locations spread around the map ( big green bushes ), you also get the ability to choose your own spawn music ( Zombie Boss only ).
> The giant wall's height was reduced by ~55%.
> Buffed Fog Far Z Clip slightly and also applied a different detail type to all displacements, further reducing the amount of generated 2D grass sprites.
> Improved sigil spawns.
> Many misc changes/fixes from the previous version.
> When I started working on the first version, I thought I would be done in 2 months but it actually took me 5 months, but then again there were days when I didnt feel like mapping at all.
> In the last image you can see the early drawing of the map, many things changed from how it initially looked on paper.
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PREVIOUS VERSIONS

{v1}
> Even tho I used fog, I was still getting bad fps cuz I only used hint/skip, not to mention I wanted the map to be unique so I had portions of some houses on the hill, rotating those portions for 15° degrees meant a lot of brushes were off grid and thus I had to make them func_detail ( which meant big parts of the houses were rendered at all times = lag ).
> The 15° degree off grid stuff was so bad that hammer itself was having a seizure AND I WAS GETTING LEAKS WHILE THE MAP WAS COMPLETELY SEALED.
> I was exhausted by adjusting portions of the house in the center and the snow house to be on the grid so I didnt even bother with the laser house and just completely rotated it by 15° degrees and set the entire thing as func_detail ( PLEASE DONT DO ANY OF THIS SH*T, I CANT EXPLAIN HOW BAD IT IS ).
> Since all boss classes were selectable in that special room, zombie bosses could exploit this as Giga Gore Child by spawning Gore Children and thus making infinite zombie bosses, very pog map design.
> The map also had a zombie called Armed Ghoul, it was basically a ghoul with HL2 Pistol & ZS Plank, you could spawn as it if you went as a headcrab into the little pipe contraption near zombie spawn, you would be teleported into a firing range with some cool music before teleporting back into the main map.
> Reflective surfaces had that gray tint and the water was dark and non reflective, very ugly.
> Download this version here: https://wwwXmediafireXcom/file/hb2o9s8vwnmlg07/zs_bobener_v1.rar/file, just put a dot in the place of the first & second X for the link to work.

{v2}
> Better than the previous version but, replacing some hint/skip with regular areaportals was a true 10000 IQ move.
> The entire hill concept was scrapped - returning all brushes and entities to normal 0° degree angles.
> Removed Giga Gore Child selection from the zombie boss room and replaced it with Gore Child as a custom boss with 2500 HP, I also made it so if you spawn as Giga Gore Child you would turn into a Nightmare, very lousy.
> The idea of a zombie with a gun was cool, though I didnt feel like it fit the map so Armed Ghoul contraption was removed.
> Due to how the giant wall was aligned, players could infinitely slide on it at all times, making them uncatchable, great stuff.
> Many small improvements were made like making the puzzle props unnailable.
> Fixed that ugly gray reflection tint on some surfaces and the water finally got reflections.
> Changed all grass textures of displacements to the ones with less 2D grass sprite intensity.
> The map got some proper ambience and sigil support.
> Download this version here: https://wwwXmediafireXcom/file/kc1gmlya3qu998a/zs_bobener_v2.rar/file, just put a dot in the place of the first & second X for the link to work.

{v3}
> This map was always a pretty big map and not giving regular zombies any nearby teleportation paths in their spawn was really well thought out.
> The best visual looking change was the switch to an actually decent looking custom skybox.
> For the zombie boss room, all zombie boss selections got removed, new attack plan mechanics were implemented - Smokescreen/Flood, as well as a drivable Airboat Cannon and an ability to change Fog/Sun colors in the map.
> I also gave actual live cameras for zombie bosses to preview before teleporting to a chosen teleportation path.
> I somehow thought it was okay to have ~500 spike brushes rendered in zombie spawn if you were near that area and there was also a potential softlock that could happen if you timed your jumping while that hole in zombie spawn was about to close during that Wave 5 troll mechanic, not to mention the bushes that zombie bosses teleported in were made from about ~30 props, intelligent stuff.
> Big portions of the water were rendering from inside the 2 peninsulas and there was a good reason why - no f*cking reason.
> Fixed the infinite sliding bug on the giant wall.
> Download this version here: https://wwwXmediafireXcom/file/as8cfp6lobqrd8d/zs_bobener_v3.rar/file, just put a dot in the place of the first & second X for the link to work.
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MUSIC CREDITS
Zombie Boss spawn theme 1: [COD Modern Warfare 2 - Rangers Spawn Theme]
Zombie Boss spawn theme 2: [COD Modern Warfare 2 - Opfor Spawn Theme]
Zombie Boss spawn theme 3: [Homefront - Multiplayer Spawn Theme 1]
Zombie Boss spawn theme 4: [Homefront - Multiplayer Spawn Theme 2]
Zombie Boss spawn theme 5: [C&C Generals - GLA Theme 9]

Special thanks to Penoltinum for giving me some nice feedback.
7 Comments
Penoltinum 29 Apr @ 11:00pm 
Skibidi toilet yes yes
Battlefieldkille  [author] 2 Jun, 2023 @ 4:24am 
@✪Neeko✪ Nice, I saved v1 just for something like this
⋆❀Neeko❀⋆ 2 Jun, 2023 @ 4:08am 
oh how i missed you v1..
⋆❀Neeko❀⋆ 2 Jun, 2023 @ 4:07am 
For many years i missed this map. Now I finally found it!
LORD LUCAS 11 Sep, 2022 @ 3:39pm 
this is one of the best LA maps iv played
Penoltinum 10 Sep, 2022 @ 1:05pm 
The sequel to Sincity is looking good