Garry's Mod

Garry's Mod

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nz_ttt_winter_v4 (nzombies) Map
   
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Content Type: Addon
Addon Type: Map
Addon Tags: Fun, Scenic
File Size
Posted
Updated
1.645 MB
29 May, 2016 @ 7:59pm
5 Jun, 2016 @ 12:26am
5 Change Notes ( view )

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nz_ttt_winter_v4 (nzombies) Map

Description
Hello, this is my first workshop upload. I saw there were no maps on the workshop for this game-mode (nzombies) So I decided to upload some of my configuration and nav files for various maps.

Here's a few important notes:

*****[READ THIS]*****

****UPDATE: Fixed the issue, simply subscribe to the addon now and it'll come with everything like before.

****You must load the config for it to work, it's not magic.

**** I converted the map for nzombies, creating the config and navmesh, but I did NOT create the map it's self, I take no credit for it! The original map can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=378091855

**** The game-mode this addon was made for, nzombies is created by Alig96 & zet0r and can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=675138912

**** The weapons used in this map are part of my own nzombies mod collection, you can just sub to this addon and choose to remove the box and wall weapons you don't have upon loading the config, OR sub to the weapons in my nzombies content collection for on my server: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=690213188

**** The navmesh is created for SPECIFICALLY my conversion version of this map, if you try to use it without loading the config, or in another game-mode it won't work properly.

Now, with that out of the way. This map is a desolate facility in the snow, rife with the undead breaking in at every possible opening. Activating the power is your only hope, in your endless battle against the undead, will you survive?
10 Comments
Shanzenos  [author] 8 Jun, 2016 @ 12:32pm 
@jaxjaxk I get what you're saying but they can't get on top of most of those crates in the first place, and there's only one I know of that they could, when they did however they would all get stuck around that crate on later rounds since some zombies were trying to jump on it and got stuck. Similar issues often happened with zombies ending up in the radioactive pool, despite the navmesh not letting them go into it.
PyroFox 8 Jun, 2016 @ 12:11pm 
on top of almost every crate is a good example. if you do the navmesh right the zombies will jump up there.same goes for 90% of places where players can go. also i do not know why you blocked off the radioactive pool, if people want to jump in and die let them!
Shanzenos  [author] 7 Jun, 2016 @ 11:18pm 
@Jaxjaxk I invisible wall'd anywhere where you could possibly break the game and have the zombies unable to jump to reach you nor hit you. There also shouldn't be any invisible walls in the way of gameplay where the player should be able to move. Please let me know if otherwise, but if memory serves correct the only places walled off is where the player should not be, to begin with.
PyroFox 7 Jun, 2016 @ 10:10pm 
look man bottom line is the whole map with the exception of the ladder should be reachable by zombies. that is not true. i believe people feel more cheated with every invisible wall added.
Shanzenos  [author] 3 Jun, 2016 @ 12:11pm 
@jaxjaxk Their jumping will often cause glitches, and many areas do not reach, resulting in them simply standing under you or end up getting clogged up in one area. There's also the fact that, it's setup only for the config file packaged here, you're using that right? And any areas where they overlap is usually an indicator of where I put a navlock down on a door over an area that did not split properly, so that players couldn't stand next to closed doors on the lav-locks to keep zombies standing still.
PyroFox 3 Jun, 2016 @ 12:04pm 
i am using it for nazi zombies, it is still not well done. again, they do not jump up to areas.
Shanzenos  [author] 3 Jun, 2016 @ 12:01pm 
@jaxjaxk I know, it's why I specifically stated the nav mesh is for the nzombies map config I did only, near the end of the description. There's a lot of no-jump areas too for the same reason. I changed up a lot in the configuration file. A simple nav generate for the map should get you most everything you'll want out of using it for any other mode.
PyroFox 3 Jun, 2016 @ 11:49am 
look man i hate to be "that guy" but this is not a very good nav mesh. their are 0 jump attributes so bots will not jump up to places, areas overlap, and for some reason some areas have random attributes that are not relevant.
Shanzenos  [author] 31 May, 2016 @ 5:18pm 
Yeah I wanted that, but the spawns were already kinda buggy enough, and the truck as a bit more trouble than it was worth, but maybe in a future update. Also, the map is packaged into the addon along with the nav files, but I always link to the original author's post despite packing the map in. I was aiming to get things a one-click-and-done venture. Thanks for the input, I'm working on plenty more, this and verruckt was just to get one out there. Right now I'm toying around with converting some CS maps but I'm just not really feeling it, I'm more interested in something bigger.
Zet0r 31 May, 2016 @ 4:09pm 
You should put the map as a required item so it highlights when you click subscribe. Also don't worry about people not having the guns, there's a nice system specifically for that http://i.imgur.com/gBR8P2k.png

But I have to say, very good job on this. It actually plays really nicely. Maybe a Zombie spawn more in the spawn room? You could probably get something into that truck that you otherwise blocked off :P