Garry's Mod

Garry's Mod

zs_obj_horizons
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Update: 11 Apr @ 10:30pm

forgot to upload map thumbnail

Update: 11 Apr @ 9:46pm

a4 Version

-Increased Second elevator vent hp to 2048
-Second Elevator vent will now self break a bit after the floor is reached.
-Speed of the second elevator's freefall increased from 200 to 325 (this should still be within safe limits)
-Fixed some minor visual inconsistencies with the second elevator
-idiotproofed the first elevator ladder
-Added yellow paint the first elevator ladder
-Changed and improved the detail and lighting of some areas (notably the gym)
-Added new classes for balance reasons (notably more evos of zombies and the riot zombie and each one of its evos)
-Improved lighting in the
-Improved performance by removing bone followers from dynamic props
-Removed some broken old junk legacy outputs.
-Fixed Scaffolding troll
-Added clipping around the skymall area
-Fixed Cargo crate troll by adding extra clipping
-Carto crate jump no longer needed
-Removed rotating doors from cargo door, door will now just break when it reaches the end.
-Fixed (hopefully) some stuttering and lag around the crane area

-Reduced time of second zspawn slightly
-Changed ending spawns a bit to be closer to the humans
-Reduced wave 0 waiting time from 180 to 160.
-Removed all checkpoints (except for the last, whose time has been reduced from 90 to 50 seconds)
-Reduced First Pool defense from 90 to 55 seconds
-Reduced Clinic defense from 90 to 55 seconds
-Reduced Skyscrape trash compactor segment's time from 55 seconds to 45
-Increased closing speed of the trash compactor drastically (4.5 hu to 15)
-Reduced Skymall military event defense from 140 seconds to 85.
-Increased construction lift speed from 20 to 30.
-Reduced Hotel Radio defense from 80 to 45 seconds
-Reduced Final holdout from 2:40 minutes to 65 seconds.
-Disabled Kill trigger, humans now need to make a run for it with zombies still in the area.


thx to iszaar, koen and trazix for a lot of these fixes and feedback suggestions.

Update: 30 Oct, 2023 @ 9:12pm

A3 version


- Fixed up the outside construction lift, changed it from a func_movelinear to a func_tanktrain, this should hopefully
avoid any issues with players getting crushed and such, well see

- Clipped off completely the crate on the crane section, fasties should no longer be able to camp on top of the doors

- Added solid brush clipping to the crane stairs, hopefully this fixes lag while moving around and jumping from the
structure

- Changed the brush on the ladder in the crane to a func_breakable to help with lag compensation

- Added some visual clarity to some areas to help with player confusion, mainly the hotel fire debris section

- Fixed up some zspawns, they should no longer spawn zombies stuck

- Reworked the clinic defense area, instead of being an open area with 2 doorways with really close zspawns the
zspawns have been moved much further back, extra props have been added and the desk area has been made into
its own small little room that should be easier to cade

- Ice revenants will no longer be unlocked in the clinic, instead they will unlock much later 2/3rs into the map

- Added a few extra props to the elevator defense

- Fixed up (for realsies) the spawn on the outside battery hunt part, zombies should now spawn much further back
deep into the hallway the humans came from giving them ample time to cross through the doorway the moment it
opens

- Removed some redundant/repeat triggers, general optimization work

Update: 8 Aug, 2023 @ 11:59am

A2 Update:

changes:


-Fixed the 3 problematic spawns in the mall (a stray trigger_teleport remained active when it should have been disabled, this has now been fixed)

-Reduced down a lot of defenses by 20-40 seconds, this should overall reduce the map playtime by around 6-8 minutes or so

-Reduced all checkpoints (minus the finale) to 30 seconds. this should again remove a lot of unnecessary playtime from the map

-Fixed some stuck zspawn positions

-Added a small slowdown to zombies for .7 seconds whenever they spawn in order to mitigate zgas protection

-Reduced the speed down of the 2nd elevator down from 400 hmu to 200 (this should hopefully avoid massive deaths due to lag when in high population)

-Fixed some other stray broken logic

-Added an advance hurt in the mall to prevent humans from backtracking through the vent (hadnt been an issue so far, but just in case)

Update: 5 Aug, 2023 @ 3:49pm

Initial addon creation.