Working on the map lately. Here is the changelog so far. (4th of February)
Please notice that this list only contains things that are already done and implemented, not all the upcoming changes.

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UNNOTICEABLE FIXES: (servers were manually taking care of these fixes):

– Removed 1 forgotten Spawn Point in the Zombie Cage.
– Increased Boss HP values.
– Reduced Zombie Speed values to realistic numbers.
– Fixed Materia Crashes related to testing activators on Ice, Bio and Gravity materias.


– Increased Zombie Speed from +1% per difficulty increase to +2% (from 104% to 108% on Insane).

– Removed solidity of various minors props to both improve performance and player mobility. Shouldn’t be too noticeable.
– Removed shadows from some props for better illumination in some areas, most notably the Makonoid Room.
– Minor pathing improvements, including some small player clips or prop additions, most notably from Wooden House to Upper Path towards the 2nd Hold.
– Replaced the dumpsters with a custom model that looks exactly the same but has fixed physics.

– Zombies that get Mako Infused get more text explaining what it does (makes you bigger and hurt humans close to you).

– Made all Sephiroth blade cuts’ sounds global.
– Increased the time Sephiroth waits before start rushing towards the bunker from 5 to 7 seconds.
– Randomized the path Sephiroth uses when rushing towards the bunker between two possibilities (original path and a mirrored one).
– Randomized the final stop point he uses when rushing towards the bunker between 3 points (original one and 2 sightly off-center ones).
– Sightly reduced and edited Sephiroth’s Hitbox size and shape to more accurately match his attack animation while rushing towards the bunker.
– Increased Sephiroth’s HP from 50 to 75.



– The prominently used fence texture is no longer visible from both sides at once (it was giving a blurry feeling).
– Fixed solidity on the two tables to both sides of the main entrance to the brothel.
– Edited the openings used for the trains to go in and out of the city and bridge areas.
– Removed the grate blocking the skybox fall under the materia truck, in the train area.
– The 2 windows that are in the same room in the Wood House (original Earth Materia spawn) don’t require crouching to get out anymore.
– Wood House windows now open 1 second before the Hold does, instead of at the same time.

– Removed the ability to reach the ladder on the big pipe in the middle path in front of the hold from the bottom train area.
– Hardest Crate (that helps zombies attacking the hold from the Pub) now only appears on Insane (instead of both Extreme and Insane).
– Increased by 5 seconds the time it takes for the city teleport to activate after the hold is open.


– Fixed a stuck-able area in the 2nd hold.
– Door takes now the correct 10 seconds to open, instead of 11.
– The crate in the middle of the 2nd hold (Easy and Normal) now breaks 4 secs after the door opens.
– Teleport Area now doesn’t include the last room before the Bridge.
– The Bridge-Door now starts open and doesn’t close when the teleport occurs, the Hold-Door closes instead.
– Teleport occurs sightly faster.


– Hopefully fixed visual glitches that allowed you to see inside the reactor from some points in the bridge.
– Reduced Black Fade when falling from the Bridge by 0.5 secs to better match the zombie teleport back to the vent.

– Bridge starts falling 0.25 faster after being cut down by Sephiroth.
– When the bridge gets cut, there are 2 blade sounds now (instead of 1) and the “lasers” look similar to Sephiroth attacks instead of being sprites.


– Increased the moving speed of the doors towards the 3 buttons room from 100 to 125 (they didn’t work as intended when server latency was in play).
– People that get stuck inside the world by the elevator should now get crushed and die.
– Improved elevator so it “lags” less.

– Renamed the doors on the last hold as “Final Door” (previously Blasted Doors as it was reusing the City messages).
– The 3 Buttons must be now pressed within 2.5/1.5/0.5 secs depending on difficulty, instead of within 2 seconds on all difficulties.
– The Manual Override (correctly pressing the 3 buttons) now takes 10 secs to open the doors in Normal and Hard (previously 5 seconds in all difficulties).


– Fixed a couple of yellow metal bars not being solid at the top of the long yellow stairs.
– Reduced the area covered by the teleport. Now you can jump down to the zombie path if you choose to.

– Delay for the Zombie Teleport occurring after the elevator ceiling breaks increased from 5 to 10 secs.
– When the Zombie Teleport activates, it also closes the door on the vent path to prevent people from running into the teleport.

– Fixed the Core teleport getting inside this room. It was preventing people from using the Zombie-Vent route after it enabled in some difficulties.


– Sightly improved the area affected by teleports when going down (most notably while jumping while on the first ladder).

– Edited the last part of the “going down the reactor” to re-add a path that was removed on V6.
– Changed the teleport destination of the 3rd Teleport when going down the reactor.

– The Core teleport before the boss fight will no longer affect zombies in areas they are allowed in during the boss fights.
– Fixed a teleport-free area.
– Fixed solidity problems with the 2 big pipes in the reactor area (they were blocking zombies from going under them).

– Added a Handrail after first ladder to help people on their way up.
– Made it sightly easier to grab the second ladder on the way up.
– Detailed the “dent” next to the last ladder on your way up so you can’t get blocked inside it while climbing the ladder.


– Added a big Boss-HP-Bar mounted on the wall inside the zombie jail.
– Added the missing second zombie path in zombie cage to reach different locations from which to watch the boss fights.
– The window exit from the zombie cage is now a crouch spot.


– Added another barrel.


– The materias that affect zombie speed (Ice, Gravity and Bio) now all turn the zombies a color (Blue, Black and Green respectively).
– Fixed Bio and Aqua not damaging bosses. They now both affect both bosses, for the moment (may change).

– Electro no longer freezes Scorpion Guard nor Bahamut (it was erroneously triggering both the Electro and Ice relays).

– Gravity now turns affected zombies black.
– Gravity Lv2 attraction area radius sightly increased from 64 to 80 (slow remains 256).
– Gravity Lv3 global area radius sightly increased from 256 to 320 (As reference, V5 is 504).

– Ice now turns affected zombies blue.

– Aqua++ duration reduced from 10 to 8 seconds.

– Barrier duration reduced from 6/8/10 seconds to 5/7/9 seconds.
– Barrier now loses 1 second duration for each 10 zombie pushes on all levels (previously required 10/15/20 pushes).

– Mimic: Fixed some bad interactions that occurred when chaining the same materia effect on the same targets (most notably Ice and Heal++)
– Mimicing Ice on frozen zombies will now stay for the whole Mimic-Ice duration instead of ending when the normal Ice did.
– Mimicing Heal++ on Immortal humans will now stay for the whole Mimic-Heal++ duration (or until the human move out of the area) instead of ending when the normal Heal++ did.


– Reduced Easy to Extreme boss fight duration by 24 seconds (from 88 to 64 seconds).
– Reduced Insane boss fight duration by 20 seconds (from 108 to 88 seconds).
– Boss Cycle (total time between attacks) reduced from 10 to 8 seconds. (Previously 6/4 secs Charging/Attacking, now 4/4).
– Boss Attack Count (total attacks) reduced from 8 to 7 attacks. (Still 10 in Insane).
– Adjusted Boss HP per player (increased it sightly, most notably on Easy and Normal) and then reduced them (by 12% on Insane and 27% rest of difficulties) to match the shorter fights.
*HP added per player went from 8/10/14/17/21 to 6/8/10/12/17. (Servers were using 4/8/12/16/20).

– Increased grenade damage from 75 to 90.
– Fixed a couple of small brushes that were blocking some bullets when shooting Scorpion Guard and Bahamut.
– Using fire and igniting a boss won’t any longer cause problems to humans that try to pass by.

– Bahamut Impulse Attacks sometimes not having a target and going away is still unfixed, but the “wrong” placement is now on the bridge, so you won’t notice.
– HP and Turn bars for Bahamut are sightly higher (24 units).


– Reduced Scorpion Guard tail-laser counter-attack damage from 175 to 150.


– Computers in front of the vent in the final hold disappear now on Extreme and Insane.
– Elevator door no longer closes on Extreme and Insane.

– Barrels in the Bunker no longer appear on Extreme mode.
– Final Cut “Dodge This” speed reduced from 2000 to 1750 (average reaction time went from 0.5 to 0.6 secs).
– Final Cut “Dodge This” now starts instantly after it spawns, instead of waiting 0.10 secs.
– Final Cut “Dodge This” is now two attacks, instead of one.


– Sephiroth encounter after climbing back from the Reactor Core: Laser triggers 0.25 earlier. Sephiroth banishes 1.00 secs earlier.


– Insane Bahamut no longer will cast the same materia twice (unless he does so by his single use of Mimic).
– All Bahamut Materia Casts now have a Console Message as well, for those unable to read Game Texts due to their custom UIs.

– Heal: Increased effect from 10% to 15% of Bahamut’s maximum HP (from 2 bars to 3 bars).

– Bio: Duration increased from 12 to 15 secs.
– Bio: Shouldn’t wrongly hurt people after Heal++ has been used.
– Bio: Players now stop being green-colored after the poison duration.

– Earth: Reduced base HP from 5000 to 3000.
– Earth: Reduced HP per player from 500 to 300 (original players, not remaining players).
– Earth: Increased duration (if not broken by the players) from 10 to 12 secs.

– Barrier: Duration reduced from 8 secs to 5 secs.
– Barrier: Reduced damage from 175 to 125.

– Wind: Push power increased from 275 to 300.

– Ice: Increased projectile speed from 750 to 1000.
– Ice: Increased damage from 2 to 5 per second.
– Ice: Now players are unable to attack while frozen or recovering from the freezing.
– Ice: Now gives back the normal speed instantly instead of gradually over a period of 10 seconds (similar to how Ice Materia works on zombies).

– Aqua: Increased speed from 350 to 375.

– Ultima: Sound stops playing when Bahamut is defeated, and his glows go back to the normal coloring.


– Reduced time between attacks from 0.80-1.30 to 0.80-1.20 (now attacks once per second on average, previously once every 1.05 secs).
– Laser speed reduced from 1300 to 1250.
– Added a Wind-Push based attack that Sephiroth will perform once in every 13 attacks that will push people on the handrails to their death.

– Increased Base Health from 250 to 350.
– Increased Health gained per player from +75 to +90.
– Reduced Health lost per kill from -35 to -25.
– Now Sephiroth has an extra 7000 HP on top of his normal Health, and will automatically lose 1000 when he attacks the 7 first times.

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I’m working on things that aren’t here (since they aren’t fully implemented/done/fixed yet) and got many notes, but if you think you have a glitch, suggestion or complain that needs to be reported, or even complains about something in the current changelog, please, go ahead and comment about it.

So as you all know, CS:GO is a thing that exist and we have to acknowledge , and some people even play ZE on it (the poor bastards). Some just migrated with their friends/communities, others honestly prefer it over Source (insane people) and many never owned CS:S and are playing ZE for the first time thanks to Valve‘s greediness.

For a long time now, mappers (most notably the guys at Rules of _p) have been porting maps from Source to GO, and even if a few are still missing (ZE LOTR Minas Tirith was just tested some hours ago) there have also been old and new mappers alike doing maps directly for GO, sometimes with great results.

Today I want to focus on Aesthetic, Enviolinador‘s last ZE map and the Contest that comes with it.
First of all, a quick mention that I’m not sure about how to type the map’s name, with all those separations, so I will just refer to it as Aesthetic. Funny thing: it was tagged on Gamebanana for having an “all caps title” which is against the rules. Weird stuff.
Anyway, the second version, ze_A_E_S_T_H_E_T_I_C_v1 comes along with a great Contest and, to be honest, is probably going to rise the bar for future ones to come. You can check the details at, a site Enviolinador made just on purpose for this Contest and didn’t hurt that helped him practice a little his web-making skills.


Quack quack motherfucker.

Enviolinador always liked the way contests bring a community together, gives players a common objective and makes some real try-harding happpen. However, he also felt that just having your “name” on a plate as a reward was pretty “meh” (not to mention that some players change nicknames or clans), so he decided to greatly improve the rewards in an easy but really appealing way that I’m pretty sure other mappers will soon follow, by using something that many maps already use: Custom skins!

Yeah, you read that right. Winning this Contest will give custom skins to the 25 top players that they will be able to show off each time they play future versions of this map (on any server!) and are tied to their Steam ID. On top of that, the top 3 will each get a customly designed skin accordingly to their desires! Can you ask for more?

The Contest started today and you have two months to beat the map and send proof! Just check the Contest site at for details on what exactly you have to send, where, and to see a nice countdown timer showing exactly how much time you have before the Contest is over!

BTW, here is a link to the Contest site in case I forgot to add it: LINK


Oh boy, the longer I stay without posting the harder it gets to start typing one of these down… Is an ugly mix of shame and inhuman laziness.

It all started when I decided to take 1 month off after mapping non-stop for so long (mostly KF-Insurrection for Killing Floor 2, but also Mako V6 for CS:S), but then I spent over 3 months playing Path of Exile, and at some point we got the results from the KF2 contest and we were kinda disappointed as we expected a bigger reward for all the effort and time we put into it. This didn’t do any good for what I call “my mapping mood“. I guess what we got was about right since we didn’t play-test it enough and ran out of time to fix all the problems the map had (even if many were due to the game itself not being prepared yet for the mod we were mapping for), but it sure hit us hard.

For those curious, we were honestly expecting 1st or 2nd place in the modality we were presenting for and at the very least a 3.000$ price. In the end we only got 1.500$, which even if its still something (and may look like a lot for a map for many of you, seeing how sometimes I get offered 50$-100$ to do a map that may take me several months) it was a little underwhelming. We had to split that between the two of us and you have to take in mind that we had been working more than full time for about a month, so in the end it was less than minimum wage (here in Spain). At least we were doing what we like (mapping) and we got to see each other for a month and play some Dota mano-a-mano πŸ˜›

So now I’m “back” (I guess, I honestly try) and I hope I get back to finishing Mako V6 at the very least… (Junon is so out of the picture right now).
For all those curious (some of you guys even asked me) I did absolutely nothing related to Mako V6 since I released the open beta you all played… Not a single brush.
All I did was write down some things that needed fixing in the first week after release (including some that most of you aren’t aware of because your awesome server handlers and admins did scripts and used plugins to fix them so the current version was, at the very least, playable).

Anyway… I have been pretty much away from ZE for 5 months (Really? Already? Again? Time flies!) so if you guys have discovered new bugs, exploits or have suggestions for Mako V6 that I may not be aware off, please let me know (on the off chance someone still visits the blog, πŸ˜„).
Also interested in your honest opinion about the map. When I was doing it I was very aware that it was so different to V5.3 that many people would prefer the old version or consider them both two different maps altogether, but I want to know if you guys think it was worth the effort and what things may need to change to improve/fix it.
Have you been playing it lately? Or since its unfinished you pretty much rolled back to V5.3 after the novelty fell off? What has been going on? Let me know! πŸ˜›

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On another front, after some Last Man Standing events took place in some servers, many people and some mappers have been trying to contact Hannibal to ask for the latest .vmf of the map so they can attempt to fix it to make it fully playable and enjoyable.
Hannibal is completely okay with it and hopes you the best while trying to fix his mess, so here is the file you guys have been asking for:

(Ignore the fact that the file is named b0_0001, I don’t understand the train of thought behind Hannibal‘s decisions, but its the vmf used for V3_1)

Everyone is free to download and check it to learn how to do certain things (but I would suggest trying to keep the blatant copy-pasting to a minimum) or to have fun with Hannibal‘s ways of mapping, but if you guys are honestly thinking about doing a fixed version of the map I would ask you to please write a comment on this post, not only to know who you are (mostly out of curiosity, but I may also be able to help a little) but also so you guys can contact (or at least know about) each other and not waste resources. As far as I know there are at least 2 different parties (maybe more) wanting to work on the map and it would be really stupid if we ended with several mediocre fixes when you guys could work together for a way better result you all can be proud of.

Good luck!

WARNING: I left by mistake an extra Spawn Point (Info_Player_Terrorist) at the coordinates -5568 224 -6988. Is not a huge deal because its trapped in the Zombie Jail and can’t activate any event, but you should still fix it (WITH THIS?). I would rather not manually fix it because I would need to recompile, repakrat and reupload and I know you guys are waiting. Also, I may need to do a new version tomorrow if something else shows up.

Please take into account that the map may have some big issues right now. It looked fully playable on the tests, but you never know. Try to enjoy it for what it is while a more polished and stable version is made.

Mako Tony 03.png

DOWNLOAD from Kaemon’s Dropbox: DOWNLOAD

So I promised to release Mako V6 in whatever status it was on February, and here it is! Sadly I didn’t have time to “finish” it (still need to do many things) so I decided to keep the beta nomenclature I was already using instead of calling it just “V6“.
Granted I barely made it, but in some parts of the world is still February 29th! No? πŸ˜›

First of all, big warning: the map is not as polished as I would like to, so I would recommend administrators to just use it just for testing and/or events and not put it yet in their normal rotations. I still need to finish, fix and add many things, but this way you guys can start enjoying the map and looking for bugs, glitches, balance issues, etc.

Please don’t report the obvious things (like Dev textures or obviously unfinished and undetailed areas), but feel free to complain as much about gameplay issues or changes that you didn’t like as much as you want!
For example, there are multiple ways now out of the spawn area, so that makes it harder to hold zombies, that was the idea, but maybe is too hard now? Maybe is not as fun? You let me know! On the same subject, maybe some exits are too good/fast compared to others and some of them stop being used (except for people going to look for particular materia spots), you let me know about that too!

There are also a LOT of new materia spawn positions. I did this on purpose (not just to “have more”) but so people would have to spread and search the city better (very often I was the only one on a full server checking the “Materia Truck”) and also to increase the chances that some “not-pros” are able to pick some materias by time to time instead of them going always to the same “fast-pros”.
However, you may think that there are too many spots, or that some are too easy, or too hard, etc… You let me know any problems or opinions you have about those too!

The map right now is missing some things. Like Cloud isn’t even there, neither is the main Skybox (lol), and I didn’t have time to add all the Michael Bay Style explosions that Hannibal loved so much. I also need to finish some areas and add details pretty much everywhere, but I believe the map should be fully playable.

As for the difficulty… I believe the map should be sightly harder now.
The bosses are stronger and more deadly, the zombies get 5% faster each difficulty (from 100% to 120% speed, I think I will have to nerf this, you guys let me know how it goes) and even if you now have 4 new materias at your disposal, each difficulty increase removes 1 materias (randomly chosen each round) so even if you still have the same number on the hardest difficulty (now renamed Insane) you don’t know for sure what materias will be available (Heal and Ultima always spawn).
You guys let me know if there are too many materias for the human team in the early difficulties (but I believe with so many new spawns many may remain unpicked relatively often) and if some materia feels specially strong or weak, I’m not afraid of doing this kind of changes (Wind already has been nerfed with some reduced duration).

So yeah… Not sure how long until the next version. Maybe 1 day if I need to fix a couple big things that make the map unplayable, maybe 1 week if they are not that big of a deal, maybe 1 month if plays just fine and I can focus on just adding details and visuals and I don’t have to worry that much about gameplay.

And seriously, feel free to report anything that affects or could improve the gameplay, things that need to be buffed or nerfed, possible new zombie teleports (I know I’m missing some of those right now), new materia spots (Ultima only has 3 positions right now, and one of them feels easy).
Just try to not ask for nerfs (zombie speed, bosses HP/damage, laser speed, etc) right away, let everyone practice and get used to the changes first, and adapt their strategies if necessary.

So here it is. Hope is playable enough! Remember: Still a BETA!

EDIT: This is a teaser post. NO DOWNLOAD LINKS YET. Wait some days!

ZE Castlevania by Luffaren

So… Luffaren‘s “Secret Project” has been finally revealed to the public and I can finally tell you its a ZE map for CS:S based on the Castlevania franchise of which he is a really big fan.

Luffaren started the project long time ago but he encountered many obstacles while working on it, including a full restart of the whole map to change the layout and improve the systems he employs for items, enemies and stages; debating if switching the whole project to CS:GO or not (he didn’t); getting a job that drastically reduced his free time (go figure); doing other maps in the meanwhile (Toaster, Frostdrake, Santassination); and a long etc…
Yesterday, after testing the map one last time with me he told me, all of a sudden and out of nowhere, that he was going to post in on Gamebanana but (sorry guys) I stopped him for doing so and told him to first test it online with people at least once because he was bound to find some big mistakes/errors that we didn’t encounter on our tests… So he did test it online and he did find some big things that need urgent fixes. But now the secret is out and the map should be ready for you all soon enough.

The idea of the map once it gets fully completed (if it ever does so, you know how these things are sometimes) is to include around 12 stages, but the current version that you guys will soon play only has 6 of them, so you won’t even be able to reach Dracula‘s castle (which is supposed to start on Stage 8).

The map includes many different special items and characters for humans (that right now are just placed at the beginning of the stages), NPC enemies (like skeletons and spiders), deadly traps, dynamic environments (like randomly placed destructible trees and houses), Bosses (duh) and some quite cool events. However, take in mind when judging the map that not only was it started many years ago when Luffaren was less experienced, but it suffered quite a big hit on the looks department because of its size (because of both time constrains and engine limitations) and the fact that some areas use dynamic decorations (like randomly placed breakable trees).

(Don’t be fooled by this video. This is by far the coolest looking part of the map).

I would also like to quick mention that its because of this map that Serpentis came to be. We were talking bosses for Castlevania when I decided to make a Medusa for Luffaren with a “Stone Gaze System” that I just had came up with in the spot while replacing Luffaren’s old Medusa model (that image should give you an idea of what to expect when encountering Luffaren-made enemies in ZE Castlevania).
However, we both liked the system and the boss so much that we decided to add some trap rooms and make a map to enter the “Treasure Hunter Map Contest” that Gamebanana was hosting at that time. And that is pretty much how MG Serpentis became a thing, with a boss I designed for Luffaren‘s map.
Also is worth noting that this is the reason why Medusa is a giant floating head (instead of the more normal depiction of a woman with a snake tail instead of legs), because I based it on the Castlevania and its infamous floating Medusa heads.

By the way, its very possible that even if the map gets completed at some point it won’t include Medusa or that if it does it will be a very different version. The one you guys know from Serpentis not only has been seen way too many times in the MiniGame map itself but its now present on two different ZE maps: ZE Mountain Escape by Syoudous and ZE Serpentis Temple by Nostar.

ZE FFVII Mako Reactor by Kaemon

Okay, first of all just a quick reminder that ZE FFVII Mako Reactor was originally made entirely by Hannibal following Maese Danielot instructions and I only started to help for V5 with some visuals and optimization. I know many of you blog viewers are fully aware of this, but I can’t believe how many people I encounter nowadays that think I’m the creator of the version they are currently playing (well, I guess its understandable when people in-game start asking me about V6).

With this said… ZE Mako Reactor V6 will now be mine not only because I’m the one doing it, but because I remade the whole map from scratch. Surprise! πŸ˜„
Here is a teaser video made by Tony Montana:

(I’m ashamed that I didn’t had a more advanced version for Tony to record, since map is still not fully done in this video and some areas are missing or not fully detailed).

For many of you (since I used lots of testers) this isn’t a surprise (not anymore anyway) but I tried my best to keep the fact that I was doing a fully remake (Square Enix totally stole that from me) a secret, usually just saying that I was fixing stuff and adding materia leveling back. But the real thing is that I started the map completely from scratch and every single brush and entity was completely remade, just using the old map as reference.

One of the key factors that “pushed” me to do a full remake this was the fact that the mako reactor itself was badly placed relatively to the city (very noticeable if you glitch the train and see how it goes into the reactor). I tried turning 90ΒΊ Hannibal‘s city just to notice how ugly and non-symetric Sephiroth‘s bridge area was when expanded upon, so I completely remade that bridge and area, and then I was like: “Fuck it! I will remake the whole thing!” and so I did. πŸ˜„

Take in mind however that even if I remade the map entirely I tried to keep the gameplay and zones as close to Hannibal‘s version as possible as to make it feel like is still the same map and so, for example, I didn’t replace the city with the area used in the original game.

So, how much did the map change for you, as a player? Not that much I hope. I tried to improve the gameplay without changing it, there are now better visuals (but probably worse FPS, sorry about that), Materia Leveling is back (just like on the original version), there are some new materias and I made the map overall sightly harder.
How did I make it harder you ask? Well, for starters Materia Leveling already makes it sightly harder as your progress since there is no guarantee anymore that you will have ++ materias on the hardest difficulties and, even if there are now more materias in the map, not only are there now way more materia spawns (making easier for some materias to remain unpicked) but one also gets randomly removed each round per each difficulty increase, so even if you may end up with the same amount of materias you will have to adapt to what you got that round instead of using the same old combo in the same old places. The bosses are also sightly harder, and the zombies get faster (and there are more mother zombies) as difficulty increases. On top of that the zombie speed no longer gets “bugged” after being affected by Ice or Gravity, zombies instead regain the correct speed value depending on the current difficulty, so no more buffing/nerfing (depended on server settings) zombies speed after being affected by those kind of materias.

Is worth mentioning that even if I said that I will release this month (and I will) the map is not fully done. As I type this I’m still working on things like the Skybox (that is not done at all), a couple areas that still are using dev_textures, some of the music are too short or don’t fit perfectly, I still have to make new animations for the bosses and I really should add extra details (decals and props) in many places… So a V6.1 is guaranteed to happen because V6 will just not be complete, but I feel like releasing it as it is will help motivate me to do the finishing touches and will also allow you guys to start enjoying the map while you report what problems you encounter (not only possible bugs and glitches, but also balance issues or changes that you didn’t like) so I can fix or change them back for future versions.

Also, and I’m kinda sorry for this, THERE IS NO NEW DIFFICULTY. I added back Easy (along with the classic FF7 music) and renamed Extreme 2 as Insane (will change it back if you guys complain a lot or doesn’t feel right) but there are no “new things” difficulty-wise. I may add something (no promises) in the future, but V6 is just a “new but still the same” version of good old Mako.

Lots of people helped me with this version, hopefully I don’t forget anyone when I mention them on the next post (along with the full changelog and a link to the map).

KF-Insurrection RELEASED!

Posted: February 24, 2016 by Kaemon in KF-Insurrection, Map Update

So as many of you know, Hannibal and myself were working on a Killing Floor 2 map, but I believe I didn’t say much about it.
Basically, Hannibal invited me to his house to teach me how the KF2 map making tools work (which is pretty much the Unreal Engine 3, and was nice to learn it) so we could work together on making a map for a contest. We kinda had a good time, but it was also pretty stressful to make a map without really knowing the limits or basic problems and workarounds we would encounter.
On top of that, we made the map for the Objective category when the game (still not fully released) only has polished the Survival one, so we had to “improvise” some workarounds for things that aren’t in the game yet, like spawning ZEDs (the game’s zombie-like enemies) without using the default “waves” or creating a way of respawning dead players as the survivors keep progressing through the map.

So here is the map, KF-Insurrection:

CHECK the map at the CONTEST site: LINK
DOWNLOAD from Google Drive: LINK

The final result isn’t half bad, but it sure could be better if we had more time for testing and polishing (we basically were mapping up until the last minute of the deadline on Sunday’s midnight) or if we started the map again now that we have some experience with the editor (I had 0 days of experience when doing my first rooms and around 1 month when doing the last ones, also, I never played the game πŸ˜„).
The map takes around 45 minutes if you know what you are doing, and can easily take over 1 hour if you go slow or get lost. You have to keep progressing into new areas while fighting ZEDs and doing different things, and some people that have tested it really liked how different is to your default survival maps.
However, map is far from perfect and at some point we will improve it (we are not sure if we can edit it while the contest is ongoing). Specially a few spots that can get you stucked since we didn’t “clip” the map as much as we should have (Killing Floor 2 is one of those games where almost everything is clipped with invisible walls in the official maps and where you aren’t allowed to do the most basic jumps) and there are also some minor problems with how the ammo and weapons disappear most of the time because the game is not completely ready for this non-survival mode.

And as for Mako V6, I keep my word of releasing it this February (most likely the 29th).
Will post more info about it in a couple of days. Stay tuned!

Oh boy… So long without posting that I barely remember how it goes…

First of all I wanted to say sorry to all four of you that still visit the blog for not posting in such a long time. Sorry πŸ˜›

So there were many reasons… But the big main one that prevented me from releasing Mako V6 in December 2015 was mostly my computer issues. My hard drive started to fail and it was getting worse and worse (making working on the map almost impossible) until it pretty much stopped working. But it was the holidays, along with family visits and what not, so it took me a while to get it repaired, and when I finally did, Hannibal of all people asked for my assistance with a Killing Floor 2 project, so I went to visit him IRL (for the first time, and believe it or not he is even uglier in person) and we worked together on his KF2 map for around a month… (Will let you know when it gets released, should be later this month too if nothing changes).

Now I’m back at home, with a working computer and tired of failing and teasing you guys and not releasing Mako. You have been waiting for so long, and sure there were some issues here and there, and somethings took longer than expected, but I also slacked a lot…

So that’s it! I’m feed up! I’m drawing a line! I’m releasing Mako V6 later this month in whatever status it is! (Luckily its a leap year).
The map is already fully playable anyway (is mostly that I didn’t get to make new animations for Bahamut and the other boss yet) and should be relatively bug free (maybe a little too hard because I’m buffing zombie speed, but playing on a server will tell us about that).
I was planning on releasing a V6.1 and V6.2 later on for fixes anyway, so I guess it will be okay if the first released version is not as final and polished as I wanted it to be. The thing is I made you guys wait long enough and maybe releasing it will make me get more serious about finishing the little details while I fix whatever problems you encounter on the live servers.

Also a friendly reminder: there is no new difficulty (seriously), so don’t wait for one. The current ones should be sightly harder because of zombie speed buffs and fixes and the fact that you get one materia less per difficulty, but don’t wait for a Ex3 or anything like that. I may add something later on (no promises, just saying) but for the first V6 I just wanted to keep things as close as possible to what they are on V5.3.