Okay… So I haven’t updated the blog for over half a year, all blame on me. I could explain some of the reasons but I don’t really see the point in doing so (slacking and real life are both involved). I’m pretty sure I have said it before (and I always meant it even if I fail), but I will try to update more frequently from now on.
Now, without further ado, here are some of the news that may interest you!

EDIT: I was going to type about 6 different things, but this point got so long that I think I will instead post just one each week. I decided to start with this one to make a favor to the guys at Rules of _p and because may be the most relevant one right now: porting maps from CS:Source to CS:GO.


Rules of _p and Porting Maps to CS:GO:

As many of you know, CS:GO is a thing nowadays, and with so many people buying it (because its newer, cheaper and has some healthy leagues) many end trying out and liking some mods, including Zombie Escape. Some of the players are people that moved from Source to GO (I personally will probably keep playing Source while there are still people there) but there are many people new to the mod playing it, and players always want more maps.
There are already some mappers doing new maps only for GO (like the skilled Enviolinador) but many maps are being ported over, not only for nostalgia purposes or to quickly increase the pool of available maps in GO, but also so people that never owned nor played Source can enjoy them for the first time, and many porters have appeared, most notably those from Rules of _p.

The guys at Rules of _p asked me to inform some of the possible porters to take in mind, whenever to decide to port a map or not, that in most cases is not as simple as just decompiling and recompiling, and just doing so will most likely break some events as some entity setups may stop working and must be rebuilt from scratch. So if they decide to port a map they need to check it thoroughly and make sure that everything is working fine, as they won’t be doing any good with half-assed ports that have things not working and that will need to be ported again later by someone more skilled or dedicated.
On a side note there are also other things to take into account, like replacing textures and props by default ones from GO whenever its possible, so the map size is not bigger than it should. Also special attention should be taken into the renaming of particles, something that I will explain in a future post (as this one was getting too long).

Oh, and two more things: I have been told that their next pack will try to include ZE_Paranoid_Classic and ZE_LOTR_Minas_Tirith, so I would suggest you not bothering porting those (which are amongst the hardest-to-port maps in the whole ZE-Source library, maybe second only to SyoudousZE_Mountain_Escape). The reason they haven’t been ported yet is because CS:GO has slightly different entity limitations and behavior, and they may end needing a special plugin (there are people working on it) for the templates or something to work properly. Otherwise, some kind of build-up occurs that eventually makes the server crash.
Also they told me (after a couple of cases of it happening) that you shouldn’t use the “_p” nomenclature at the end of your ported maps names (if you decide to port) as that is their custom signature that they use it to distinguish their ports from others and is starting to be considered by some as seal of approval that guarantees the quality of the port.


And that was it for today… Will post again next week (or maybe this weekend) about some other things. As mentioned on the “first paragraph’s edit” I was going to talk about six points, but after seeing how long the first one got, I decided to rather type about each one in a separate post in order to avoid an unbearable wall of text.
In case you were wondering, the other points were going to be:

Hannibal: about Last Man Standing and his farewell to mapping.
Luffaren: his Secret Project and CS:GO side projects.
Enviolinador: about Chicken Ranch and his upcoming CS:GO map (with bosses!).
Kaemon: about Mako Reactor V6 and whats up with Junon.
Mapping Trick: using “custom_particle_xxx” nomenclature to avoid particle crashes (both on Source and GO).

If you are specially interested into one these points, let me know with a comment and it might be the next one (and since the site probably lost a lot of visits due to inactivity you may be the only one commenting!).
See you! And sorry again for not updating for so long! ^_^U

About ZE on GO

Posted: August 10, 2014 by Kaemon in Kaemon's Rants, News, Rules of _p, Special

Hi there everybody. Everything fine?

So… Lately I have been playing some Zombie Escape on CS:GO to see how it was going and whatnot and the truth is that its starting to get quite playable. The guys at Valve and/or Hidden Path have been fixing some of the big problems with GO (and now you can finally have servers with 64 players) and many people from different communities have been working on improving the mod, getting a working Knockback Plugin and porting many maps from CS:S to CS:GO so you have more maps to choose from.

In this thread from Allied Modders you can get everything you need to get a working ZE Server on GO:
Allied Modders – Plugins for ZE on GO

And in the Rules of _P blog you can download around 50 ported maps:
Rules of _p – (50 Maps)

Those maps should be, for the most part, working just fine; but take into account that some may not be completely polished yet, even if Source and GO are basically the same, there are new limitations and problems that appear (or are accentuated) in GO. An example of this is unbearable lag while fighting Bahamut (with 30+ players) because of his bone followers, something that didn’t happen on CS:S, and so, like in this example, things need to be changed and fixed after discovering what works and what doesn’t.

Now, I’m not saying the ZE Community should be migrating to CS:GO (I personally still prefer CS:S) but the truth is that CS:S in general has less players everyday while CS:GO keeps growing. Ideally what we want is to keep making the ZE Community in general (both Source and GO) grow, bringing new people in, but nowadays that is most likely to happen in GO because of it being a newer game and having a bigger community.
So if you have friends that own CS:GO but never had CS:S, now they can join Zombie Escape world!

As for us… For the moment we will try to finish our maps for CS:S and port them afterwards.
Junon is in hiatus while I work on Mako Reactor V6 (and I should be done with that soon enough), but Last Man Standing and Luffaren‘s map both keep progressing. In fact, LMS is getting really close to completion and, if we are lucky, it may be released around September.

So, as mentioned previously, I will be doing Mako Reactor V6 to fix the map.
Don’t expect anything fancy, just some quick fixes to the crashes and trains and probably will be adding materia leveling back (while keeping the materia filtering).
Some of you may already know this because of the previous posts or by mouth to mouth, as when joining servers I have seen some people concerned about me bringing back materia leveling. If you have an opinion about it, please post it here, I’m open to reconsider things.

I believe most people are concerned about not having Heal++ when facing Bahamut, which made me consider the possibility of adding a second Heal materia to the map (nerfing the immortality duration), but I don’t know, doesn’t feel right… Anyway, the map feels a little too easy nowadays, and not having all the materias automatically leveled could help with that…

As for difficulty, I was also thinking about forcing 100 HP and Fall Damage to all human players to get rid of the unfair and big advantages that some Servers or Admin/Donators have when playing the map. I would also appreciate opinions on that. I know that in the case of Admin/Donators is a usual perk, but I believe its advantage in Mako Reactor (with the whole going down the pipes) is just too big, and often fucks over slower people that have to take the “long” routes.

I know some people want me to add Extreme 3, but I don’t think I will feel like doing so… Still, feel free to make your suggestions.
My idea is just to do the fast (but well made) fixes and be done with it.

I may take a while, as these past days I was resting a little (from Hammer) after so much for Serpentis Temple mapping, and now the Dota 2 International is going on so I will spend a lot of time watching it.
Whatever the case, yeah, Mako Reactor V6, not unlike Winter, is comming; and it should be crash and bug free.
After that, I may go do Serpentis Temple V1.1 and move to Junon. May depend if I end helping Hannibal with Last Man Standing.

And about LMS… Poor bastard now has 4 of the 5 rounds being too long. They are missing around a full minute over the maximum of 9 allowed… And then I always suggest to make the maximum round requirement 8 minutes because you want to give players some room to “make mistakes” or “be slow”…. So yeah, Hannibal won’t have fun having to cut down paths or holds; as the use of a plugin to increment the round duration is kinda out of question.

Anyway, please post your concerns and opinions about Mako V6, the changes I mentioned or something I didn’t even think about.

EDIT: Forgot to mention. What are your opinions on the ZM Rounds guys. Lately I always see them being RTVed for the next map (when not enough time) or players asking an Admin to use the Admin Room to put Extreme back on.
Originally there weren’t ZM Rounds, then they were added (forever) at the end of the map because it was “beaten”, so play ZM or RTV. Then they were added as 3 rounds before the latest added difficulty. Then as “You must win ZM” once to advance. The current version has “Infinite ZM Rounds” but usually only 2 as in the 2nd there is a secret to reach the admin room.
So… Your opinions? Remove them? Improve them? Change them? Make it again so you have to “Win” one to go to the latest difficulty? If I keep them I was thinking about closing the area past the city (so, only the City Area, not that “corridor” with the Earth Spawn and the 2nd Hold).

So, after much testing and fixing, 4 beta versions played for dozens of hours and the help of many test subjects, here it is finally, in all its glory, MG Serpentis Temple V1!

MG Serpentis Temple V1

MG Serpentis Temple V1 – Finally Released!

DOWNLOAD from Kaemon’s Dropbox: DROPBOX
DOWNLOAD from Sendspace: SENDSPACE
DOWNLOAD from Gamebanana: GAMEBANANA

< READ THE CHANGELOG >

The full changelog can also be found within the .rar file, for those interested in checking all the changes. It covers everything that got edited from the original version to the current one.
If you would like a short version of what this version offers… Well, everything should be working now: No crashes. Particles and Cubemaps show up properly. Many traps and areas have been balanced and polished. The map its decent at last!

Take in mind, its still the good old Serpentis. Even if it has been fixed and got rid of most of the bugs and annoyances the map and gameplay remain pretty much the same, so if you never liked it, you probably won’t like it now neither.
There may still be some minor glitches or annoyances here or there (I noticed you can sometimes hear the helicopter in Medusa’s Chamber), but after so many hours of working on the map I feel like I’m done, so deal with it (still, feel free to report any bugs/problems in the case I someday end doing a fast fix version).

At some point in time I would like to make a new map of this style, but bigger and better. Not only would I be doing a good layout/idea/plan ahead (instead of this “clusterfuck” we rushed for a Gamebanana Contest back in the day) but I would also take advantage of all the things I learned while mapping and testing Serpentis; from better ways of doing certain things to knowing what works and doesn’t in terms of online gameplay. But first I should finish other things… Final Fantasy related things…

So, as mentioned on the previous post, now I will focus on making ZE FFVII Mako Reactor V6 and fix all those annoying glitches/crashes people found about. I may take a while, as I map slowly and test a lot; but its coming. I would post withing the next weeks more info about it; in the meantime please restrain of suggesting the same 5 things everyone suggested to me already (adding Easy back, making Extreme 3, adding Materia Leveling back and the obvious crashes and glitches).

As a last note here you have, if you dare to check it out, a LINK to the original and very first rushed version of Serpentis Temple. Be warned its quite ugly (I blame Luffaren), but comparing it to V1 (after 7 Beta versions) can be worth some laughs.

 

Quick post about Mako.

Posted: June 22, 2014 by Kaemon in Kaemon's Rants, ZE FFVII Mako Reactor

We are well aware of some of the current glitches/problems going on with ZE FFVII Mako Reactor and people abusing them. Some of those problems have been known for a long time, but since people didn’t seem to know about them, and with Hannibal not feel like touching the map anymore (specially for only 2 fixes) he didn’t do anything about them. Also, even if he did, some of the recently discovered bugs are new to us and wouldn’t have been fixed anyway.

Hannibal will keep working on LMS, but I will get to fix Mako as soon as I release MG Serpentis Temple V1 (probably tonight), before moving back to Junon. So that’s it.
Sorry Mako Haters, no RIP ;-P

So I finally got around it and went to fix Serpentis Temple for a proper release,
I was planning on leave it on version B4 and move really quickly to a different project that I hope to finish fast enough along which Cuniczek and Kaesar (they are already helping me with it), and maybe release a V1 in the future. Thing is, after several hours of testing  we found some problems (bigger ones being that I broke Sewer Slide and that Elevator difficulty is way too high) so I will just edit and fix them really quick, name it V1, release and call it a day.

For B4 I already nerfed the difficulty on some rooms, including the previously impossible to beat Lava Climb (now beatable), and making the Infinite Paths going from 81 possible outcomes on 4 paths choices, to 27 on 3 (which, in retrospective, was really necessary).
However, it looks like I’m going to need to further nerf some of the rooms. As I mentioned in previous posts, I liked the hours long events we had for Serpentis in the past, but I also want it to become a map you can play by time to time and even be on a normal server rotation, so I will just go ahead and nerf rooms that are too long and/or hard specially the new Elevator Room (in which we kept failing in the easier first third), even if this means deleting half of the contents I made for it.

If you have any suggestions or complains NOW its the time for posting them, as I may not touch the map ever again  after I’m done with V1, which will be hopefully soon enough (maybe even as soon as tomorrow).
Now, for your enjoyment, here are two screenshots of big Medusa bugs that Syoudous found before I released it to the public:

After changing the map to work with Turbophysics, Medusa was being thrown flying by the falling rocks.

After changing the map to work with Turbophysics, Medusa was being thrown flying by the falling rocks.
In fact, you can still see her fly when she dies.

Medusa Rocks Hard

I broke the relay that was supposed to clean the rocks at some point during tests.
It looks cool, but it would end crashing a server if I let it that way.

If you are interested in the Changelog of B3 (that I didn’t publish at the time because I didn’t want to do spoilers), or the one from B3 to B4, I will post them all together (and included in the .rar) when I release V1; so wait for it if you like reading changelogs. XD But beware, its mostly minor fixes and minor additions, don’t expect new rooms or traps.

So that’s pretty much it. Hannibal is doing wonders with Last Man Standing (advancing quite a lot non stop), and now Kaesar is helping him animating some models so he can instead focus on other things, which is great. So maybe we get some LMS news around here soon enough.

GL & HF!

 

Ey, anybody surprised on this blog not updating more frequently? I didn’t think so! ^_^U

So… As mentioned on the last post I spent sometime in France. When I came back I just chilled out with IRL friends and slacked, then went to play some Dota and slack some more…
Finishing Serpentis should be around 2 days worth of work, but I have managed to not finish it yet… That must be some kind of new record. Anyway, right now I’m trying to get more “serious” (for what its worth) with mapping again. The current plan is finishing Serpentis and then going back to Junon at last. I have been feeling like mapping some Junon for a time now.

Hannibal is still doing some serious work on Last Man Standing when he cans and the map is progressing well. He has all 5 stages mapped and propped (he told me he has done over 500 props) and is now detailing and triggering them (right now he is working on stage 3 after finishing 1 and 2). I don’t know how much polishing/testing/detailing will be needed after the map is done; so still not date on when the map will come out.
Also, since I was slacking and not helping him at all, he got someone else to do his bidding; so now Zuff (not to confuse with Luff) is helping him a little with the map so its not so tedious for poor little Hannibal. So far he helped him with a Stage and Event system using those new fancy techniques that are way more clean and don’t require physics to work.

Luffaren on the other hand… he is now on the slacking team (even if he opened Hammer after I pasted him what I was going to post here). Problem is he now has a job, he spent sometime working on an Unity game with some IRL friends that got abandoned, and he is learning some coding when he has some free time. He says however that the map is not stopped and that we shouldn’t worry (which roughly translates in: “Worry! All hope is lost!”)
Man, between LMS, Junon and Luffaren‘s secret project we are getting ridiculous at how long we take to not release a map… on the other hand, you have Enviolinador.

Enviolinador, as many of you should have noticed, has released lots of maps lately, the guy is a mapping machine and doesn’t slack at all. His most recent map and version is ZE_Boredom_v418216 (LINK) which has big chances of being the final, stable, working and balanced version, so update your servers to it if you haven’t. The first stages are sightly easier (so hopefully no more 0-14) the lag in the end should be gone and some things have been fixed (like the boss delaying the “allowing zombies in” so it would stack with his next attack).
He is also about to release a new ZE_Taboo version with the contest winners on it, so stay tuned for v2. It will also include cvars (some admins may be familiar with them from his map ZE_Antartika) and an extreme mode (because Taboo wasn’t hard enough).

I also briefly talked with both Eddie and error17, which you may remember from ZE_Hypernova and ZE_Shadow_Moses respectively.
Eddie, believe it or not, is still working by time to time on a new Hypernova version that should add many things (I believe) and he keeps fighting the engine limits on faces/props.
error17, even if is now apparently following my self published How To Slack For Dummies rulebook, he assures me he still wants to release his map at some point. Will take long? Who knows? But here is a video of an early implementation of the Raven fight:

Anyway… That is it for today. Now I’m going to eat something and then will see if I go mapping some Serpentis.
I may stream it on Twitch or something (will give link if I do so, here and on the Steam Group) and see if I slack less that way.