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Map: mp_fnrp_snow Map: mp_fnrp_snow Map: mp_fnrp_snow

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mp_fnrp_snow
Comments
rool
rool

I need a favour to you so that you do respawn zombie more close to go the map up. If they are too far is only facilitating the game, because the zombie almost is already passing protect_respawn and easily it is possible to kill them. And well it would still be so that you make it impossible to kill before going the map up - it is probably calling noClip one another whether somehow yes.

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sunciox Author
sunciox

we play on fnrp and all ok and i dont have time for this sry

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rool
rool

The problem with new maps is so, that zombie from respawn for going the map up have a long way for staying. And sometimes it lasts 10-15 seconds. Then the zombie is already protect_respawn smaller and it is easy to kill them. At me I altered a bit mod rotu 2.1, increasing the problem and the protect_respawn time zombie. But now, I will have to still increase the problem, because too easily a zombie is killing each other. Therefore I am suggesting, in order to respawn zombie, did on new maps, best right at going the map up. Best maps which have done respawn_zombi are among others mp_fnrp_soccer_match, mp_fnrp_boss_zoo, mp_fnrp_soccer_revange or mp_surv_zombieforest. On these maps, respawn the zombie is directly on maps, almost by players. Then the zombie is protect_respawn maximum and of players are forced to run after the map in the defence through zombie. And yes on other maps, players camping site at entries to the map.

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rool
rool

it is another problem, that in the moment, when the majority of players is in waiting for revive on the map, zombies will gather on the map. In this moment they are taking place big lagg's. it is looking out as if zombies reached the moment, where waypoints is unfinished. The friend informed me that as the zombie he would come up to the point, where waypoints is not closed off, it on the server are taking place lagg's. such a problem often appears how maps are multidimensional. I apologise for my English, I am not knowing the tongue well and I am using the translator online. But I hope that you can think yourself through what I mean. If necessary, I am inviting to my server and to see how it looks like .. , IP: 178,216. 24.13: 28964. At present the changed difficulty looks this way:
orginally:
loadDifficulty(difficulty)
{
switch (difficulty)
{
case 1:
level.dif_zomPP = 2;
level.dif_zomHPMod = .5;
break;
case 2:
level.dif_zomPP = 3;
level.dif_zomHPMod = .75;
break;
case 3:
level.dif_zomPP = 5;
level.dif_zomHPMod = 1;
break;
case 4:
level.dif_zomPP = 10;
level.dif_zomHPMod = 1.5;

at present:
loadDifficulty(difficulty)
{
switch (difficulty)
{
case 1:
level.dif_zomPP = 2;
level.dif_zomHPMod = 1.5;
break;
case 2:
level.dif_zomPP = 3;
level.dif_zomHPMod = 1.75;
break;
case 3:
level.dif_zomPP = 5;
level.dif_zomHPMod = 2.5;
break;
case 4:
level.dif_zomPP = 10;
level.dif_zomHPMod = 3.5;
the same I increased the protect_respawn time, but that's all it turns out too little because zombies have for the great distance from respawn_zombi for going the map up.

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sunciox Author
sunciox

Again like I said, we play on fnrp and everything is ok. We don't have lags. ;)

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sunciox Author
sunciox

and if you don't like my maps then don't download this maps so simple ;)

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olwing
olwing

well rool we try the use the original bipo script, so any map build for this mod, must run on all servers, but if people modifies the original script may not run as expected, so is better use the original or standard config to avoid this kind of problems in maps.good luck

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