Black Haze
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Black Haze
Author | Ice Box |
Date of release | Final - November 12, 2011 v1 - May 29, 2011 |
.bsp filename | black_haze |
Description
Your squad is dropped into a building in ruins with the task of killing a zombie leader, but first you must deal with its minions who will try to kill you.
The map is divided into three regions that need to be unlocked:
- Division One : Ruins hall
- Region II : House District 1 Interior
- Region III : House District 2 Interior
After unlocking, you can get some arms and ammunition and other supplies, but at the same time there will be a new monster attacks, so there is no where to be absolutely safe.
Players must get through all regions.
Additional info
N/A
Additional credits
Solid Make:RRTS_Shephard
Changelog
Tags
Rate this map
1.6 / 5 (7 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
There are over 1583 maps for Sven Co-op! Here are a few:
page revision: 20, last edited: 25 Jun 2023 12:06
In its initial form this map is bad:
1. An extremely boring. You have to kill 240 zombies (and one gonome boss) to finish it..
2. Zombies having too much health (1K hp)
3. The sound of the endgame cutscene overlaps the ambient sound. (yes, creator couldn't even do endgame cutscene right)
4. As with all stupid maps, have hardcoded health into the entities, instead of using *_skl.cfg.
5. As any bad map design spawns you without weapons and forces you to pickup weapons in the same spawning area (apparently all crap map designers consider this a fun idea to pick up guns again and again when ure dying all the time)
6. When spawning you have 50/50 chance to receive fall damage and be left with 25 hp. Very nice.
7. The point of initial retinal scanners is questionable. Since map can be done solo with proper health/damage tweaks.
At least i was able to fix majority those issues myself, removing hardcoded health. Using *_skl.cfg instead. As well as applying pcbalancing cvar..
Changing amount of zombies need to be killed in one wave to significantly lower values.
As for weapons i simply gave them in map's cfg file.. So the stupid activity of re-picking up guns could be avoided.
Cool looking map but the r_speeds are way to high. Especially e_polys. Also I couldn´t really test the map because I was alone but I dont think its very big. Just two areas with defense gameplay?
hello
good maps
remove file GameCfg.wc please
add black_haze_motd.txt please
Switch from uppercase to lowercase, Haze for haze
thanks
Thanks
I have completed :)
this needs a res file. someone please re-upload
I have add …