Heavy Weapons Zombies
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Heavy Weapons Zombies
Author | BO7OX |
Date of release | Final - January 8, 2009 |
.bsp filename | hw_zombie |
Description
A prefab map with infinitely spawning Otis and Barney guards, as well and zombies and Heavy Weapons Grunts.
Additional info
- A vent in the spawn room leads to the infinite zombie spawning room.
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1 / 5 (1 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 1594 maps for Sven Co-op! Here are a few:
page revision: 34, last edited: 26 Nov 2017 10:29
That's right, there are way too many of them, and it's too easy to make them turn on you, and when they do it's permanent. These need to be fixed to make this playable.
I'm confused, what does the hw_zombie.log say? And did you run the pointfile and search for leaks?
- BEGIN hlvis -
Command line: C:\DOCUME~1\ADMINI~1\ESCRIT~1\JUEGOS~1\zhlt253\hlvis.exe d:\valve\half-life\svencoop\maps\hw_zombie
- END hlvis -
there are no leaks that I had seen the editing. thanks for making me notice it
e seen that the compiler error that comes out but he had not given atencio and followed by the map q is not in the log is not in place that says.
This map was a big prefab with some modification, such as a room with many zombies and an infinite spawn of Barneys, Otises, Heavy Weapons Grunts and Zombies. Very disappointing and lame, yet somehow I had a little fun; it was probably the barney/otis spam and the AR Grenades being used as crowd control. Those screenshots are mine, showing that it is a very, very small map; a vent leads to a custom back-room that is not part of the prefab, containing zombies.
I nocliped out of the worldspawn and into the void, and the map wasn't compiled correctly. I could walk on the ceiling of the map from the outside. It was as though there was a leak, but there was no leak, nor fullbright. The map was very poorly made, but it was a first map. I suggest to the mapmaker to not use prefabs, or rather, not use prefabs that take up the majority of the map.
thanks for your advice I will take into account and made other maps but I have not got that problem q can walk outside and map todabia do not like to not spend it.
with respect to pre-testing was done and I came out the map that I have version 2 of the map, but I have not uploaded by this problem.
thanks for commenting
if you can help me with my problem would be very help me thanks.
(forgiveness for my English I speak Spanish but I can use translators to communicate through forums and other)
Did you run VIS?
yes, yes. not use the compiler that comes by default use elsewhere
compilers of the pack was called zhlt253
Good, ZHLT is what you are supposed to use. Much better than the default. Did you put a brush (solid object that isn't an entity) box around the map? Are there any leaks? Can you please copy what the VIS section of the compile log said? etc.
No imgs, no deal
Excuse me, I have no idea what this is about. Can someone explain?