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[RELEASE] New Map: Safehouse

Опубликовано:

Safehouse

 

Info:

I finaly decided to release the map. Every gametype should work and all killstreaks, but everything is a bit, well, not really buggy, but it's not like i want it to be. There are not that many spawns as there should be and the helicopter paths are a bit weird. The map is playable though!

 

Screenshot:

Estate.png

 

Supported Gametypes:

-Team-Deathmatch

-Free-for-All

-Domination

-Search & Destroy

-Capture the Flag

-Global Thermonuclear War

-Arena

-Demolition

-One in the Chamber

-VIP

-Gun Game

-One Flag CTF

-Sabotage

-AI Zombies eXtreme (http://fourdeltaone.net/viewtopic.php?f=17&t=6384)

-Rush (By Rendflex, Dasfonia and BassPro241)

-3vs3 FaceOff (http://fourdeltaone.net/viewtopic.php?f ... 612#p86612)

 

Killstreaks:

в—Џ UAV

в—Џ Care Package

в—Џ Counter-UAV

в—Џ Sentry Gun

в—Џ Predator Missile

в—Џ Precision Airstrike

в—Џ Harrier Strike

в—Џ Attack Helicopter

в—Џ Emergency Airdrop

в—Џ Pave Low

в—Џ Stealth Bomber

в—Џ Chopper Gunner

в—Џ AC-130

в—Џ EMP

в—Џ Tactical Nuke

 

[ в—Џ Working | в—Џ Buggy | в—Џ Not Working ]

 

Changelog:

Version 1.6: Final Release

Version 1.5: Added FaceOff

Version 1.4: Little Easteregg: You can spawn as Ghost or Shepherd

Version 1.3: Fixed Helicopter paths

Version 1.2: Supports Rush

Version 1.1: Got that estate_fog.gsc to work

Version 1.0: Finaly added Fx's, fog and ambient sounds!

Version 0.9: Fixed AC-130 and Predator Missile and added Sabotage

Version 0.8: Added collision to S&D, GTNW and Demolition bombs

Version 0.7: Added Demolition

Version 0.6: Added buggy GTNW and Arena

Version 0.5: Added some more entities

Version 0.4: Added CTF

Version 0.3: Added beta version of S&D and added some more spawns

Version 0.2: First attempt to fix out of map glitch

Version 0.1: Initial release

 

Download:

z_estate.iwd

estate.ff

 

 

Credits:

Thanks to Apadayo for teaching me a lot.

Thanks to Shinigami for the name.

Thanks to Dasfonia for the new loadscreen.

Thanks to Rendflex for his Entity map tool

Thanks to zombiefan564 for adding AI Zombies

Featured Replies

Опубликовано:
  • Автор
I will ask a dumb question for all those that are going to ask:

 

Where does the file get placed?

 

In you're main's folder.

 

No, it won't work, you have to place it in m2demo, cause in main it will use the other basemaps.area file located in m2demo!

Опубликовано:

Now this is a well made map! I have to give it a try.

 

Think you can make support for rush? :P

 

Try port rust v2? From ending.ff

There's too many invisible solid objects in that map, making it almost unplayable.

Опубликовано:
  • Автор

Think you can make support for rush? :P

 

Well, i can give it a try, but i first want to fix the helicopters and i want to add headquarters, so that the map is finished.

 

Try port rust v2? From ending.ff

I already tried that, but as Rendflex already said, the map is nearly unplayable!

Опубликовано:
I will ask a dumb question for all those that are going to ask:

 

Where does the file get placed?

 

In you're main's folder.

 

No, it won't work, you have to place it in m2demo, cause in main it will use the other basemaps.area file located in m2demo!

 

Wait, so all the files go in m2demo? We don't need the "estate_load.ff"?

Опубликовано:
  • Автор
I will ask a dumb question for all those that are going to ask:

 

Where does the file get placed?

 

In you're main's folder.

 

No, it won't work, you have to place it in m2demo, cause in main it will use the other basemaps.area file located in m2demo!

 

Wait, so all the files go in m2demo? We don't need the "estate_load.ff"?

No, you don't need estate_load.ff, z_estate.iwd goes into m2demo, estate.ff goes into zone/english and iw4m.dll goes where your iw4m.exe is!

  • 4 weeks later...
  • 1 month later...
Опубликовано:

First of all, i want to say that this is a very interesting multiplayer map, It think is has more gameplay value than most of the other SP ports.

After playing on it for a while on a couple of servers, I ended up with some recommendations, which i think would increase the gameplay.

1: You should remove the pick-up truck blocking the way to the upper part of the map. This spot is probably the only real sniper spot in the game, the only spot where i could feel like a sniper (wooaahh). It really changes positively the way the map is played when someone takes advantage of it (i think it's called metagame)(i experienced it on some server). But since it is an highly exposed place and there is a flanking route, I think it is well balanced.

2: On the southern side of the map, you should move the fence up to the field level because the slope is kinda useless, except when playing hide and seek...

 

*I'm not a modder so I dont know if the following ideas are possible.

3: You should remove the shutters in all the windows and allow players to climb through them.

4: Maybe: You should open access to the solar panel field (by both sides) on the eastern side of the map. This would make the map less linear and i think better for multiplayer. Also, it would make a good flanking route to the sniping spot of #1 and to the safehouse

 

I hope this feedback will help.

Keep up the good work!

Опубликовано:
  • Автор
First of all, i want to say that this is a very interesting multiplayer map, It think is has more gameplay value than most of the other SP ports.

Sure, I ported it :P

 

1: You should remove the pick-up truck blocking the way to the upper part of the map. This spot is probably the only real sniper spot in the game, the only spot where i could feel like a sniper (wooaahh). It really changes positively the way the map is played when someone takes advantage of it (i think it's called metagame)(i experienced it on some server). But since it is an highly exposed place and there is a flanking route, I think it is well balanced.

The truck acutally blocks the above part, as you can glitch out of map there. That's why I blocked it. I could possibly use killtriggers, but personally I hate getting killed by 'camping' snipers! Well, maybe I'll remove it.

 

2: On the southern side of the map, you should move the fence up to the field level because the slope is kinda useless, except when playing hide and seek...

 

It's possible, but the whole fence is one brushmodels, if I'd move it up, it'd look ugly :D

Опубликовано:

I hope you will remove the truck! Then, I will climb up the hill with my barrett, go prone, and hear MacMillan saying: "...At this distance, you also have to take the Coriolis effect into account..." 8-)

 

This map should definetly make it to the official IW4M

Опубликовано:
I hope you will remove the truck! Then, I will climb up the hill with my barrett, go prone, and hear MacMillan saying: "...At this distance, you also have to take the Coriolis effect into account..." 8-)

Hehe, CoD4 :>

 

BTT: Nice map, I will try it out tommorow.

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