zs_viaduct thread

Discussion in 'Zombie Survival' started by Yellow Sage, Mar 7, 2017.

  1. Yellow Sage

    Yellow Sage Moderator
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    Link: http://gamebanana.com/maps/194509.

    If you would like to play the map solo, type 'map zs_viaduct_v8' into the console once you have fitted the map into your TF2 directory and, after clicking 'FIGHT', type 'tf_bot_add' to create a dummy second player so the match will start. Newest version is version 8.

    Credits to jack5 for helping me out with the map.
    Map conceals several zombies-first features, only the curious and the adventurous can discover their secrets.

    Version 2 (zs_viaduct_v2)
    • A barrier at the blue spawn prevents red team from attacking the zombies early (aka during the zombies frozen phase). Zombies can walk at the barrier or strike it with their weapons to break it
    • Red spawn changed slightly to allow parkour to an easter egg at the very top
    • An engineer model added to the map to act as a decoy for players hiding in red spawn
    • Medium health and ammunitions pack added to the secret tunnel
    • Fixed an exploit spot on top of the rocks near the control point
    Version 3 (zs_viaduct_v3)
    • Lag fixes to the red and blue spawns
    • The health and ammo pack previously in the tunnel were changed for only an ammo pack
    • Texture updates
    • Bridges to the red and blue house were removed to allow humans to set up on the top floor
    • Gates blocking the upper floors of the houses were removed
    • VIP club room! Password required to enter via keypad
    Version 4 (zs_viaduct_v4)
    • Missing texture and sound fixes
      Fixes to props with bad lighting
    • Changes to the VIP room to avoid zombies or humans getting stuck in each other
    • Narrowing of the red spawn parkour platform to give zombies more room to jump up
    • Dancer models in the VIP room have been moved out of the way due to players having an urge to attack them
    • Fixed a light in the side tunnel
    • Updates to existing textures and sounds
    • Lighting fixes in the VIP room

    Version 5 (zs_viaduct_v5)
    • Sound fixes (Restored buggy ambiance, sounds do not require restarting anymore)
    • Traffic change to the VIP room for stuck prevention
    • Texture updates
    • Much more difficult red spawn parkour (Let's see you try to get up there so easily now!)
    • Removal of the fence above the red spawn
    • More easter eggs!

    Version 6 (zs_viaduct_v6)
    • More fixes to props with bad lighting
    • Elimination of an exploit introduced with changes in v5 (You see, I knew you guys would cheat so I came prepared)
    • Texture updates
    Version 7 (zs_viaduct_v7)
    • Complete removal of the platform in the red spawn. This area became too unmanageable and needed to be removed for balancing.
    • Addition of a smaller platform in the red spawn to replace the original
    • Movement of a prop to make it easier for zombies to reach the platform in the red spawn
    • Parkour elements moved to prevent players from getting stuck on beams and pipes. The parkour is slightly easier as a result of this.
    • VIP room has significant texture and lighting upgrades. Song was not changed.
    • VIP keypad has shock protection. Do not attempt to open, it will hurt you. Can only be deactivated by specific people.
    • VIP keypad combination changed.
    Version 8 (zs_viaduct_v8)
    • Lighting improvements. Snow returned to rooftops
    • Bartender animation changed. Spam of voice lines ceased
    • Red parkour platform is buildable with dispensers now
    • New VIP room protection mechanism and security measures
    • New camera system - Zombies may view engineer nests up close with zero risk of retaliation
     
    #1 Yellow Sage, Mar 7, 2017
    Last edited: Jul 20, 2017
    Rushy and Jack5 like this.
  2. 60pc luck by volume

    60pc luck by volume New Member

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    Speaking of zombie survival halloween maps: Could we please get a modified version of lakeside_event?
     
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  3. ItsMatty

    ItsMatty New Member

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    please do, merasmus renders the game impossible
     
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  4. Rushy

    Rushy Administrator
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    Thanks, I'll add it into the rotation tomorrow morning
     
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  5. Yellow Sage

    Yellow Sage Moderator
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    So viaduct is doing a 50-50 win ratio right now, its a bit of a high win ratio for humans and also the kill rate is somehow much larger than even the original turbine.
    Hopefully it's just an anomaly and the true results will show over time
    If not, I'll find out the cause of this and update the map so things don't go too fast

    EDIT: It updated, the kill rate relaxed but the win rate needs further examining
     
    #5 Yellow Sage, Mar 9, 2017
    Last edited: Mar 9, 2017
  6. NightTrotter

    NightTrotter Moderator
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    From when I've played viaduct, humans win only 1/3 of the rounds, and that's mostly due to luck/everyone pooling in the same spot/the one random medic + engineer friend parkouring it in spawn room for fun. Doesn't really add for variety in my opinion, although there are good spots to defend IF you work together. I'd say it's balanced (medics win if work together, engineers win if work together, 50-50 if both work together, etc.)
     
  7. Yellow Sage

    Yellow Sage Moderator
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    We changed the maps to have about a 30-35% win rate for humans.
     
  8. Yellow Sage

    Yellow Sage Moderator
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    I've updated the map to version 2, please replace the current zs_viaduct with the new one.
     
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  9. Yellow Sage

    Yellow Sage Moderator
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    Map updated to version 3, please replace the current version 2 map with this one. There were lag issues in v2 that needed fixing.
     
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  10. Jack5

    Jack5 Moderator
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    v3_fix has been created by Rushy to fix broken textures and sound. Do not download from Yellow Sage's page, only through the fastdl.
     
  11. Yellow Sage

    Yellow Sage Moderator
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    Updated the front page to reflect this. Thanks for the help
     
  12. Yellow Sage

    Yellow Sage Moderator
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    zs_viaduct_v4 has been released, please replace v3_fix with this one. The textures and sounds are all packed in now so there shouldn't be a fix version required.
     
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  13. Yellow Sage

    Yellow Sage Moderator
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    Update to zs_viaduct_v5. Made balancing changes to the red spawn parkour which was too OP before. See other notable changes above. Please change from v4 to v5.
     
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  14. Yellow Sage

    Yellow Sage Moderator
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    Sorry, update to version v6. Fixed an exploit caused by the changes to the red spawn parkour which made it even more OP than before. Darn you cheeky engineers.
     
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  15. Yellow Sage

    Yellow Sage Moderator
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    I've updated to version 7. Hopefully the parkour spot will be less broken and engineers won't waste their time trying to do it every round nor attempting to use the keypad for the entire game, as it will kill you if you try too many times. The keypad combination has changed, the old one won't work anymore so don't bother if you knew the old one.

    The main drivers for these changes are to encourage engineers to explore other areas on the map as it was originally intended to do, rather than stick to one spot which is clearly much stronger than the others. All spots have been brought to the same level now.

    Please change it to v7.
     
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  16. Yellow Sage

    Yellow Sage Moderator
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    zs_viaduct_v8 is out. The red spawn platform is now buildable due to demand by players. Lighting has been substantially improved, and rooftop snow is back. VIP room security has been amped up greatly, it is now near impossible to figure out the method of removing the electric lock even by watching someone do it. Keypad cannot be read by other users.

    A new camera system is available for medics! They can use it in their spawn by simply walking up to it and then backing away when they want to quit. They can hit a button beside it to change between 4 views. They may spy on engineer nests safely at a close distance without risk of them retaliating. Please avoid killing yourself while in the camera view, even though your view is fixed on respawn.

    Please update the map to v8.
     
  17. NightTrotter

    NightTrotter Moderator
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    Not sure if this is intentional or not, but with the camera system, you can look around in the camera in third person while in first person it's just fixed. Makes it so that you have a wider range of vision rather than the limited fixed vision.
     
  18. Yellow Sage

    Yellow Sage Moderator
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    Intentionally left in. I can't stop the camera from doing that.