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Mirror 1 - Show

File: zs_aeolus.zip
Version: None
Garrysmod.org URL: http://www.garrysmod.org/downloads/?a=view&id=73191
Description: zs_aeolus

BZ2 for server owners:
http://www.hailaeros.com/miscfiles/zs_aeolus.bsp.bz2

VMF for mappers:
http://www.hailaeros.com/miscfiles/zs_aeolus.vmf

Works best with the latest version of Jetboom's Zombie Survival (v2.10?) but should be playable on any ZS version. The rollermines are not able to be picked up in any other version other than the private version on NoxiousNet, as well as zombie/human messages. Sorry.


Credits go to:

-My friend Paul Disney for designing the shell of the main area and providing one of his creations as the centerpiece of the map. You can check out his site http://www.identity4.com/

-My good friend Draicia, who worked with me on the docking station.

-A fellow Facepunch member named Svengoli who contributed the curvy floors you see in the map.

-Zinco for final check, his ascent map for reference and everything else he's done.

-Beta testers: JasonGarwood, izak, Zinco, Mucky, Draicia

For humans:

Here's how it works: Players join in, make it in, and sit inside the tram. People who are not in the tram when the doors shut get killed by trigger_hurt which lasts for 1 second, then immediately switches over to trigger_teleport and sends any late joiners to the main area in a safe spot. People who don't follow the instructions of being told to sit down, get killed by 4000 units per second of velocity. I've extended the tram launch time to 80 seconds so people can still get in, as well as set up teleports for any late-joiners.

Near the end, there's a stationary, disabled tram that acts as the zombies' first spawn point. They get an open view of the incoming human tram, and have plenty of time to drop down and cause havoc before the human tram docks. Players are forced to get out within 10 seconds or get locked in and die from trigger_hurt.

From there, players are free to roam as they please. They can try to stick it out in the open areas down below, or cade right away in the 2 main cade areas. I've provided each cade area with 1 blue shelf and 1 barrel each. Keeping prop-nailing griefers in mind, I've set up 2 additional blue shelves downstairs that players can easily carry up. The openings for each cade will only be so narrow for a little bit since both sides of the openings can be broken down by zombies to tear apart the opening and barge in. The sections have massively high health, and by this time players will have gotten Aegis. There is also a section of glass on each cade that is accessible to fasties, and has reduced health.

Upon entering the main area, you're going to notice 2 rollermines. Don't be alarmed as they're friendly towards you guys. They like to chase you around and each other. Have fun with them. I've also set up 2 health dispensers, BUT: they spawn randomly in the map each time. The hidden spots are a bitch to find, but perhaps if you got those 2 rolling guys up there it might not be so difficult to find them..

For zombies:

I've set up a spawnkilling-free area, where zombies can choose which area of the map to spawn above. I've provided a holographic representation of the map for quick-browsing before walking onto the color and getting teleported. From there, they can drop down anywhere on the upper level except inside the cade areas.

Enjoy!


Image: zs_aeolus.zip