Username: bigman1
Which map is the suggestion about? szf_asylum_c16
What gamemode is this map for? Super Zombie Fortress
What is supposed to happen to the map? Update
Add a link to the updated map https://www.mediafire.com/file/6omlw20tkjhfym6/szf_asylum_blw.bsp/file
Why do you want this map change? massive rebalances:
> timer has been reworked and made more obvious
>> 4 minutes to survive, 2 minutes to cap the point once unlocked, no overtime
>> basement spawns unlocked along with 30-second frenzy at 2:00
>> tank spawns at 3:00
>> zombies are frenzied when 1 minute remains
> removed perma-rage
> nerfed last cap to hopefully not be blockable, as well as taking less time
> removed zombie catapult - the map now centers around the flow of zombies gradually getting to the rooftop, which now doubles as a very good holdout spot for humans
> similarly, removed some ladders and barricaded other entrances to the rooftop
> adjusted the layout and entrances to certain rooms to make them more enticing to barricade/hold-out in
> removed certain "goofy" camping spots and replaced them with other, goofier, more vulnerable ones
> clipped off the cliff near last point. due to playerclip budget constraints, a certain other clip brush has been removed
also:
>misc. visual changes
i hope this somewhat brings back the spirit of OG zombie fortress survival maps, but with the modern SZF objective-based twist near the end
Which map is the suggestion about? szf_asylum_c16
What gamemode is this map for? Super Zombie Fortress
What is supposed to happen to the map? Update
Add a link to the updated map https://www.mediafire.com/file/6omlw20tkjhfym6/szf_asylum_blw.bsp/file
Why do you want this map change? massive rebalances:
> timer has been reworked and made more obvious
>> 4 minutes to survive, 2 minutes to cap the point once unlocked, no overtime
>> basement spawns unlocked along with 30-second frenzy at 2:00
>> tank spawns at 3:00
>> zombies are frenzied when 1 minute remains
> removed perma-rage
> nerfed last cap to hopefully not be blockable, as well as taking less time
> removed zombie catapult - the map now centers around the flow of zombies gradually getting to the rooftop, which now doubles as a very good holdout spot for humans
> similarly, removed some ladders and barricaded other entrances to the rooftop
> adjusted the layout and entrances to certain rooms to make them more enticing to barricade/hold-out in
> removed certain "goofy" camping spots and replaced them with other, goofier, more vulnerable ones
> clipped off the cliff near last point. due to playerclip budget constraints, a certain other clip brush has been removed
also:
>misc. visual changes
i hope this somewhat brings back the spirit of OG zombie fortress survival maps, but with the modern SZF objective-based twist near the end