Infected Tramway V2

After escaping Motanum Inc, the army has an assignment for you. Obtain the coordinates to a rocket launch pad to escape Earth and the nasty infection!

Infected Tramway V2.1

By Eugenio “Motanum” Roman

Key Info

From the creator of Motanum Inc, Surf Facility, Motanum’s Main Four and more, comes the continuation to Motanum Inc. After escaping Motanum Inc, the army has an assignment for you. Obtain the coordinates to a rocket launch pad to escape Earth and the nasty infection! A very vanilla zombie escape map. Visit a facility on a mountain and try to survive the zombies behind you. Requiring team work and skills, the map is definitely a must have on your server.

User Manual

Simply run and hold when you should defend. Sometimes a player needs to activate a monitor or key, this is shown by having a green glow. Green glow means it must be pressed, default key is E. Red glow means it is locked and something must be done to unlock the button. If there is no glow, it is of little interest. To obtain the plans/coordinates simply walk to the table. A trigger will fire the events to will enable you to continue. This trigger is separate from the weapon, because sometimes the weapon is glitches and can’t be picked up. This should allow players to keep pushing regardless the weapon glitch. The admin room is next just before the plans. There is a window into it and the 4 options are available. On choosing a difficulty the game will restart by killing everyone.

Features

  • Optimized map
  • 4 difficulties, changing the way you defend!
  • Admin room to select a difficulty
  • Waiting for players time! The map restarts after 20 seconds on load, to give players a chance to join in.
  • HDR lighting. The apocalypse has never been this pretty
  • Up to 72 player spots
  • 6 and a half minutes of fun time!
  • Massive detailed level
  • Random octagon gates
  • Voice acting by Michichael Folsune
  • Story guided level
  • Exciting Locations
  • And more!
  • Future updates!

This will be my last zombie escape map for CSS, I will return with more if CSGO gets zombie escape mod. I love maping for Zombie escape, but I have other big proyects! So check out my website for updates. https://sites.google.com/site/motanumproyect/

Special thanks

  • Michichael Folsune for lending me his voice. It really adds to the atmosphere.
  • Bill Hawken was the lab rat when I was playing with the idea of voice acting.
  • Seaotter and dota2.ca for their donations and motivations.
  • Zeph, Enviolinator and Kaemon for their entity knowledge. Without it, I couldn't upgrade the map to its current state
  • Unreal, Layerba714 and Mevious for running through my map

Final Words

Map developed by Eugenio 'Motanum' Roman Bugs, comments, suggestions to eugenio.motanum91@gmail.com. More maps from me to come. See screenshots for a visual idea. Don’t forget to download and rate!

Installation

Just paste the all of the files in the rar on your maps folder for counter strike source. Default should be Files\Steam\steamapps\Account_Name\counter-strike source\cstrike\maps

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Comments

  • Acido71's Levels
    • P1: Beggar
      Points: 110
    • C1: Member
    • A4: Graduate
      Account Age: 4 years
    Posted 1 year ago

    Been playing the map recently, it's good fun. There's something about it's simple design that just works, Simple is good.

    A little bit of feedback, mainly because it's one way to go, if the first zombie, or zombies, are ahead of the humans then it's quite hard for them to progress, maybe a teleport for all zombies back to spawn or some place might help?

    Also, that bendy ladder that you have to hold onto glitches some players, they are stuck halfway across it.

    Nice map though. Fair play

    Oh Sh--!!
  • Prechan's Levels
    • P1: Beggar
      Points: 784
    • C1: Member
    • A3: Apprentice
      Account Age: 2 years
    Posted 1 year ago

    Hello!

    We tested the map! It is really hard! Even easy! The covers are long and very hard! And the music level is too easy relaxing, falling asleep! ;)

    Even if the level design is cool!

    Washtub
  • motanum's Levels
    • P2: Drudge
      Points: 1,349
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years
    Posted 1 year ago

    Thanks for the feedback

    Kaemon, I will look into the issue of changing from hard to suicide. And the suicide end messages.

    If I see they are glitched, I will add everything else you told me too, Such as missing sound files (damn you packbsp), color correction, etc.

    Alternative paths are not going to be included because my time is going mostly into other projects. I hope I can squeeze some time today to look into these issues.

    Thanks!

    Neutrilization on sight,
  • Enviolinador's Levels
    • P2: Drudge
      Points: 1,078
    • E1: Helper
      EF: 7
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Posted 1 year ago

    I tested the map again today and, being this added to what I told you yesterday, I think that the main problem I see is the almost-no-difference-made levels. We already talked about it, and I hope that in the future you have the time to extend each level and make multiple paths.

    Also, as Kaemon posted beneath me, I think that some player clips are a bit annoying. I can't exactly remember if I had told you already, but the clipping at the parking (?) seems a bit dumb.

    Otherwise, a lovely, detailed and well-structured map.

    Cheese.
  • Kaemon's Levels
    • P2: Drudge
      Points: 1,408
    • E1: Helper
      EF: 9
    • C1: Member
    • A4: Graduate
      Account Age: 3 years
    Posted 1 year ago

    I just tested the map on Singleplayer, now I need to play it on a full server to see how it plays.

    The map doesn't seem to have any visible bugs or problems. However, I don't know if I was doing something wrong, but I couldn't change from Hard to Suicide by playing normally (like I did up to Hard); and I couldn't neither get any special message for winning Suicide.

    Not sure if I was missing something; but to me looks like those 2 difficulties winning-setting is not working.

    On the difficulties side... Not sure how many things change, or even if you touch some settings (like forcing more zombies, or giving them more HP), but the only differences I could see from Easy to Suicide were the "Energy Barriers" in the octagon room; and the 2 crates at the very end that force you (even humans) to make an odd jump during Easy and Normal.

    If there are no more differences, I would suggest touching the timers of some holds (like the C4 one and the final one); making them longer on the harder difficulties (and/or shorter on the easier ones). Some surprise explosion or thing that wasn't there in the previous round would be apreciated aswel; or you can just add/remove extra crates to give advantage to the zombies.

    The sadest part for me, and I guess you got this reported already, was that I couldn't hear the voice-acting mentioned in the description. While playing, I would get console error messages of "Couldn't find sound file... missing from repository". (Same error occurs on Minas Tirith's Nazguls). I could hear the musics, and even old Arnold yelling me to get to the choppa (that must be a ZE classic already!); but not the voice-acting ones.

    As a last note (for being nitpicky, since I couldn't found any real problems apart from the missing sounds) I would recomend getting rid of some unnecesary Player Clips; like in the tunel with the 2 cars. People don't enjoy not being abble to jump things that they obviously can just because they are being Railroaded. It gives them more freedom on such places (to jump and find their own shorcuts) instead of just blindly following the only flat and linear path; also the map has enough running (in metters and in running time) so you can spare that room and maybe allow "crazy"-jumps in a couple extra places.

    Gonna come back to post (and rate) after playing it with people.

    PD: I have seen better choppas :-P

    PPD: 72 player slots? Never saw a ZE server with more than the normal 64 limit. What gives? XD

    Mapper
  • GRRRRRUDGE's Levels
    • P2: Drudge
      Points: 2,932
    • E1: Helper
      EF: 4
    • C1: Member
    • A3: Apprentice
      Account Age: 2 years
    Posted 1 year ago

    The first version of this map was fun; looking forward to playing this version on a full server :D

    Just curious, what all did you change?

    Bananite 2.0

Credits

Submitter
motanum's Levels
  • P2: Drudge
    Points: 1,349
  • E1: Helper
    EF: 1
  • C1: Member
  • A4: Graduate
    Account Age: 4 years
motanum (Creator/Co-creator)
Key Authors
Eugenio
Author
Michichael Folfsune
Voice Actor
Special Thanks
Plague Fest
Server Testing
Zeph
Support
Kaemon
Support
Enviolinador
Difficulty Support
Seaotter
Donator
Dota2.ca
Donator
Bill Hawken
Test Voice
Mevious
Map Tester
Layerba714
Map Tester
Unreal
Map Tester

Rating

9.28/10
Based off 8 rating(s)

Additional Info

Development State
Final/Stable
Version
2.1
Maximum Players
66

Stats

Post Count
6
ViewCount
1,583
Downloads
798
Date Added
1 year ago
Date Modified
1 year ago

License

N/A

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