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Found 45 results

  1. Event Overview: Hello everyone! Since @Vanya isn't able to post the event announcement today, I will handle it. There was a tied vote between 2 events, which are Ninja Chris and Vanya nominations. The admin team decided to set the third most voted to prevent repercussions. If you have any questions regarding this decission, feel free to ask Vanya. Anyways... We're going for the "Videogames inside videogames" event. And don't forget, the event suggestion megathread is still a thing so feel free to drop your nominations there too! For this event we'll be playing: ze_doom3_v1 ze_assasins_creed_v1 ze_pkmn_adventure_v8_6s_fix2 ze_bioshock_v6_3 Time for the event: Saturday January 12th @ 11pm GMT-0 To check at which time the event is for you, check this website to give you an idea. Eventually the times will be posted in our Steam group for your convenience so make sure to join it so you can see the exact time at which it starts for you! Special Kickers: pF settings + 900 ammo on Bioshock; The 1999 mode won't be affected by these settings. VIP Rewards: Win 3 out of 4 maps to win a week of V.I.P.! Duration of the events: About 3-4 hours should be enough. Rules: Casual talking is allowed, but at a minimun level, as long as leading isn't interrupted, it should be fine. Regular server rules will apply for this event as usual Sitting in spec unless you're a spectating admin is not allowed. Leaders: Anyone willing to be. See you on the weekend!
  2. Hello everyone! I am currently working on a project for my Media Team Application, creating a promotional video for GFL's Zombie Escape server on CSGO Due to my laptop being unable to screen record for the time-being, I need gameplay videos/montage of anyone playing on GFL's Zombie Escape server on CSGO Anything is greatly appreciated but I hope your video(s) could be: -At least 60FPS -With decent audio If so, please contact me through this or: -Discord: psychogirl#4016 -Email: psychosheryl@gmail.com Thank you for your contribution and I'd credit each owner respectively for the production on my video! Cheers!
  3. Fellow ZE Players, I'd like to announce some changes for future events and also apologize for past events. Let me start with the apology. As many of you probably already realized, our event winners in the past few months were not rewarded and settings for events were not properly set up. We want to apologize to you all and we promise to improve. With the upcoming merge and other matters we were all busy and lost the control over the events bit. I hope you guys can forgive us. Let's now have a look what we will do to improve our events and make them glorious again! After all CS:S GFL ZE was the first server organizing weekly events and being very successful at it. First of all we will start rewarding Event Winners with VIP again! An important note is, that the VIP is going to be valid on all GFL servers! As balance for this generous act, we will make it slightly harder to win VIP as we used to do so far. Next we chose @Nano, @Soft Serve, @omarfire00 and @The Q-man as new "Event Manage Assistants". These volunteers will help @Vanya and make sure everyone goes fine during an event by being present and watching over the server. Furthermore they will make sure event settings are set up and get the winner lists for the rewards. You can also approach them, whenever there is a event-related problem. All this will already be implemented for the upcoming event this weekend. Make sure to join! We are looking forward to host good events just for you! Your GFL CS:S Admin Team
  4. Bold and Cursive Maps are on Rotation, all others are Admin Nomination only. EASY marked maps have a slightly reduced knockback and Humans earn 20 points by winning a round. NORMAL marked Maps have the default global knockback and Humans earn 40 points by winning a round. HARD marked Maps have a slightly higher knockback and Humans earn 80 points winning a round. EXTREME marked Maps have a even a little higher knockback and Humans earn 120 points winning a round. CROWDSPAWN marked Maps have spawn in crowd enabled. FAILNADES+SNIPERS marked Maps have a very high grenade knockback and snipers are enabled. FUNMODE marked Maps can be played with Funmode (Throwing Knives, Freezenades, Crowdspawn). Re_fy_Big_City_v10 EASY ZE_FFVII_Junon_B001 EASY ZE_FFVII_Mako_Reactor_V6_B08 HARD Ze_hell_escape_rc1 FUNMODE EASY bhop_frankerz_999xl_extreme EASY dev_trigger EASY mg_serpentis_temple_V1 EASY nippers_opus NORMAL ze_13_v2 EASY ze_2012_b3b NORMAL ze_30_Seconds__b21 FUNMODE EASY ze_666_crazy_escape_b3s NORMAL ze_AcuticNotes_v1_2s NORMAL ze_AlienShipArcade EASY ze_Ancient_wrath_v1_fix2 NORMAL ze_ApertureScience_OB FAILNADE+SNIPERS EASY ze_Avenir_Storage_v1 HARD ze_BALU_a1 EASY ze_Blackmesa_lambda EASY ze_DOOM_v1_1 NORMAL ze_ELEVATOR_escape FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_Escape_Stroggos_b4 FUNMODE EASY ze_FFVII_Mako_Reactor_b2 NORMAL ze_FFVII_Mako_Reactor_v1_4_1 NORMAL ze_FFVII_Mako_Reactor_v3_1 NORMAL ze_FFVII_Mako_Reactor_v5_3 NORMAL ze_FFVII_Temple_Ancient_v3_3 NORMAL ze_FFXII_Feywood_b3_1 HARD ze_FFXII_Paramina_Rift_v1_4 HARD ze_FFXII_Westersand_v5_2 HARD ze_FFXII_Westersand_v7 HARD ze_FFXII_Westersand_v7_2 HARD ze_FFXII_Westersand_v8zeta1 HARD ze_FFXIV_Wanderers_Palace_v5_2f HARD ze_FireWaLL_lab_epidemic_v1a NORMAL ze_FireWaLL_laboratory_part1_3 FAILNADE+SNIPERS EASY ze_FireWaLL_laboratory_part2_3 FAILNADE+SNIPERS EASY ze_Flying_World_v2 NORMAL ze_Genso_Of_Last_b2 HARD ze_Genso_Of_Last_v1_2 HARD ze_Genso_Of_Last_v2_0 HARD ze_Get_To_The_Chopper_fix17 EASY ze_GoT_The_North_b4 HARD ze_Holmes_Escape_pf_2014c NORMAL ze_Inboxed_v1_5 NORMAL ze_Infected_Sewers_v6_5 NORMAL ze_JungleEscape_b3_6 NORMAL ze_JurassicPark_Escape_v1 FUNMODE EASY ze_Jurassic_Park_Story_v1 CROWDSPAWN NORMAL ze_LOTR_Isengard_v1_5 NORMAL ze_LOTR_Isengard_v1_9 NORMAL ze_LOTR_Isengard_v2_3 NORMAL ze_LOTR_Mines_of_Moria_v6_3 NORMAL ze_LOTR_Mount_Doom_v3 NORMAL ze_LOTR_Mount_Doom_v4_2 NORMAL ze_MGS_DisposalFacility_B2_1 NORMAL ze_Moon_Base_V1 FUNMODE EASY ze_MotanumInc_OB FAILNADE+SNIPERS EASY ze_NIK_allinone_v2 EASY ze_NY_marathon_v4_1 EASY ze_Nik_CV_island_v3 EASY ze_PKMN_Adventure_v8_6s_fix2 HARD ze_POTC_IV_v6_1 NORMAL ze_Paranoid_Reborn_v8 FAILNADE+SNIPERS NORMAL ze_Paranoid_Rezurrection_v11_5 FAILNADE+SNIPERS NORMAL ze_Paranoid_Rezurrection_v11_9 FAILNADE+SNIPERS NORMAL ze_Paranoid_Ultimate_v10_4 FAILNADE+SNIPERS NORMAL ze_Paranoid_v2 FAILNADE+SNIPERS NORMAL ze_Parking_v2a HARD ze_Parking_v3_1 HARD ze_Pidaras_v1_4fix3 NORMAL ze_PoncherMonkey_Shooter_v3_5 HARD ze_Portal_Story_v3_1 NORMAL ze_PotC_v3_4fix FAILNADE+SNIPERS EASY ze_RE4_castle_a3 NORMAL ze_RTCW_Ominous_Rumors_v1 NORMAL ze_Raccoon_Facility_v6b NORMAL ze_Ratrace_Aztec_b5 NORMAL ze_Rooftop_Autism_Runaway_v1_1 EASY ze_SAW_v2 NORMAL ze_STRANGE_escape_b3 NORMAL ze_SURVIVORS_b5 NORMAL ze_S_A_M_a40_css HARD ze_Serpentis_Temple_v1_1 HARD ze_Surf_Facility_Final NORMAL ze_TESV_Skyrim_v2_2fix NORMAL ze_TESV_Skyrim_v3 NORMAL ze_Temple_v2_1 NORMAL ze_Tomathas_staff_2_v1_1 EASY ze_UT2004_Convoy_v2_1 HARD ze_UT2004_Convoy_v2_2_1 HARD ze_XIII_Winslow_Bank_v2_2fix EASY ze_Zombie_Factory_v1 NORMAL ze_abandoned_project_v1_2 NORMAL ze_abfd_fix_labescape_vb6 HARD ze_abstract_escape_v1a EASY ze_accelerator_escape_final NORMAL ze_aepp_nano_grid2_b2s NORMAL ze_alien_mountain_escapez_fix EASY ze_alien_shooter_v7 NORMAL ze_alien_vs_predator_v4fix6 NORMAL ze_alien_vs_predator_v5 NORMAL ze_amkoescape_v1337 NORMAL ze_ancient_wrath_v2_test27 HARD ze_antartika_b2 HARD ze_antfarm_2vs NORMAL ze_antiker_zorn_v69_2 EASY ze_apollo_beta FAILNADE+SNIPERS EASY ze_arctic_escape_c1_fix3 FUNMODE EASY ze_arctic_escape_c1_fix4 FUNMODE EASY ze_artika_base_v1_2s HARD ze_ashen_keep_v0_3 HARD ze_asiangirl_beta7s EASY ze_assassins_creed_v1 HARD ze_atix_apocalypse_fix FUNMODE EASY ze_atix_apocalypse_v1a FUNMODE EASY ze_atix_extinction_b7 FUNMODE EASY ze_atix_panic_b3t FUNMODE EASY ze_avalanche_b6 HARD ze_avalanche_reboot_beta7 HARD ze_avp_v2si20 HARD ze_aztec_temple_v3c NORMAL ze_barrage_v1 NORMAL ze_bathroom_v2_5s NORMAL ze_biohazard2_rpd_v4e_004 NORMAL ze_biohazard2_sewer_v4c NORMAL ze_biohazard2_sewer_v4c_fix_3 NORMAL ze_biohazard_manor_v4a_004 NORMAL ze_biohazard_v2b_004 NORMAL ze_bioshock_v6_3 HARD ze_bisounours_party_v1_1 NORMAL ze_blackmesa_escape_final FAILNADE+SNIPERS NORMAL ze_blackmesa_remix_v3_6 NORMAL ze_bms_hl1 EASY ze_boacceho_p4s NORMAL ze_boat_escape_7_b1 EASY ze_boat_escape_jenz_v2_2fix FUNMODE EASY ze_boatescape101_v2_1 EASY ze_boatescape_s_ng EASY ze_boredom_v543656 HARD ze_bowser_in_the_fire_sea_v1e NORMAL ze_bp_infested_prison_b1a EASY ze_breakable_v1_8 HARD ze_canal_escape EASY ze_candy_star_a2 NORMAL ze_castlevania_v1_3 HARD ze_ccc_floator_mislands_v2s CROWDSPAWN NORMAL ze_chicken_lords_tower_b2 FAILNADE+SNIPERS CROWDSPAWN EASY ze_chicken_lords_tower_b2mix5 FAILNADE+SNIPERS CROWDSPAWN EASY ze_chicken_ranch_v2_1s NORMAL ze_christmas_beta3f NORMAL ze_christmas_infection_v2_3 HARD ze_chroma_v0_4 HARD ze_chroma_v0_5 EASY ze_chroma_v0_6 HARD ze_chronus_a1s EASY ze_citadel_episodic_escape_v04 NORMAL ze_city_b3 EASY ze_colorlicouspilar_fix NORMAL ze_colors_v1 NORMAL ze_corrup_beta3 NORMAL ze_corrup_rc HARD ze_crashbandicoot_v1fix NORMAL ze_crypt_v1_4s NORMAL ze_cubeworld_v1_0 EASY ze_cursed_ruins_v2s NORMAL ze_cyber_plague_2_0 EASY ze_cyberderp_v1_4 NORMAL ze_czs_cpu_ctrl286_ep1_v3 EASY ze_dangerous_waters_v1a FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_dark_souls_ptd_v0_4 EXTREME ze_deadcore_s6 EXTREME ze_death_star_escape_v4_3 FUNMODE EASY ze_decadence_s2 EASY ze_deepice_v8 FUNMODE EASY ze_delta_escape_final FUNMODE EASY ze_demo_ten_keys_v1fix EASY ze_derpescape_itstime FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_destruction_of_exorath_re3 NORMAL ze_destruction_of_exorath_v3_5 NORMAL ze_dev_r3 HARD ze_dev_r4a HARD ze_doom3_v1 HARD ze_doom_a3 NORMAL ze_doom_escape_v3_2 EASY ze_doorhug_and_solo_v6_2 FAILNADE+SNIPERS EASY ze_dragonball_snakeway_v1 NORMAL ze_dread EASY ze_dreamin_v1_8s NORMAL ze_dust_escape_v1fix FUNMODE EASY ze_echo_boatescape_extended FUNMODE EASY ze_echo_snowescape_v3b FAILNADE+SNIPERS EASY ze_electrical_factory_b8 NORMAL ze_elevator_escape_jbg_final FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_ep2_plant_b1s HARD ze_epic_end_v4_3 NORMAL ze_error_a0 NORMAL ze_eruption_escape_fix NORMAL ze_escape_citadel NORMAL ze_escape_horizon_c1v2 FAILNADE+SNIPERS EASY ze_escape_the_eye_ob_final FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_escape_the_eye_remix_final FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_eternal_void_v3_5a FUNMODE EASY ze_evernight_a2_2s HARD ze_evernight_a3_4_css2 HARD ze_exchange_innovation_v1bs NORMAL ze_facility_s3_2 NORMAL ze_fapescape_b4_1 NORMAL ze_fapescape_rote_v1_3f EXTREME ze_fapescape_v1_2 NORMAL ze_fartlocker_escape_v3s HARD ze_fast_escape_fix NORMAL ze_fear_extended_v1a EASY ze_ffvii_cosmo_canyon_v1_1 HARD ze_ffvii_cosmo_canyon_v1beta1 HARD ze_ffvii_cosmo_canyon_v2_1 HARD ze_ffvii_cosmo_canyon_v4fix HARD ze_ffvii_cosmo_canyon_v5fix HARD ze_ffvii_cosmo_canyon_v5test2 HARD ze_ffxii_easternsand_v1 EASY ze_ffxii_moko_temple_v1_1 NORMAL ze_ffxii_ridorana_cataract_t4 HARD ze_ffxii_ridorana_cataract_t5 HARD ze_ffxii_ridorana_cataract_t5_1 HARD ze_ffxii_ridorana_cataract_t5_2 HARD ze_ffxii_westersand_v2_11a HARD ze_ffxii_westersand_v2d HARD ze_ffxiv_wanderers_palace_css HARD ze_ffxiv_wanderers_palace_v4_5s HARD ze_ffxiv_wanderers_palace_v5_1t2 EASY ze_floating_rocks_survival_v3 NORMAL ze_flood_v3 NORMAL ze_fog_tower_vfixed EASY ze_forestbunkers_v1_b3 NORMAL ze_forestbunkers_v2_fix EASY ze_forgotten_facility NORMAL ze_forius_just_run EASY ze_forius_just_run_fix EASY ze_frostdrake_tower_v1s EXTREME ze_frozentemple_b8_2 HARD ze_games_v2_2a FAILNADE+SNIPERS EASY ze_gameshow_v1_2 EASY ze_gargantua_v2_0 HARD ze_get_to_the_chopper_undead_6 EASY ze_gibletz_establishment_b6 NORMAL ze_gied_b2 EASY ze_gied_b3f EASY ze_global_crisis_a1 EASY ze_gods_wrath_v3_8b NORMAL ze_grand_boat_escape_v1_9 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_grau_a02_1_t1 HARD ze_grau_a02_1_t2 HARD ze_grau_s2 HARD ze_gray_bridge_fraud_v1 EASY ze_greencity_v1_1 NORMAL ze_grey_b2_4 EASY ze_gris_css HARD ze_gris_fyk HARD ze_halloween_house_b4s HARD ze_halo_poa NORMAL ze_halo_v1_2 NORMAL ze_halo_v4 NORMAL ze_harry_potter_v1_3 HARD ze_harry_potter_v2_1 HARD ze_haunted_lab_escape_v2c FAILNADE+SNIPERS EASY ze_hazard_escape_ob FAILNADE+SNIPERS EASY ze_hellz_rescuebase_v1 NORMAL ze_hellz_rescuebase_v5_b1 NORMAL ze_hidden_fortress_v1_0 NORMAL ze_hidden_temple_v2_5e NORMAL ze_highway_escape_v2 EASY ze_hobbit_escape_a4 NORMAL ze_hobbit_escape_b2 NORMAL ze_hold_em_v10 HARD ze_holmes_escape_pf_v4a NORMAL ze_holyshit FUNMODE EASY ze_horizon_sky_escape_b1s EASY ze_hsc_a4_5 HARD ze_hypernova_v2 NORMAL ze_iamlegend_b2 FUNMODE EASY ze_ice_hold_b2 FAILNADE+SNIPERS EASY ze_icecap_derp_unloze_v420 FAILNADE+SNIPERS EASY ze_icecap_escape_act2_b3s NORMAL ze_icecap_escape_v3 FUNMODE EASY ze_icecap_escape_v4 FUNMODE EASY ze_icecap_escape_v5 FUNMODE EASY ze_icecave_escape_v2 EASY ze_illya_b2 HARD ze_impossible_v1_1error EASY ze_indiana_jones_iv_v2_4 NORMAL ze_indiana_jones_v4a_004 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_industrial_dejavu_v3_3_1 HARD ze_industrial_plant_v2_2 EASY ze_infected_sewers_v4 NORMAL ze_infected_space_lab_extended NORMAL ze_infected_tramway_v3_3 NORMAL ze_infectedcity_v1 EASY ze_infested-industry_v2_b10 NORMAL ze_infiltration_final FAILNADE+SNIPERS NORMAL ze_infiltration_final_v4l_004 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_infinite_run_final_fix3 EASY ze_interception_b4 NORMAL ze_isla_nublar_v2_1 NORMAL ze_island_escape_sg_01 FUNMODE EASY ze_ismellmagicintheair_v3s NORMAL ze_italy_town_v3 NORMAL ze_jeff_v2 EASY ze_johnny_nukem_b8_1 HARD ze_journey_v1_2 NORMAL ze_jp_lostworld_v3_i3d EASY ze_jungle_escape_v1_2 NORMAL ze_jurassicpark_firewall_b4 FUNMODE EASY ze_jurassicpark_v2_10_ob FUNMODE EASY ze_jurassicpark_v2_1_ob FUNMODE EASY ze_kraznov_poopata NORMAL ze_l0v0l_b1 NORMAL ze_l0v0l_v1_2 NORMAL ze_l0v0l_v1_4 HARD ze_last_man_standing_b6 HARD ze_last_man_standing_v4_2 HARD ze_last_man_standing_v5 HARD ze_last_stronghold_v2b EASY ze_lazers_v1 NORMAL ze_lazers_v2_2fix NORMAL ze_lazers_v2_3 NORMAL ze_legoland_crackheads_v2 NORMAL ze_lemonysnickets_v1_3 NORMAL ze_letum_beta EASY ze_licciana_escape_v2 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_licciana_xmas_v1 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_lila_panic_escape_hellz_v2 NORMAL ze_lila_panic_escape_v3_1 NORMAL ze_lolxd_final_s HARD ze_lostcoast_v1_1 EASY ze_lotr_helms_deep_v5 FAILNADE+SNIPERS NORMAL ze_lotr_isengard_v2_3fix NORMAL ze_lotr_minas_tiret_v4_1 NORMAL ze_lotr_minas_tirith_v2_2fix HARD ze_lotr_minas_tirith_v3_3 HARD ze_lt_somewhere EASY ze_luck_matters_v1ds HARD ze_luigismanison_fix2 NORMAL ze_m0w0m_a2 EASY ze_m0w0m_a4 EASY ze_madness_v2_1 FAILNADE+SNIPERS EASY ze_magala_castle_final_s NORMAL ze_magic_carpet_v1_0 NORMAL ze_manhattan_project_a4 EASY ze_mario_tower_v4 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_mars_escape_v1_2a FUNMODE EASY ze_mcpx_b1 FAILNADE+SNIPERS EASY ze_meatropolis_v1_1 HARD ze_meatropolis_v2_0 HARD ze_megaman_a6 HARD ze_memehell_test3 HARD ze_military_escape EASY ze_minecraft_adventure_v1_2c HARD ze_minecraft_esc_reborn_v0 EASY ze_minecraft_v1_1 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_mirrors_edge_reborn_v2 NORMAL ze_mirrors_edge_reborn_v3_3 NORMAL ze_mirrors_edge_reborn_v4_2 NORMAL ze_mirrors_edge_reborn_v4_3 NORMAL ze_mirrors_edge_v2 NORMAL ze_mirrors_edge_v2_pf_final NORMAL ze_mist_v1_3 EXTREME ze_mixture_3de_v1f2 EASY ze_moltentemple_p1t1 EXTREME ze_moltentemple_p1t2 EXTREME ze_mountain_escape_bbo_v1 FAILNADE+SNIPERS NORMAL ze_mountain_escape_ultimate_fix FAILNADE+SNIPERS NORMAL ze_mountain_escape_v5_zy FAILNADE+SNIPERS NORMAL ze_mountainpass EASY ze_mountainpass_b6a FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_mountainpass_v3_1 EASY ze_mumbo_jumbo EASY ze_mytex_escape_v3 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_namvsbalu EASY ze_naruto_v2_6e NORMAL ze_necromanteion_v3_1css HARD ze_necromanteion_v3_1s_fix HARD ze_negative_legacy_xf4s HARD ze_neko_canyon_v1_3 FUNMODE NORMAL ze_nightmare_dimension_v2_6fix NORMAL ze_noir_b1 NORMAL ze_nomercy_revisited_v5_1 HARD ze_nostromo_escape_beta_9 FAILNADE+SNIPERS EASY ze_nostromo_v1_0f NORMAL ze_notredame_v1_3 NORMAL ze_nuke_v2 NORMAL ze_ocarina_of_time_v1_0 HARD ze_ocean_base_escape_v4 NORMAL ze_omega_b3 FAILNADE+SNIPERS EASY ze_onahole_v3s_fix HARD ze_opti_variety_missions_p1 EASY ze_otakuroom_v5_6fs NORMAL ze_outbreak_v2_1 FAILNADE+SNIPERS EASY ze_outlast_v1 NORMAL ze_palm_island_nav72 FUNMODE EASY ze_paper_escaper_v6_6c2 HARD ze_paper_escaper_v7 HARD ze_paper_escaper_v7_1 HARD ze_paradise_v1 FUNMODE EASY ze_paranoid_classic_b4 NORMAL ze_parkers_pit_b8 NORMAL ze_parkour_fix NORMAL ze_path_of_corruption_c2 EASY ze_percocet_v5_s EASY ze_peter_mansion_v1 EASY ze_phantasy_escape_fixed_b1 EASY ze_piranesi_sakura_b1 NORMAL ze_pirates_port_royal_v3_6 NORMAL ze_pirates_port_royal_v5_4s2 HARD ze_pirotexnik EASY ze_pirotexnik_v1fix EASY ze_pitchblack_v5 FUNMODE EASY ze_pizzatime_v4s HARD ze_pkmn_adventure_v7_2s HARD ze_pkmn_adventure_v9_1s HARD ze_pkmn_adventure_v9s HARD ze_pkmn_adventure_v9s_fix HARD ze_pokemon_adventure_v1_1s EASY ze_poon_streetscape_b4 EASY ze_por_island_v4_fix FAILNADE+SNIPERS NORMAL ze_portal_story_v3_2 NORMAL ze_predator_ultimate_v1 NORMAL ze_predator_ultimate_v1_3 NORMAL ze_predator_ultimate_v3 HARD ze_pro_defend_v1 EASY ze_project_alcaria_v1_5s NORMAL ze_prototype_v2 NORMAL ze_puta EASY ze_racetofinishv3 EASY ze_rainbow_factory_b1 NORMAL ze_random_escape_b6 EASY ze_random_escape_b7_3 FAILNADE+SNIPERS NORMAL ze_random_v10_fix FAILNADE+SNIPERS NORMAL ze_random_v9 FAILNADE+SNIPERS NORMAL ze_ravenholm_escape_b1 EASY ze_ravenholm_v04 NORMAL ze_rawnscape_b2 FUNMODE EASY ze_rebicefacility_e01_v1 NORMAL ze_reloaded_v1 NORMAL ze_resident_evil0_2_3 EASY ze_resonance_cascade_v3_2_1 NORMAL ze_retribution FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_retribution_rc FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_river_escape_v3_fix FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_rizomata_s1_2 HARD ze_rizomata_s1_3 HARD ze_rizomata_z33s HARD ze_rocket_escape_r1 FAILNADE+SNIPERS EASY ze_rollermine_factory_2010 NORMAL ze_roof_adventure_v5s NORMAL ze_rooftop_reborn_v3_2 NORMAL ze_rooftop_runaway1_v4 FUNMODE EASY ze_rooftop_runaway2_v5 FUNMODE EASY ze_rooftop_runaway_extended_v6 FUNMODE EASY ze_rooftop_runaway_xmas_v1 FUNMODE EASY ze_runforyourlife_v2 EASY ze_sandstorm_f NORMAL ze_sandstorm_f1 NORMAL ze_sandstorm_v7_7 NORMAL ze_santassination_css2 EXTREME ze_saw_final NORMAL ze_sc_turtles_v5fix FUNMODE EASY ze_scifi_alpha EASY ze_sdp_30_seconds_remake_v1_3 FAILNADE+SNIPERS EASY ze_secret_escape EASY ze_sewage_processing_b7b NORMAL ze_sewer_escape__final_jbg FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_sg1_missions_v2_1 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_shaun_of_the_dead_b3 NORMAL ze_shaurma_escape_v1_0 NORMAL ze_shaurma_v3_b07 NORMAL ze_shaurma_v4_a02 NORMAL ze_shortnight_v2 FUNMODE EASY ze_showdown_v4_1 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_showdown_v7_dfix FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_shroomforest2_v1 NORMAL ze_shroomforest3_b3 HARD ze_shroomforest3_b6_2 HARD ze_shroomforest_v4_5 NORMAL ze_siberia_1990_v1_2c NORMAL ze_simple_teamplay_v2 EASY ze_simpsons_escape EASY ze_sit_caelum_paradisus_b4 NORMAL ze_sit_caelum_paradisus_b4_a3 NORMAL ze_sit_caelum_paradisus_b7s NORMAL ze_skill_escape_v09s NORMAL ze_sky_athletic_v5_final NORMAL ze_sky_temples_v2as HARD ze_skyscraper_city_v5 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_slender_escape_b4 NORMAL ze_snowcrash_escape_vfixed1 EASY ze_solstice_redux_b1 NORMAL ze_something_ordinary_v2 EASY ze_sorrento_escape_2011 FUNMODE EASY ze_sorrento_escape_v5 FUNMODE EASY ze_sorrento_night_v3 FUNMODE EASY ze_sorrento_xmas_v4 FUNMODE EASY ze_sorrtento_resonate_v1 NORMAL ze_space_flight_v1_1 NORMAL ze_space_race_v1_1 HARD ze_space_station_ob NORMAL ze_space_stationob_fix NORMAL ze_space_stationzz_ob NORMAL ze_spaceflight_v2 NORMAL ze_spacestationflee_c1v2 NORMAL ze_sst_b2_1 NORMAL ze_sst_v2_b2 NORMAL ze_stalker_monolit_a5 HARD ze_stalker_ultimate_v2_3 HARD ze_stalker_ultimate_v3 HARD ze_stalkermonolit_v5 HARD ze_stalkermonolit_v6 HARD ze_standart_map_final_fix NORMAL ze_standart_map_final_fix2 EASY ze_stargate_escape_v8 NORMAL ze_starwars_v2fix NORMAL ze_stone_pit_v2_b5 HARD ze_submarine_base_13 NORMAL ze_suborbital_s1 EASY ze_sunkentemple_v3_1s NORMAL ze_sunlight_v2_0 NORMAL ze_super_mario_64_v2_b6 NORMAL ze_super_metroid_v5 NORMAL ze_surf_danger FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_surf_facility_v2_3 NORMAL ze_surf_facility_v3_pre2 FAILNADE+SNIPERS HARD ze_surf_gypt_v1_3s NORMAL ze_surf_sahok_t5_9 EASY ze_surf_vortex_v1_9s NORMAL ze_surface_a1 HARD ze_taboo_carnation_v2 HARD ze_temple_escape NORMAL ze_temple_raider_b4 EXTREME ze_ten_keys_b2fix HARD ze_tesv_a3 NORMAL ze_tesv_skyrim_v4fix NORMAL ze_thelostworld_redux_101jj FUNMODE EASY ze_thelostworld_redux_GFLfixed FUNMODE EASY ze_thousand_steps_b7f NORMAL ze_three_eyes_b1s HARD ze_thriller_escape_fix NORMAL ze_tilex_escape EASY ze_tilex_escape_sakura_v1_4 NORMAL ze_tilex_ultimate_v2_13s_fix2 HARD ze_tilex_ultimate_v2_13s_fix3 HARD ze_timeline_v5_2 NORMAL ze_timesplitters_betaX FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_timesplitters_v1_2 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_titanic_cqd_v2_fixed FUNMODE NORMAL ze_titanic_escape_v2_3 FUNMODE EASY ze_tkara_v1 EASY ze_tloz_stone_tower_temple_v1 NORMAL ze_toaster_v1_2 HARD ze_totally_new_wester HARD ze_totemo_roka_b5s HARD ze_traak_b1 NORMAL ze_trainescape_final FUNMODE EASY ze_trainstation_b1 FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_trainstation_tunnels_a2 NORMAL ze_trials_v1fs HARD ze_trip FAILNADE+SNIPERS NORMAL ze_turokbase2_v2 EASY ze_turokbase_v4 NORMAL ze_tv_station_v2 FAILNADE+SNIPERS NORMAL ze_tv_station_v3_fix2 FAILNADE+SNIPERS NORMAL ze_tyranny_v5_2 NORMAL ze_tyranny_v5fix NORMAL ze_umbrella_hq_b8 EASY ze_underground_escape__final FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_undertale_g_v1_2s2 NORMAL ze_undertunnel_escape_b3a EASY ze_v0u0v_a6 NORMAL ze_venice_escape_b1 FAILNADE+SNIPERS NORMAL ze_venice_escape_b2 FAILNADE+SNIPERS NORMAL ze_vietnam_beta2 EASY ze_vile_sewers_a3 EASY ze_village_escape_v3 EASY ze_virus_v2test3 EASY ze_volcano_escape_v4 FAILNADE+SNIPERS NORMAL ze_voodoo_islands_v4_007 FUNMODE EASY ze_voodoo_islands_v8_2 FUNMODE EASY ze_voodoo_islands_v8_5 FUNMODE EASY ze_warped_v1_1 NORMAL ze_wasteland_escape FAILNADE+SNIPERS CROWDSPAWN NORMAL ze_wily_fortress_a1 EASY ze_winter_v4 EASY ze_worldcrisis1_srt EASY ze_worldsV0_2a EASY ze_xiii_winslow_bank_v2 EASY ze_zk_colour_sick HARD ze_zk_fapescape_a11 CROWDSPAWN NORMAL ze_zk_mall_of_zombies_v1_2 EASY ze_zombie_city_finalfix EASY ze_zombiemod_corporation EASY ze_zombierig_ultimate_v1_2 NORMAL ze_zombierig_v4_3 NORMAL ze_ztastic_v2 EASY zh_icecap_colosseum_gfl_v4_2 EASY zh_lava_colosseum_b1 EASY zh_lava_colosseum_b2 EASY zm_4way_tunnel_v2 EASY zm_ATIX_apocalypse_b6 FUNMODE EASY zm_atix_helicopter-phone FUNMODE EASY zm_atix_helicopter FUNMODE EASY zm_boatescape5_remix FAILNADE+SNIPERS CROWDSPAWN EASY zm_boatescape6_remix FAILNADE+SNIPERS CROWDSPAWN EASY zm_green_escape_final EASY zm_lila_panic EASY zm_maze_2_d EASY zm_melong_dow_deathwater_b1 EASY zm_melong_dow_learjet_b1 FUNMODE EASY zm_no_mercy_v1 FAILNADE+SNIPERS EASY zm_resident_helicopter_v8 FAILNADE+SNIPERS CROWDSPAWN EASY This file was last automatically generated on 2018-11-22 20:59:02.500552172 +0000 UTC. If you notice any errors, please contact Xy.
  5. Hi everyone, We have created a new Steam Group! Make sure to join it for important Announcements, such as Events. Here is the link: https://steamcommunity.com/groups/gflcssze Remember to leave the old group as well: https://steamcommunity.com/groups/gflclancssze Thank you all Your CS:S ZE Team
  6. All Skins and Glowcolors available on our CS:S Zombie Escape Server
  7. This is major compilation of any major changes to the Zombie Escape Server starting in late 2017
  8. In order to apply for admin or developer access, you must follow the appropriate application template found below and submit it here. Finding Information Needed to Complete the Form. To find your Steam ID, just click this link. [Admin Application format] Your In Game Name: Your Steam ID: Your age: Are you able to communicate sufficiently in English: Approximate hours of play per week & timezone you are located in: How long have you been with the community and/or played on the server: Are you already familiar with admin commands and/or have you been admin on other servers before: Why do you want to be admin on the server: What would qualify you to be a good admin on our server: Anything else you think is relevant or may help us better evaluate you: [Developer Application format] Your In Game Name: Your Steam ID: Your age: Are you able to communicate sufficiently in English: Approximate hours of play per week & timezone you are located in: How long have you been with the community and/or played on the server: Are you already familiar with admin/developer commands and/or have you been an admin or a developer on other servers before: Why do you want to be a developer for our server: What sort of developer work are you familiar with (list experience or projects/plugins worked on): More specifically, are you familiar with working on a CS:S server and/or writing Sourcepawn: Approximately how much time would you be able to dedicate to helping the server in technical aspects: Anything else you think is relevant or may help us better evaluate you:
  9. List with everyone who's got Admin on our CS:S Zombie Escape Server linked with their profile page on Steam. We will keep this list up to date. Server Managers Backy Vanya Head Admins xen Soft Serve Technical Assistants Neon Nick Developer Admins Moltard Server Admins Consolo Crobat Daniel Dashe Filip FireMachine Gamesadict j0ueurnul juky Lev Luigi Noctali omarfire Pyrono Q-Man Rexy Rune Warped Willy Zegawa
  10. In order to appeal your mute or ban/eban, you must create a topic in the Mute/Ban Appeals subforum and copy & paste the relevant form into it. In order to report a player, you must create a topic in the Player Reports subforum and copy & paste the relevant form into it. In order to report an admin, you must fill out the form found here. You can then find your ongoing report in the Abuse Reports forum section. - This will only be visible to the player who submitted the report and Sever Managers+ Finding Information Needed to Complete the Form. To find your Steam ID, just click this link. Check sourcebans if you do not know why you were banned/who banned you. [Ban/E-ban Appeal Format] Your In Game Name: Your Steam ID: Which admin banned/restricted you? Ban Reason & summary of what happened: Why should we unban/unrestrict you? [Mute Appeal Format] Your In Game Name: Your Steam ID: Which admin muted you? Mute Reason & summary of what happened: Why should we unmute you? [Player Report Format] Your In Game Name: Your Steam ID: Offender's In Game Name: Offender's Steam ID: Report & summary of what happened: Link to demo or approximate time that the offense took place:
  11. Welcome to the GFLClan.com Zombie Escape Server! Useful commands connect : Type this in the console to connect to the server with your reserved slot (Supporters or VIPs). ★You can replace '!' with '/' to make your commands silent so others won't see them (e.g. , "/admins"). !ztele : Teleport back to the current spawn area if you're stuck. !zspawn : Spawn into the game if you joined late. !zmarket : Buy weapons mid-round and customize your spawn loadout. !zclass : Change your human or zombie skin. Skins are cosmetic only (no advantages). !admins : View the current list of online admins; ignore "torchlight." !report <name> <reason> : Report a player for the reason specified. Abusing this command will result in a ban. !sm <name> : Self-mute a player. This will block their voice chat, text chat, and radio. !su <name> : Self-unmute a player. !vip : View your current donator/member status. !glow : Change your skin color (Supporters or higher). !tag(s) : Customize your chat tag and colors (VIPs only). !stopsound : Toggle weapon sounds. !shake : Toggle screen shaking from explosions or similar events. !hud : Toggle displaying the list of alive item holders. !votedisable : Disable TorchTV, requires 5 votes. !toggleimmunity : Toggle mother zombie protection for top defenders. Basic Rules Breaking any of these rules will result in a punishment. Voice chat is reserved for English only. Other languages may be occasionally used through text. No excessive racism and/or defamation. Do not spam the voice or text chat. Do not impersonate admins. Do not use shocking, disgusting, hardcore, sprays featuring genitalia or anything illegal. Your privilege to use sprays may be removed. Your spray may be blacklisted without warning. Do not use hacks and/or bhop scripts. Do not encourage or explain a map exploit to other players, and of course, don't exploit yourself. Do not become a zombie on purpose (also known as "zombie inflating"). Do not team-kill. This includes (but is not limited to): using items to hurt other teammates, knifing zombies towards other humans, and "edging" (standing in a vulnerable area and being infected by a zombie). Minor Rules Actions that are frowned upon but not punishable with a ban. They will be enforced differently by admins, but they negatively impact the server in most cases. You may be warned, punished in a lesser way in-game, or kicked. Delaying rounds. Refusing to contribute to a boss fight (e.g. , not shooting). Using hyperscroll to gain an unfair advantage. Picking on people. Human beings make mistakes, so please don't spend time explaining how bad they are; instead, tell them what went wrong and what they can do to improve. Voicechangers, they are very annoying. Do not abuse the nomination system (e.g. intentionally changing your nomination in the last moments before the vote starts to block a map from being nominated). Teaming up with the opposite team to farm points is not allowed. If you are caught teaming, your rank will be invalidated. Reports and ban appeals Reports can be submitted from within the server using the !report command (refer to the commands section). Alternatively, you can submit reports and ban appeals on our website in the following sections: Ban appeals: https://gflclan.com/forums/forum/788-muteban-appeals/ Player reports: https://gflclan.com/forums/forum/786-player-reports/ Admin reports: https://gflclan.com/forms/11-abuse-reports/ Donator Bonuses Donators are broken down into 2 tiers. Each tier costs "itself" in US Dollars per month. So Supporter is 4.99$ and VIP 7.99$. The bonuses for each tier are as follows: ★If unsure of how to access your bonuses, please visit the 'commands' section! Supporter (4.99$): Reserved slot [Donator] tag Glowcolors Custom skins VIP (7.99$): Reserved slot Custom tag and chat colors Glowcolors More custom skins Discord and Steam Group Join our CS:S Zombie Escape Discord Channel by clicking on this link! We share important information there for the server and the weekly Events. Make also sure to join our Steam Group, where we also announce Events and other importants things. Here is the link: https://steamcommunity.com/groups/gflcssze.
  12. Connection Issues

    I am having constant connection issues when playing CSGO Ze. Almost every 2 minutes, I will have massive ping / lag spikes and or random server disconnection messages (in red text in the right top corner) This has only happened to me while playing on CSGO Ze. I am fine on every other server. Before I took my "break" from Ze, everything was perfect. No lag spikes / ping issues, no server connection issues, nothing of that sort. This has made Ze almost unplayable as this happens frequently on almost every single map we play on. When the game does freeze up, my screen remains in the same position as mics stop working, Player models still move. (frozen but moving). When the game unfreezes, my game will play / say everything that was said during the spike and my player is in a different place then before. I need help as I can't find out why and I am getting absolutely no help from admins on this issue.
  13. Muting

    Hey, I was muted because my mic was to loud, the admin said that I was "screaming", well I was talking normally. The issue with what happened is that he didn't give a reason as to why I was muted, I had to ask 4 times to finally get his answer, it should honestly be mandatory to give a reason as to why you were muted, if I hadn't asked or he just didn't bother to look at chat to answer me, then I would've continued to talk after the 10 minutes with my mic being loud and having no idea, and I would likely end up getting muted again. Not angry at the admin who did this, notice how I didn't list their name, I just think things should be clearer when someone is muted.
  14. https://steamcommunity.com/sharedfiles/filedetails/?id=1386721711 This is one of first version of the map, It is why the map lacks a bit of optimization with these few lags. Maybe if It is fixed, the textures, and maybe the boss, and maybe also its extreme mode, It could be a good try-hard map, in the futur, AND, also for GFL !
  15. MAKING BOSSES/NPC'S MOVE Alright, so this is gonna be a little tutorial on how to make a boss/NPC move around while tracking players! Now this is just one of MANY ways to create a moving boss/NPC, of course you could do this using different methods, entities, or even scripts, but for this tutorial, we will learn it this way. Special Thanks to Luffaren, because this method was taught to me by him. **This tutorial will ONLY cover boss movement** ------------------------------------------------------------------------------- THE SOUL OF THE BOSS The first thing you will need to create is a func_physbox_multiplayer A func_physbox works too but word on the street is that _multiplayer is cooler (and cheaper) Ideally you would probably want this to be textured with an invisible texture Anyways, this is your bosses daddy. And by daddyy i mean parent. The majority of your bosses stuff will be parented to this guy. You may name it whatever you want, but for this tutorial we will name and reference it as Daddy_Phys KEYVALUES: The keyvalues for the physbox are really up to you, like the strength, mass, whatever, but you should at least have this one set: Solid to World This is just so it can slide along the ground, if it's set to the other option it'll just fall through lmao FLAGS: The same goes with the flags, depending on what you're going for, but generally you would want this one checked: Debris - Don't collide with players or other debris Unless of course you want it to be hitting players, but then you might wanna play with the other flags as well in that case. -------------------------------------------------- BOSS TARGETING SYSTEM This section will go over how to make a boss FIND a target to attack **Having it attack these targets will be covered in the Boss Movement Sections** What you will need for this portion is a Trigger_Multiple and a filter_activator_name For the Trigger_Multiple: Make sure it's big, big enough to cover the entire boss platform, or however large you want the range of your boss/NPC to be. Make sure its origin doesnt leak out of the map though For this tutorial we will name this trigger Daddy_Targeter KEYVALUES: Set its parent to Daddy_Phys Set its Delay Before Reset to 0 FLAGS: Clients OUTPUTS: OnTrigger -> !self -> Disable -> -> Delay = 0 seconds OnTrigger -> !activator -> AddOutput -> targetname boss_target -> Delay = 0 seconds OnTrigger -> !activator -> AddOutput -> targetname no_target -> Delay = 4.95 seconds OnTrigger -> !self -> Enable -> -> Delay = 5 seconds --Don't wory if !self and !activator show up red, it WILL work in game, it's just a way to call certain thingies regarding the trigger-- So what goes on here is when Daddy_Targeter is triggered, it will disable itself so it can NOT be triggered by someone else while the outputs are running. It will give the person who first set it off (!activator) as the targetname of "boss_target" This is essentially a filter name and you can name it whatever you want, but for the sake of this tutorial it will be referenced as boss_target **Remember the name of this, because it will be IMPORTANT for the following parts** The delay is set for however long you want your boss to be targeting a single player for. I put 4.95 seconds for 5 seconds, but you can set your boss to target players for as long short as you want. Following this, after the delay, the trigger will then replace the boss_target 's targetname with the targetname of no_target. This will cause the player to no longer be the bosses target. I should also mention that you can name "no_target" whatever you want, as long as it is NOT the same as "boss_target" - all it is is a replacement targetname that is not the boss_target After the replacement targetname is set, the trigger will then re-enable itself so that it can find a new target to fuck with. For the Filter_Activator_Name: Name this whatever you want, for this tutorial we will name it boss_target_filter KEYVALUES: Set Filter Mode to allow entities that match criteria Set Filter Name to boss_target Or whatever you set your targetname to be for the boss -------------------------------------------------- BOSS MOVEMENT PT. 1 In this section we will go over the settings required for phys_thrusters to move our Daddy_Phys. The triggers for these thrusters to allow them to move our Daddy_Phys relative to the targeted player will be covered in the section immediately after this. For simple movement across a flat platform, you will need 2 phys_thruster Our first thruster will be named boss_front_thruster This thruster will be responsible for your boss/NPC's frontal movement Our second thruster will be named boss_sides_thruster This thruster will be responsible for your boss/NPC's turning Again, the names are entirely up to you, but those names is how we'll refer to them here. KEYVALUES: Set the Force to be whatever you want depending on how fast you want your boss to be Personally i find that 2500 is a good starting point for the front thruster and 500 is a good starting point for the sides Set the Attached Object to be Daddy_Phys The attached object is simply the entity that the thruster applies force too, which is our physbox. Bear in mind that the location of the thrusters relative to the physbox is important! I find that placing them infront of the Boss/NPC on the ground (same lvl as the physbox) is ideal Having it higher up or oddly placed can cause some wonky movement FLAGS: Apply Force So it can apply force lmfao Orient Locally This flag will make it so that the boss will always move properly according to its orientation (More on this in the next part) Ignore Mass Just so you don't have to deal with mass values and junk.. You probably could leave this unchecked and play around with it if you really wanted to though Apply Torque (SIDE THRUSTER ONLY) This flag should only be applied on the side thrusters! It will allow the boss/npc to turn more smoothly Thrusters will act according to the orientation of the grid in a "PITCH YAW ROLL" format If your boss is ONLY moving along the ground, then you only need to care about the YAW When looking at the top view of your map, there is a grid, the angles work according to this grid like it would in a math unit circle or a compass Lol For movement along flat ground: The above image would be the TOP view of your map. (the one in the top right corner when you have all 4 screens showing) KEEP THIS IN MIND WHEN ADDING THE VALUES TO YOUR BOSS!!!! The direction your boss faces INITIALLY is dependent on this. FOR THIS TUTORIAL, we will have an example where the initial direction the FRONT of our boss faces is EAST. If your boss faces a different direction just adjust the angles accordingly boss_front_thruster ADDITIONAL KEYVALUE: Set the PITCH YAW ROLL value to 0 0 0 Similarly, the boss_sides_thruster would only need a YAW value change; however, seeing as we only use one thruster for both the left and right sides, we will set the PITCH YAW ROLL value to a neutral angle. This value should usually be opposite of the boss_front thruster. boss_sides_thruster ADDITIONAL KEYVALUE: Set the PITCH YAW ROLL value to 0 180 0 The following part is where we will change the values of this thruster so that it can shoot either left or right. -------------------------------------------------- BOSS MOVEMENT PT.2 Now this is where it really comes together. So far we have created a thing that will target INDIVIDUALS and we have created thrusters with settings to move our boss around. All that's left is to connect the two so we can have a boss that can move around and follow players! You will now need another Trigger_Multiple Ideally, you should make this the same size as the targeting trigger (Daddy_Targeter) This trigger will be cut up into 3 parts using the clipping tool (and vertex tool if you wanna do other stuff) But first i want to mention some Keyvalues and Flags that will be universal among the 3 KEYVALUES: Set its parent to Daddy_Phys Set its Delay Before Reset to be 0 Set Start Disabled to YES This is how we'll start our boss movement, when the boss fight begins then ENABLE all of these triggers using whatever triggers the bossfight You could also have it set to NO in the event of this being an NPC rather than a boss (or whatever you imagine). What i mean is that it will just attack when something gets within sight instead of waiting for the fight to begin. Set its Filter Name to be boss_target_filter (OR whatever you chose to name the filter_activator_name) **Important: Make sure that these triggers are filtered to the boss_target_filter; if not then the boss will try to target everybody and it'll get a little wonky** FLAGS: Clients --- Now, divide this trigger into 3 parts like so: The names shown in the above image are the names we will be referring these triggers too. Trig_Front Trig_Left Trig_Right Of course you do not have to go by this set up, you could have a round trigger, different shapes/sizes of these three etc. You could even divide the trigger into more than 3 parts (I'll briefly explain a method using this later) But anyways, these triggers will simply activate as they are touched by the boss_target and send some info back to the thrusters so that it can move our boss accordingly Now for the OUTPUTS of these triggers We will be continuing with the example of if our boss INITIALLY faces EAST Trig_Front OUTPUTS: OnTrigger -> boss_front_thruster -> Activate -> -> Delay = 0 seconds Seeing as we have already set the proper value at which this thruster must shoot at, all we need to do is activate it. Now the left and right triggers is where it gets a little more complicated, but not that complicated at all lol Since our boss is initially facing east (in this example) the LEFT of that would be SOUTH (if you were facing the boss) Similarly, the RIGHT of this would be NORTH Pair this info with the angles shown earlier for these directions and you have the angles you need! Trig_Left OUTPUTS: OnTrigger -> boss_sides_thruster -> AddOutput -> angles 0 270 0 -> Delay = 0 seconds OnTrigger -> boss_sides_thruster -> Activate -> -> Delay = 0.01 seconds So what happens here is that when the boss_target activates this trigger the angle of our boss_sides_thruster will change from the neutral position to the LEFT of the boss and then activate so it can move the boss in that direction. Trig_Right OUTPUTS: OnTrigger -> boss_sides_thruster -> AddOutput -> angles 0 90 0 -> Delay = 0 seconds OnTrigger -> boss_sides_thruster -> Activate -> -> Delay = 0.01 seconds So what happens here is that when the boss_target activates this trigger the angle of our boss_sides_thruster will change from the neutral position to the RIGHT of the boss and then activate so it can move the boss in that direction. Now i feel like right now is the best time to explain the "Orient Locally" flag that we checked off on the thrusters earlier. As you can see, we set the angles of our boss_sides_thruster using Trig_Left and Trig_Right; however, our boss will NOT always be facing east as it moves around. This is why we use the Orient Locally flag. This makes it so that the angles being set on the thrusters are always relative to its INITIAL position. You can do cool things WITHOUT the Orient Locally flag, but that goes beyond the scope of this tutorial. Anyways, just thought that was some important information. Now back to the tutorial... With the thrusters constantly activating and receiving new information, it needs to be refreshed to allow the new values to be placed upon them. How do we solve this? We use the ole turn it off and on again trick! And we accomplish this using a logic_timer Throw one in using the entity tool and if you want, you can name it, but you don't have too But fuck it, we'll just call it boss_timer KEYVALUES: Set Start Disabled to NO Alternatively you could have this set to YES but then just make sure to name it so you can enable it before the boss fight starts Set Use Random Time to NO Set Refire Interval to 0.1 OUTPUTS: OnTimer -> boss_sides_thruster -> Deactivate -> -> Delay = 0 seconds OnTimer -> boss_front_thruster -> Deactivate -> -> Delay = 0 seconds What happens here is that this timer will constantly deactivate the thrusters as it reaches its refire interval of 0.1 seconds so that it can constantly update thrusters as the boss_target moves through the triggers Wow, once you get this far, your boss thing should probably be fuckin you up right about now, in a good way EXTRA BITS Another thing you might wanna add is a phys_keepupright What this entity will do is prevent your boss from tipping over KEYVALUES: Set its Target Entity to be Daddy_Phys Set its Angular Limit to 110 You may set this too whatever, just make sure its large enough to prevent tipping over from whatever forces might push it -------------------------------------------------- FINAL SUMMARY Now in case you wanted to have a quick description as to what the hell is going on i'll try my best to explain quickly Player gets targeted by Daddy_Targeter and gets the targetname of boss_target boss_target is standing in one of the 3 triggers (Trig_Front, Trig_Left, Trig_Right) and triggers them as a result The trigger then sends the info that the boss_target is within it to its respective thruster The thruster activates and moves Daddy_Phys (our boss) towards the boss_target boss_timer deactivates the thruster REPEAT The delay set on Daddy_Targeter is reached boss_target is now given a new targetname -> no_target For a very brief moment, the boss has no one to hunt for Daddy_Targeter re-enables itself REPEAT -- THAT IS ALL! GOODLUCK! I hope it works. I really do, cause if it doesn't that might mean my tutorial was shit. --
  16. As some of you know ze_Trials is out now and levels 1-3 are playable. As i prepare to release v2 there are some changes that i would like to mention. First, level 4 is a extremely difficult level with many puzzles that require teamwork and hard defense. Second, level 1 has some minor changes in appearence as well as some changes to boss health and lasers at the end of level 1. For level 2 the holds will be slightly longer as well as zombies will have 1 more item to their availability. Level 3 has minor changes in appearence and in boss health. Also, the lasers at the end of level 3 are faster. As for level 4 humans will be able to pick up 4 items and zombies will have 2 items. Level 4 will be released soon, what awaits inside? Are you able to handle it? Get ready to find out...
  17. Hey guys, so it's been a while since we've last changed our default map. Currently the default map is ze_icecap_escape_v5_p. Here are a list of maps for u to vote on to be our new default map. *note* Tryhard maps, or maps that takes more than 15~min to complete, will be ignored
  18. I have announced my next map to soon be released! ICE TEMPLE/Cavern Here are some sneek peeks...
  19. Hey guys! I played ZE for about 2 years on SCA server and got bored of repetitive maps, so Evil Mansion was born (which is also repetitive, but got a nice rating ;D). So here are just some pointers. I hope not to offend other mappers with my own personal opinion. 1) Zombies need action! Don't make your zombies run hours to catch humans. This kills servers! Make sure to have multiple spawn points to help your zombies get constant action with humans! 2) Useless Running Sure, running forever and looking at all the amazing things you can put in your map may seem amazing to you as a mapper, but I hate it! Put a purpose behind it! If it is running, make it like LOTR where you can fall off and die and give zombies a better chance. I would say 15 seconds of running is ideal for ZE maps, then have a choke point. 3) TEST TEST TEST! Always test your maps and work off what people tell you. You don't have to follow exactly what they say, but always keep an open mind. Make sure to label your map "BETA" so people will know its a work in progress. I sent about 15 maps to Hostility to upload for testing on SCA before posting it on GameBanana and it still isn't well optimized (xD). Anyways! I hope you consider my tips when making ZE maps. If you ever have questions about Hammer/CS GO-SDK feel free to message me. I'll try to respond asap!
  20. ze_Rooms

    ze_Rooms coming soon! Here are some leaks. The first picture is of the main room with four different pathways(Four levels?). Second picture is start of one room. Third picture is still first room. More detail on the map coming soon....!
  21. Encouraging underage gambling and promoting sketchy csgo scam websites should NEVER be tolerated, please think of the children!!!!!!!! as a deeply pious christian muslim man I will only ever use the default skins, rare skins are tempations from the Devil.
  22. Zombie Escape Event #20 Credits to @Vinz (and everybody else) for suggesting this event! Background provided by @Luffaren :D MAPS ze_santassination_v3 **EXTREME MODE** TIME/DATE Saturday August 26th 1pm Central Time (CDT) / 8pm Central European Summer Time (CEST) / 2am GMT+8 (Thanks for voting!) Duration 2-3 hours (unless we beat it before the time stated) Rules Don't troll with items, or you will be banned from using them.Don't afk in spectate, or you will be kicked.Don't mic spam, let the leaders try to give commands over voice comm.Don't zombie inflate (Intentionally becoming a zombie to give the CT's a lesser chance).Mute round will be applied IF we deem it necessary.All other server rules apply to the event. Rewards Win ACT 2: Banana Skin Win ACT 3 + TRUTH: Donator (members only) + Banana Skin (one month for both) How to Earn it? **IMPORTANT** Simply survive and win ACT 2 or ACT 3 Either of these can get reward! When you win, just reply on this thread with your steamid and we'll verify you with the winners lists A screenshot would be good too (optional) YOU HAVE 3 DAYS (August 29th) AFTER THE EVENT TO REPLY IF YOU HAVE WON THE MAP IN ORDER TO GET THIS SKIN! External Links GFL ZE Discord: https://discord.gg/Bkfwg4q Map Download(s): ze_santassination_v3 - Download To convert your timezone easily, you can use this website to help you: https://www.worldtimebuddy.com/ GOOD LUCK AND MOST IMPORTANTLY, HAVE FUN!
  23. As some of you may know i released a map called Tomb Temple not to long ago. After reviewing how it played out in some servers i have decided to redesign the map. I have already been working on it for some time now and i hope to release the newly designed map soon! I am so sorry for any inconvenience i have caused anyone. I am hoping this one is much better as it will have items, a boss, and possibly two levels depending on how big it is when i am finished. Thank you for your patience. HERE ARE SOME PHOTOS OF THE NEWLY DESIGNED TOMB TEMPLE:
  24. Your In-Game Name: Space Your Steam ID: STEAM_1:0:56122860 Mute Reason and Length: Muted for pretending to be an admin - 24 hours, it was then changed to a month when I went offline. Admin That Muted You: Koala Appeal Reason: I want to appeal this mute because I didn't mean to cause any harm on the server. Hopefully any damage I've done isn't anything major, I was just trying to have a good time and make other players experiences more enjoyable. If i am unmuted I will be more focused on the goal of the game and will stop fooling around. I love playing on GFL and I wish to keep on playing, leading and setting an example for future players.
  25. Given the current circumstances, not much maps are being updated on the server when many players have been suggesting maps. I can conclude the problem is only person that has access to ftp on any ze server is clearly not enough. Over the years, having only one person (admin or manager) access to FTP to upload maps doesn't prove useful because ze is the type of gametype that requires a special type of management especially with either a bunch of map updates at once or a critical map update that has to be uploaded asap. Not saying the current manager is bad (I'm not tagging anyone). I'm saying more than one person with FTP on ze is better than just one. High managers on GFL seriously need to consider this issue.