After the first experience, stopping here should not be a good idea but anyway, what is really exciting in this part are the new fast zombies. Watching it is of course much different than experiencing it yourself, but be prepared if you have never faced them before. They are a pain in the ass but are not as damaging as the slow zombies though, so you still have a good matchcount against them. Just aim for the head (exactly as Father Grigory says) and you should be fine! Have fun!
- Model Detail: High
- Texture Detail: Very High
- Shaders Detail: High
- Water Detail: Reflect All
- Shadow Detail: High
- Color Correction: Enabled
- Anti-Aliasing: MSAA x4
- Filtering Mode: Anisotropic x16
- Vertical Sync: Enabled
- Motion Blur: Enabled
- Field Of View: 90.00
- Muticore Rendering: Enabled
- High Dynamic Range: Full
- Use 'bloom' effect: Enabled
- Enemies difficulty: Hard
- Resolution: 1920x1080 (16:9)
- Audio Quality: High
After the first experience, stopping here should not be a good idea but anyway, what is really exciting in this part are the new fast zombies. Watching it is of course much different than experiencing it yourself, but be prepared if you have never faced them before. They are a pain in the ass but are not as damaging as the slow zombies though, so you still have a good matchcount against them. Just aim for the head (exactly as Father Grigory says) and you should be fine! Have fun!
- Model Detail: High
- Texture Detail: Very High
- Shaders Detail: High
- Water Detail: Reflect All
- Shadow Detail: High
- Color Correction: Enabled
- Anti-Aliasing: MSAA x4
- Filtering Mode: Anisotropic x16
- Vertical Sync: Enabled
- Motion Blur: Enabled
- Field Of View: 90.00
- Muticore Rendering: Enabled
- High Dynamic Range: Full
- Use 'bloom' effect: Enabled
- Enemies difficulty: Hard
- Resolution: 1920x1080 (16:9)
- Audio Quality: High
True to its name, Fast Escape is quite fast, lasting no longer than about 5 minutes and frankly isn't a very challenging map. I understand why it's part of the first ported maps due to its simplicity. Most chokepoints are too easy for humans, so unless the zombie horde for unknown reasons is too large at start (which actually would be better than the current starting count), none of the spots are hard to hold.
Overall a small map, which could serve as a great intermezzo when larger and harder maps start making appearances in CS2.
When a mapper is inspirationally exhausted, things like Hawagi Escape tend to take form. I say this because this map is based on Hawagi Sakiz his interview around 2019 (which has 'become a meme' by the words of EmReis himself). I don't know the actual background of this man or the interview as I can't find something related to it directly on the internet, but I suppose it must have been something funny or worthnoty to make a map around it.
In essence, it's a mix from default maps and popular community maps, such as the ending of the Jurassicpark maps helicopter escape. It's a fun map with quite some parkour and obstacles that benefit hugely from double jump.
If you know about the meme and enjoy Zombie Escape, this map proves to be something you might enjoy!
Those who enjoy a snowy winter theme or Christmas atmosphere will most certainly enjoy this map. It has the traditional blocky layout with very specific areas and camping spots, interconnected through narrow hallways. It also features classic secrets with a special weapon (only one!) and an extra connection that gives you easy access to high ground.
Snowed feels solid and balanced, as the outcome is about fifty-fifty for both teams. Beware of edging in pretty much every camping spot as zombies can very easily climb on top of each other and bridge the gap between players much faster than you'd think.
Having a lot of similar traits to Zombie Mod maps, Defense 3002 is a segmented map that teleports both teams from one area to the other. You basically take refuge in one of the many camping spots, and try to defend against the zombie horde until you're being teleported again. It has four different areas, with perhaps the first one being the most difficult of all, especially if you're new to the map and don't know where to hide quickly.
Overall I've always found this map to be somewhat overpowered for humans. There's literally nothing zombies can do, as most common hiding spots are completely out of reach for zombies and require multiple jumps on obstacles to get anywhere to begin with. This leads to ridiculous instant-deaths such as on the third level when zombies climb up the ladder.
But, in terms of overall visual appearance, this map is one of the fewer to have better clarity and lighting compared to its older versions. It's a nice map to have on CS2 and shows that with the right settings old maps can still feel and look nice.
📝 TAGS ze defense ze defence ze defense3002 ze defense 3002 ze defense3002 p ze defense 3002 p ze_defense ze_defence ze_defense3002 ze_defense_3002 ze_defense3002_p ze_defense_3002_p
History repeats itself once more as Artic Escape is, again, among the first of the ported maps on a new version of Counter-Strike. It's admittedly a really easy map, with a few physical objects like massive snowballs and movable props like crates and vending machines. Do be wary of the snowballs as they can crush and instant-KO you even if they're barely in motion.
The map is very large and spacious, however the actual length of the map is average (medium length map basically). If you missed the boats, you can swim towards the oil platform. Taking the gondola's in the middle section will still allow you plenty of time to take the boats. Make sure to trigger both boats in order to prevent quick access for zombies!
When the nuke goes off, zombies still on the platform will survive but with very little health left. Chase them out to secure your victory!
A veteran-worthy choice amongst the large pool of maps for the mod. Enjoy!
📝 TAGS ze artic ze artic escape ze artic escape p ze_artic ze_artic_escape ze_artic_escape_p
⬛ STEAMGROUP steamcommunity.com/groups/gamingrevenant #CS2 #CounterStrike #Artic #ZombieEscape #gameplayWhen Zombie SURF is BROKEN (Hilarious bugs) #cs2 #gaming #counterstrikeGamingRevenant2023-11-26 | Surf Danger is a Zombie Escape map in Counter-Strike 2 This map has multiple versions and so multiple versions were ported to CS2, one of which has a broken zombie cage that allows them to zombify humans on the outside with hilarious results. 🕹️ Game download: store.steampowered.com/app/730/CounterStrike_2 🖥️ Server IP: 64.74.163.82:27015 (LeviN Host Gaming) 🌎 JOIN OUR DISCORD: discord.gg/zydxhAm
One of the most popular Zombie Escape surf maps of all time has joined the new Counter-Strike version CS2 as it has been ported properly without any problems... oh wait sorry I take that back. This port is the version that earlier was known infamously as the CS:GO broken fix version where the invisible walls around the zombie cage were missing. This allowed any human player to walk up to the zombie cage and infect anyone from the outside of the cage, allowing them to surf directly among the human team and even get ahead by means of boosting and thus eliminate any chance for the human team to win.
There is addtionally also a broken camp spot in the first zombie mod segment where zombies can knife humans from above through the concrete pipes. Finally, the helicopter at the end has buggy movement collisions and so can easily crush any players from the moment it starts moving, spitting them out of the interior cabine outwards.
Really one of the funniest versions of a map I've ever seen, and I really wish they would keep this one in rotation just for the fun of it. As a result, however, we've not been able to officially win this one as humans so far on GFL.
Absolutely hilarious map and one you should really play for its ironic nature. Enjoy!
📝 TAGS ze surf ze surf danger ze surf fail ze surf danger escape ze surf danger p ze_surf ze_surf_danger ze_surf_fail ze_surf_danger_escape ze_surf_danger_p
Pirates Of The Carribean but ported to CS2. What else do you need? The map itself hasn't fundamentally changed, and all technical aspects of it function as it should. However, the lighting in general has greatly improved, and my god does the water look so nice. In fact, this is the closest we've come to actual realistic water shaders for this map in, ever.
One of the few things that are problematic, for now at least, is that when you jump into water you can't press jump to instantly stay afloat. You will basically drown to the bottom if you jump straight into the water. Also, there's no flashlight, which gives poor visibility when walking in the caves. Lastly, movement on the wheel is really wonky, especially if you jump on it whilst it was already moving (or if you've on it and then jump).
The final battle on the pirate ship is really great, as it's hard to constantly push off the zombies. Good coordination is required alongside spreading incendiary fire use.
One of the biggest classics has been ported to Source 2, for which I will forever be grateful. Definitly a must-have-played if you are a big fan of the mod. Enjoy!
Omega is one of those maps I never got to play on any of the previous version, meaning that I likely never will get to record a version on CS:GO (for as long as that keeps going on). Eventually I might get it recorded on CS:S, but I'll have to keep an eye out for rotation. Omega takes place entirely inside a large underground facility where it's very dark and gritty most of the time, only ever sporadically varied by lit hallways that lead passage to the next large area.
It often merges branching paths into one large choke point, meaning zombies often have a chance getting back at humans in case too many sideways got overrun. Other than that, ample defence and clear communication should pave the way to victory for any human team that has ran the map a few times.
Overall a nice addition to the map pool, although a flashlight would be very handy for improved visibility. Enjoy!
Despite it's popularity I'm just not a big fan of this map. It's large, has a slow pace, blocky design and overall just really poor zombie gameplay. It has massive environments without good merit and the water will constantly damage zombies over time, also for no good reason. It is sort of ment as a troll map, as most of the vehicles in the map will either crash, explode or require taking down obstacles to survive properly (of which the amount of health of the destroyable tree for the helicopter remains unpredictable at best).
On CS2 it has tremendously poor performance as it suffers from the same fate of most boat escape maps that feature long and endless water streams. Even on lower settings the map runs really poor, and you'd have to exit the game and rejoin with changed water settings for any actual effect to take place. This is one of the reasons why the video itself has a lower framerate at times.
Not the best map in the pool, however from a testing perspective I can understand this map brings some value due to it's few complex entities but overall simplicity.
📝 TAGS ze danger ze dangerous ze dangerous water ze dangerous waters ze dangerous waters p ze_danger ze_dangerous ze_dangerous_water ze_dangerous_waters ze_dangerous_waters_p
Personally my favorite of the two, Runaway one is the map that started it all for Gargantua's popularity. It features escape routes that are literally taken over rooftops as you make your way to the train 'station' (it's really just a pickup point more than anything). You can also go by foot exploring the streets down below, although this is an easier route and so it's easier for zombies to catch up on humans. The bottom part also requires proper crouch-jumping technique, so if that's an issue for you, just follow the people on the roofs.
One of the most fun maps across pretty much all the Counter-Strike versions, and an absolute must-have-played map. Enjoy!
📝 TAGS ze rooftop ze rooftop run ze rooftop runaway ze rooftop run away ze rooftop runaway1 ze rooftop runaway1 p ze_rooftop ze_rooftop_run ze_rooftop_runaway ze_rooftop_run away ze_rooftop_runaway1 ze_rooftop_runaway1_p
Having played the map before, SurfX Ultrapower remains a nice blend of surfing and zombie escape. On this server it was quite tense to play as often the surf ramps would outright block you (due to buggy collisions or server lagg) making it challenging to deal with the zombie team.
The busride is quite funny, although I would have wished for a more difficult ending. I mean the zone after the gates are a one-hit kill for zombies which removes any additional last chance for the zombie players to get back at humans. The lion at the end is funny too, I have no idea why it is there to begin with. If you touch it, you'll die!
📝 TAGS ze ultra ze ultrapower ze ultra power ze ultrapower surf ze ultrapower surfx ze_ultra ze_ultrapower ze_ultra_power ze_ultrapower_surf ze_ultrapower_surfx ze_ultra_power_surf ze_ultra_power_surfx
⏲️ Timestamps 00:00 - Start 02:27 - Second Round 05:11 - Final Round 08:49 - Credits
📶 ALL CS2 ZOMBIE ESCAPE SERVERS and IP's
✔️ 64.74.163.82:27015 ➡️ 𝐋𝐞𝐯𝐇𝐨𝐬𝐭𝐆𝐚𝐦𝐢𝐧𝐠 𝐈𝐏
🔨 MAP INFO Creator(s) of the map: Gargantua
Since this map has been part of the mod for so long, and is one of the most iconic Zombie Escape maps of all time and as well as from the mapper himself, I couldn't be happier to debut a Gargantua map with this parkour map. Now revamped with CS2's latest graphical improvements, its overall design obviously shows that it has had a long amount of time in the rotation. Despite being blocky and compact, this map never fails to deliver loads of fun with its multitude of options, requirement of minimal parkouring skills, and long end defense.
Rooftop Runaway will remain with the mod for as long as it'll exist, and no matter how many versions they release it will always be among the first to be ported. A legendary map that should be hosted on any server.
📝 TAGS ze rooftop ze rooftop run ze rooftop runaway ze rooftop run away ze rooftop runaway2 ze rooftop runaway2 p ze_rooftop ze_rooftop_run ze_rooftop_runaway ze_rooftop_run away ze_rooftop_runaway2 ze_rooftop_runaway2_p
🔊 MUSIC Alpha Mission (Jimena Contreras)CS2: Zombie Escape - ze_Abandoned_Industry_P on LevHost GamingGamingRevenant2023-11-07 | Zombie Escape on Counter-Strike 2 - Map: ze ABANDONED INDUSTRY P (4K UHD - 60FPS) ✅ Server IP: 64.74.163.82:27015 (LeviN Host Gaming) ☑️ Download: Connect to server ☑️ CS2 ZE Playlist: youtube.com/playlist?list=PLrRiUAy88fML67TTxtbtiKk179QoJg8PL&si=mdfmGfqCItf7rTgV
Just like in the days of CS:GO's original release and zombie escape testing days, Abandoned Industry is back amongst some of the first maps to be ported for the new version. It really is a nice and simply map, yet its visuals are quite interesting and it's just a fun environment to play in. I wish there were more outside parts like at the ending with the train escape, but overall the premise of the map fits its theme and there are a good number of challenging choke points.
CS2 still has some things to figure out for itself, and so has the mod. It's still setting the first footsteps forward so settings like knockback, the effect of grenades, moving and shooting are all still rough around the edges. There are also a lot of plugins missing, so for the moment we can be thankful LevHostGaming is already providing a server 24/7 for us to play on. The map pool is limited as well, but all of the current ports have proved to be functional. More complex maps still have to be figured out, so in the meantime we can have some simple fun against the core of what makes zombie escape so great!
Definitly a classic among all the ze maps, and happy that this is once again one of the first to make its appearance on the channel. Enjoy!
Being the first Zombie Escape map by this level designer it's quite basic. It features the typical long and narrow hallways, occasionally intersected by a large area with a few planks crossing a pit or obstacles that you have to jump over. Nothing special, though it functions just as well as most maps with a similar design. It does feature some choke points, but none are long enough to make it too challenging. Although the name would imply a Moroccan design (as Kenitra is a Morrocan city), it has absolutely zero relation to it.
Very nice to play if there are many infections at the start of the round, otherwise it ends up being a repetitive map with a stale outcome. Server settings can be used to prevent a low starting zombie population.
📝 TAGS ze kenitra ze kenitra ma ze kenitra ma v0 ze kenitra ma v01 ze kenitra ma v02 ze kenitra ma v03 ze kenitra ma v04 ze kenitra ma v05 ze_kenitra ze_kenitra_ma ze_kenitra_ma_v0 ze_kenitra_ma_v01 ze_kenitra_ma_v02 ze_kenitra_ma_v03 ze_kenitra_ma_v04 ze_kenitra_ma_v05
🔨 MAP INFO Creator(s) of the map: Headshooter & Haryde
Yes, another Zombie Escape map based on Final Fantasy. Featuring four levels total in normal mode, the second one is arguably the hardest as the bossfight requires good teamwork to beat. Its most dangerous special attack is a gravity pull towards the boss himself which will most likely kill any player that wasn't healed or if the healer player does not heal at or during the moment of the attack.
Feywood is a nice addition to the Final Fantasy themed maps even though I do find the visuals to be a bit lacking and especially too dark in many areas. Some remaster with more clear lighting would be great.
📝 TAGS ze ffxii ze ffxii feywood ze ffxii feywood b1 ze ffxii feywood b2 ze ffxii feywood b3 ze ffxii feywood b3 1 ze_ffxii ze_ffxii_feywood ze_ffxii_feywood_b1 ze_ffxii_feywood_b2 ze_ffxii_feywood_b3 ze_ffxii_feywood_b3_1
⬛ STEAMGROUP steamcommunity.com/groups/gamingrevenant #CounterStrike #ZombieEscape #FinalFantasy #CSSourceFinal Fantasy BOSSFIGHT (Counter-Strike FFXII) #counterstrike #finalfantasy #bossfightGamingRevenant2023-10-08 | When Final Fantasy meets Counter-Strike Source you'll have to deal with a massive bossfight whilst surviving the zombie horde (map based on Final Fantasy 12 Paramina Rift) 🕹️ Game download: store.steampowered.com/app/240/CounterStrike_Source 🖥️ Server IP: 135.125.188.157:27015 (Unloze) 🌎 JOIN OUR DISCORD: discord.gg/zydxhAm
A classical Zombie Escape map based on the Final Fantasy mountain pass located in Ivalice. The first level isn't too hard, even on the insane difficulty, given that most players know how to use the items and time it properly. Cooldowns are more tricky, but you'll still have plenty of opportunities to hold back zombies. Zombies themselves have some power-ups, so beware to stay out of range as they can warp players around or gravitate some towards the horde.
A bossfight appears in the central arena that must be defeated in order to progress, whilst holding off zombies at the main entrance. Good teamwork is required to combine both.
It's a really nice snow- and ice-themed map that can provide a good challenge and a lot of fun. Extra's if you are a big fan of Final Fantasy.
Test Facility is one of the longest single-round maps I've ever seen in CS1.6, almost lasting longer than ten minutes for completion, and as a result is also quite hard or even impossible to properly complete. Most of the choke points require you waiting almost a minute before being able to continue, which requires special blocking items from admins in order to be able to beat the map. Without, it was not doable due to the zombie settings (which don't allow for a Source or GO-like gameplay).
I didn't particularly think the map deserved such a hard difficulty curve, nor does the overall level design, which is very basic. It would have been better to implement the choke points differently, and make the map half as long.
What I did like a lot was the ending monorail escape route, which would have been really cool and challenging to defend if we weren't forced to use blocking beams.
All-in-all a lengthy map that could do with a rebalance in the design of the routes and timings.
📝 TAGS ze test ze test facility ze test facility ls ze_test ze_test_facility ze_test_facility_ls
⬛ STEAMGROUP steamcommunity.com/groups/gamingrevenant #ZombieEscape #Test #Facility #gameplay #CS16Zombies SURFING in Counter-Strike #counterstrike #cs16 #zombieescape #surfing #gamingGamingRevenant2023-09-28 | A game on Counter-Strike 1.6 Zombie Escape mode ze_surf_sahok where all players are required to surf to make it to the end! 🕹️ Game download: store.steampowered.com/app/10/CounterStrike 🖥️ Server IP: 135.148.53.3:27001 (Lost Souls) 🌎 JOIN OUR DISCORD: discord.gg/zydxhAm
Arguably one of the most popular surf maps in the Zombie Escape genre. Surf Sahok offers multiple surf parts, none of which are too difficult, and all which can be done by beginners after a few tries and basic explanation (just ask in chat how to surf). You could in worst case scenario always run alongside the top of the ramps and jump at the end.
Sahok isn't a difficult map, and although it features a bossfight, it's just shooting a block so it's incredibly low-effort. It's a port from the original version released for CS:GO, so don't expect too much of it. It does require some good teamwork to stay alive if the player counts are getting unbalanced, so don't be off-guard at the end.
A decent map, fun to play, and nice to surf in cs16. Enjoy!
📝 TAGS ze surf ze surf sahok ze surf sahok ls ze surf sahok ls v1 ze surf sahok ls v1 fix1 ze surf sahok ls v1 fix2 ze surf sahok ls v1 fix3ze surf ze_surf_sahok ze_surf_sahok_ls ze_surf_sahok_ls_v1 ze_surf_sahok_ls_v1_fix1 ze_surf_sahok_ls_v1_fix2 ze_surf_sahok_ls_v1_fix3
Another one of the classical maps that has literally had countless of variations, ports, and variations of ports, ATIX Panic is as simple as it gets, and has more the characteristics of a Zombie Mod map than an escape one. Regardless, you do escape on a helicopter at the end (which is not to be confused with the actual ATIX Helicopter map that also exists), provided you can survive long enough from all the zombie forces trying to break down the safety doors of the central building.
It's always been a fun map despite its simplicity because there are a number of unexpected ways zombies can try and conquer the human team, such as boosting or bunnyhopping from the side, jumping windows and so on.
Overall a great classic that anyone who's a fan of the mod must have played at least once in his life.
Artist: http://audionautix.comCS2 with 64 players (what could go wrong?) #CS2 #CounterStrikeGamingRevenant2023-09-20 | What happens if you test Counter-Strike 2 servers with 64 players? 🕹️ Game download: CS2 Limited Test (by invite) 🖥️ Server IP: discord.gg/s2ze 🌎 JOIN OUR DISCORD: discord.gg/zydxhAm
🔊 MUSIC Electro Fight (Kwon)Counter-Strike 2: Zombie Escape Mod - ze_Icecap Escape BP on CS2ZE (First 32+ player test)GamingRevenant2023-09-18 | Zombie Escape on Counter-Strike 2 - Map: ze ICECAP ESCAPE BP (4K UHD - 60FPS) ✅ Server IP: Limited Test (no IP available) ☑️ Download: discord.gg/s2ze (links are available in the ports and models channels) ☑️ CS2 ZE Playlist: youtube.com/playlist?list=PLrRiUAy88fML67TTxtbtiKk179QoJg8PL&si=mdfmGfqCItf7rTgV
It's finally official. The first Source 2 Zombie Escape playtest with more than 32 players has gone live, and we've managed to even properly beat one of the first ports for the mod. As soon as more than 40 people joined the test server it was getting really laggy, and the goal was to reach 64 at first. That, however, seemed impossible still, so we've had to tone it down with a player limit at 32 players.
Some things are completely broken, and the performance still has some long ways to go before Zombie Escape will become mainstream to run on CS2 servers, but the core gameplay feeling is already there. Be aware that there will be many crashes during the initial tests, so don't expect super-smooth gameplay, especialyl on the more complicated maps.
Icecap belongs to the original classics of the Zombie Escape map pool and is easily one of the most ported maps of all times. It hosts a number of branching paths and different vehicles to choose from during the escape route, such as boats, sledges, cable lift, washtubs, helicopter, melons and even oranges! Some of them require you to trigger hidden buttons, but most players already know them so if you just follow the players going offside at the end, you too have a chance to ride one of these ridicilously funny transporting methods.
This map will forever remain one of the most memorable and versatile, simple Zombie Escape maps, and I couldn't be happier to debut my CS2 ZE journey with this one as the inauguration to the channel.
📝 TAGS ze ice ze icecap ze icecap escape ze icecap escape bp ze_ice ze_icecap ze_icecap_escape ze_icecap_escape_bp
⬛ STEAMGROUP steamcommunity.com/groups/gamingrevenant #CS2 #CounterStrike #Icecap #ZombieEscape #gameplayCS2 Zombie Escape at the North Pole #CS2 #CounterStrike2 #CounterStrike #gamingGamingRevenant2023-09-18 | An excerpt from our playtest on Icecap Escape BP for Counter-Strike 2 with more than 32 players! 🕹️ Game download: CS2 Limited Test (by invite) 🖥️ Server IP: discord.gg/s2ze 🌎 JOIN OUR DISCORD: discord.gg/zydxhAm
🔊 MUSIC NoneWhen you FAIL a surprise attack (Sorrento Escape) #sorrento #counterstrikesource #zombieescapeGamingRevenant2023-09-16 | When you are boosted as a zombie early-on in one of the most incredibly lucky ways and still FAIL a surprise attack! 🕹️ Game download: store.steampowered.com/app/240/CounterStrike_Source 🖥️ Server IP: 149.202.65.122:27072 (NiDE) 🌎 JOIN OUR DISCORD: discord.gg/zydxhAm
🔊 MUSIC Morning Stroll (Josh Kirsch Media Right Productions)CSS: Zombie Escape Mod - ze_Sorrento_Escape_v5 on NiDE (8K UHD)GamingRevenant2023-09-15 | Zombie Escape on Counter-Strike: Source - Map: ze SORRENTO ESCAPE V5 ✅ Server IP: 149.202.65.122:27072 (NiDE.gg) ☑️ Download: gamebanana.com/mods/131005 ☑️ CS:S ZE Playlist: youtube.com/playlist?list=PLE6A50F754D876FFD
Being one of the oldest maps of all time for Source, Sorrento reminds me of the first day I've ever played Zombie Escape because it was one of the most popular maps at the time and was in rotation on the day I discovered the mod. Being more than 15 years old it also belongs to the original lineup of maps that launched the popularity of ZE during its golden years. It belonged to those vacation-like type of maps due to its summer evening sunset skybox and lush colors on the buildings with the evening lights scattered left and right.
Even though the design is minimalistic and blocky, there's just something about this map that will always be coated with a warm feeling of nostalgia everytime I'm playing it again, making it one of the most memorable maps in which I can play and have some good old fun. The secrets and special passageways also make it interesting to keep replaying the map, because the outcome will always vary. Gargantua remains one of my all-time favorite mappers and I want to thank him for all the effort he's done for the mod. I wish him the best of luck in his future endeavours.
Sorrento belongs to the maps of historical importance, if there is such a thing. Therefore, it is a must-have-played recommendation for veterans and new players!
Quite literally what the mapname implies, this map is all about escaping a rocket that's ready to fly to the moon (or anywhere else, really). It's a funny map because it has choke points that divide the map in multiple sections, allowing both humans and zombies to catch up with each other even if there are large imbalances in team numbers.
It's important to take note of the elevator at the final section close to the rocket pad, as zombies can use it to evade walking all the way up. Especially if the human team is short on numbers it could be helpful to knife them off the platform early.
A typical Source map that reminds me of the good old days and the wonky maps in which many scenarios are always happening. Enjoy!
A basic zombie escape map that borrows heavily from default textures and an aesthetic Half Life environment. It has very few branching paths, and if they are present they are just mirrors. Zombies have few opportunities to get back at humans depending on the server settings, and I wish this map had more choke points to defend. The final hold is pretty decent, allowing zombies to approach the garage door from both sides without much harm, although the nuke timing should really take longer before detonation.
A nice map that proves to be fun and enjoyable. Recommended for most servers!
📝 TAGS ze antrax ze antrax lg ze antrax lg fix ze antrax lg fix1 ze antrax lg fix2 ze_antrax ze_antrax_lg ze_antrax_lg_fix ze_antrax_lg_fix1 ze_antrax_lg_fix2
Actually one of the better neon-type maps with some colorful visuals featuring a mostly rose-whitish pallet. It has multiple choke point teleports that allow zombies to challenge the human team from different directions, requiring agile and quick reactions from the defending players.
The ending is typical, with a final stage requiring you to defend and dodge lasers at the same time. If you have massive lagg, this part will be very hard. Make sure to jump a bit before the laser reaches you to make up for the perceived delay.
A really nice map, that every server will have no difficulty to run!
🔊 MUSIC Beside Me (Patrick Patrikios)Crysis Warhead - Shore Leave [Level 2] (Delta Mode - ALL Objectives) 4K UHD - 60FPS RTX 4070 TiGamingRevenant2023-08-31 | Crysis Warhead - Complete Walkthrough: Level 2 - Shore Leave (Delta Difficulty with ALL Objectives) ▶️ Crysis Warhead Playlist: youtube.com/playlist?list=PLrRiUAy88fMJ1cjefsukuDxor63qYaYSq ⏺️ Created by Crytek, published by Electronic Arts
Delta mode removes important HUD and the ability to simultaneously drive and use mounted turrets on vehicles. To aim, you will need to use iron sights or laser points by zooming in. To use weapons on vehicles, you can press 2 to switch positions instead.
There will be no enemy highlights when attacked, and grenade landing positions will not be tagged on the screen. Lastly, the Korean infantry speak their own language, Korean, making it harder to predict their strategies or understand whether they're throwing a grenade or try flanking you.
⏰ TIMESTAMPS 00:00 - Start 00:05 - Cutscene (Introduction) 00:46 - Objective 01 (Retrieve the camera) 04:37 - Objective 02 (Rendezvous with O'Neill) 05:42 - Cutscene (ASV) 08:08 - Objective 03 (Get to the rally point + keep O'Neill safe) 10:52 - Objective 04 (Get to the VTOL) 13:24 - Objective 05 (Secure the LZ) 15:54 - Secret Objective (Hidden frog 02) 17:58 - Objective 06 (Infiltrate the Harbor) 20:16 - Objective 07 (Locate FGL-40 grenade launcher) 23:47 - Objective 08 (Access KPA tactical network) 24:43 - Objective 09 (Board the submarine) 29:59 - Cutscene (Interrogation) 33:20 - Credits
👍 TIPS & TRICKS - Headshots are almost always instant hits. Helmets will detach and block the first bullet if worn. Train yourself to aim for the head as it can speed up and simplify battles considerably. - The Laser Pointer attachement allows for a replacement of the traditional crosshair. Use it whenever possible for better aiming comfort. - Shooting when in cloak mode depletes all energy. To avoid this, toggle armor mode right before landing a shot, and turn back into cloak mode to avoid being detected. - Use speed mode to map large distances in a short time. You can jump off small hills to fly over large patches of land without depleting much of your energy. - Using strength mode and single bullet fire to improve recoil and aim might help to eliminate targets over longer distances with rifles. - Most vehicles carry an extra gas tank at the back (humvees and tanks). Shooting these can rapidly take them out as the vehicles will explode shortly after ignition. - All vehicles can be boosted temporarily by pressing Shift.
🌲 LEVEL TIPS - With a bit of luck, KPA soldiers mostly patrol the left side of the valley at the start. At times, you can skip through by running along the rightmost border in speedmode without encountering a single soldier. - You don't have to fight any KPA soldiers to retrieve the camera. You can cloak the whole way, then rendezvous with O'Neill. - The ASV section requires you to switch positions between driving and gunning with 1 and 2 on delta difficulty. Luckily, the ASV is very strong and won't take meaningful damage, as long as you don't drive into vehicles (whom could explode and deal massive damage) and machine guns. Take these out first. - In the event of taking too much damage, there are at least three additional ASV's parked to the sides of the road. However, these host an inferior mounted minigun compared to the one given at the start. Despite their lower damage output, they will still allow you to complete this segment at ease. - You can keep the ASV all the way to the harbor, which can ease up the final segment considerably. - The grenade launcher is useful to eliminate multiple KPA soldiers in a single go. In delta, however, most soldiers will still take at least two shots before being eliminated. - You lose all weapons at the end of this level. Consider using all ammo and grenades for maximum efficiency.
🎲 SETTINGS ● Difficulty: Delta Mode ● Resolution: 3840x2160 (4K 60FPS) ● Video settings: Enthusiast ● Water settings: Gamer ● Shadow settings: Gamer ● Motion Blur: OFF
Recorded with VSYNC on and smooth 60 frames per second. Verified that no unnatural microstutter and lagging issues are present in the recording. Subtitles disabled in-game but provided in English through the closed-captions option.
🖥️ PC SPECIFICATIONS
- Win10 Home Edition [64-Bit] - Intel Core i7 7820X @ 3.60GHz [Skylake-X 14nm Technology] - NVIDIA GeForce RTX 4070 Ti (ASUS TUF Gaming GeForce) [12GB] - 48,0GB Dual-Channel @ 1066MHz (cl14) [DDR4] - Gigabyte X299 AORUS Ultra Gaming Pro - Xilence Performance X [750W] - AOC PQU2777B Monitor [3840x2160@60Hz] - Samsung SSD 960 EVO [500GB] - Samsung SSD 960 EVO [250GB] - Western Digital WDC [3TB] - ASUS BC-12D2HT [Blu-ray] - ASUS XONAR PHOEBUS Audio Device
A decently sized map with quite a number of different segments, connected through various teleports. It features a good number of parcour segments that requires precise jumping and crouching. Unfortunately, this map doesn't have many choke points, if any (except the ending). This makes it so zombies really only fight at the end and the rest of the map is somewhat filler. It is heavily dependant on VIP zombie powers to make the most out of it, so servers that don't have any at all will not want to run this map.
The final helicopter timer may also be longer, honestly, and doesn't really offer much in terms of possibilities for zombies (only one ramp leading to the platform, which is awful if there's a human admin or VIP buddy).
Overall an ok-ish map that could use more choke points and challenges for humans.
🔊 MUSIC The Attraction Of Evil (Hainbach)When Zombies WIN Rooftop Runaway #gaming #counterstrike #counterstrikesource #zombieescapeGamingRevenant2023-08-25 | A game on Counter-Strike Source Zombie Escape mode ze_rooftop_runaway where the zombies win big time (in Nemesis mode). 🕹️ Game download: store.steampowered.com/app/240/CounterStrike_Source 🖥️ Server IP: 149.202.65.122:27072 (NiDE.gg) 🌎 JOIN OUR DISCORD: discord.gg/zydxhAm
This map has a good mix between indoor and outdoor areas, making nice transitions in gameplay which is a welcome addition that other maps simply lack. It's quite compact in terms of length, but has a well-balanced layout. The elevator in particular is a great choke point because it requires a long and strong defence. Servers with powerful zombie settings will benefit from some tense and exciting gameplay here.
A great addition to the map pool, and a good recommendation!
📝 TAGS ze abandon ze abandoned ze abandoned ze abandoned zone ze abandoned zone b1 ze abandoned zone b2 ze_abandon ze_abandoned ze_abandoned ze_abandoned_zone ze_abandoned_zone_b1 ze_abandoned_zone_b2
It’s the classical Jurassicparc 4 but in reverse, what else do you need? It’s quite literally just that as you start at the helicopter pad and then go back to the beginning, where instead the actual helicopter is waiting.
The defending timer is quite long, so it’s nicely balanced.
A nice map that is a good alternative to the original. A recommendation!
📝 TAGS ze jp ze jp1 ze jp2 ze jp3 ze jp4 ze jp reverse ze_jp ze_jp_reverse
⬛ STEAMGROUP steamcommunity.com/groups/gamingrevenant #ZombieEscape #jurassicparc #reverse #gameplay #CS16Crysis Warhead - Call Me Ishmael [Level 1] (Delta Mode - ALL Objectives) 4K UHD - 60FPS RTX 4070 TiGamingRevenant2023-08-17 | Crysis Warhead - Complete Walkthrough: Level 1 - Call Me Ishmael (Delta Difficulty with ALL Objectives) ▶️ Crysis Warhead Playlist: youtube.com/playlist?list=PLrRiUAy88fMJ1cjefsukuDxor63qYaYSq ⏺️ Created by Crytek, published by Electronic Arts
Delta mode removes important HUD and the ability to simultaneously drive and use mounted turrets on vehicles. To aim, you will need to use iron sights or laser points by zooming in. To use weapons on vehicles, you can press 2 to switch positions instead.
There will be no enemy highlights when attacked, and grenade landing positions will not be tagged on the screen. Lastly, the Korean infantry speak their own language, Korean, making it harder to predict their strategies or understand whether they're throwing a grenade or try flanking you.
⏰ TIMESTAMPS 00:00 - Start 00:05 - Data tape (Audio Log) 00:44 - Cutscene (VTOL crashlanding) 01:32 - Objective 01 (Leave crash site) 02:43 - Cutscene (EMP Bomb) 03:42 - Objective 02 (Meetup with Sierra airstrike team) 05:45 - Objective 03 (Download KPA intel) 09:20 - Objective 04-1 (Get to the beach resort) 10:07 - Objective 05 (Destroy propaganda station) 13:26 - Secret Objective (Hidden frog 01) 14:32 - Objective 04-2 (Get to the beach resort) 16:39 - Objective 06-1 (Secure the KPA base) 17:54 - Objective 07 (Locate the ammo cache) 22:03 - Objective 06-2 (Secure the KPA base) 23:03 - Credits
👍 TIPS & TRICKS - Headshots are almost always instant hits. Helmets will detach and block the first bullet if worn. Train yourself to aim for the head as it can speed up and simplify battles considerably. - The Laser Pointer attachement allows for a replacement of the traditional crosshair. Use it whenever possible for better aiming comfort. - Shooting when in cloak mode depletes all energy. To avoid this, toggle armor mode right before landing a shot, and turn back into cloak mode to avoid being detected. - Use speed mode to map large distances in a short time. You can jump off small hills to fly over large patches of land without depleting much of your energy. - Using strength mode and single bullet fire to improve recoil and aim might help to eliminate targets over longer distances with rifles. - Most vehicles carry an extra gas tank at the back (humvees and tanks). Shooting these can rapidly take them out as the vehicles will explode shortly after ignition. - All vehicles can be boosted temporarily by pressing Shift.
🌲 LEVEL TIPS - Even though you start out with a maximum stack of SCAR ammo, you can pick up ammo from the soldier casualties along the shore of the river. - You can grab an early FY71 from the KPA soldiers at the top of the waterfall. - Warhead introduces dual-wielding AY-69 as an alternative to pistols. They are incredibly powerful, but have ridiculous recoil. Use strength mode to stabilize them whilst shooting at longer ranges. You can grab a pair as soon as eliminating the first six KPA soldiers. - You don't need to kill any enemies at the start of the level until you've met the beach resort. However, it's wise to take the ASV close to the first beach bar as it provides incredible armor and can be switched to a powerful mounted gun by pressing 2, during which you cannot be personally damaged (only the ASV takes damage until destroyed). - There is no point going right all the way up to the road block (as advised in-game by Sean O'Neill). Just swim to the beach resort instead. - Ensure to take some landmines with you from the first camp (3rd trailer on the right), as you can easily destroy the tank in cloak mode as opposed to using the Missile Launcher. - You need to eliminate all of the KPA soldiers at the beach resort. Occasionally, however, the last objective will complete even though some soldiers remain alive.
🎲 SETTINGS ● Difficulty: Delta Mode ● Resolution: 3840x2160 (4K 60FPS) ● Video settings: Enthusiast ● Water settings: Gamer ● Shadow settings: Gamer ● Motion Blur: OFF
Recorded with VSYNC on and smooth 60 frames per second. Verified that no unnatural microstutter and lagging issues are present in the recording. Subtitles disabled in-game but provided in English through the closed-captions option.
🖥️ PC SPECIFICATIONS
- Win10 Home Edition [64-Bit] - Intel Core i7 7820X @ 3.60GHz [Skylake-X 14nm Technology] - NVIDIA GeForce RTX 4070 Ti (ASUS TUF Gaming GeForce) [12GB] - 48,0GB Dual-Channel @ 1066MHz (cl14) [DDR4] - Gigabyte X299 AORUS Ultra Gaming Pro - Xilence Performance X [750W] - AOC PQU2777B Monitor [3840x2160@60Hz] - Samsung SSD 960 EVO [500GB] - Samsung SSD 960 EVO [250GB] - Western Digital WDC [3TB] - ASUS BC-12D2HT [Blu-ray] - ASUS XONAR PHOEBUS Audio Device
🔨 MAP INFO Creator(s) of the map: LiZou Mapper & StonreX
A very classical approach to the mod, 3escape2 is nothing more than connected corridors with few objects here and there (and the occasional barrier or gate) for players to go through. It's unoriginal, but it works as a basic map and could be fun to fill in between some of the harder maps. Also, the ending could use a longer timer before the elevator goes out, but that could be due to server settings.
An OK-ish map at best, worthwile to run on a server from time to time. Enjoy!
📝 TAGS ze 3 ze 3escape ze 3escape 1 ze 3escape 2 ze 3escape1 ze 3escape2 ze 3 escape ze 3 escape1 ze 3 escape2 ze 3escape2 fixed ze 3 escape2 fixed ze 3escape2 fixed dp ze_3 ze_3escape ze_3escape_1 ze_3escape_2 ze_3escape1 ze_3escape2 ze_3_escape ze_3_escape1 ze_3_escape2 ze_3escape2_fixed ze_3_escape2_fixed ze_3escape2_fixed_dp
🔨 MAP INFO Creator(s) of the map: Mr. Harith (Golden Art Studios on Gamebanana)
A recurring theme in most Zombie Escape servers their maplist is Egypt which Hunted Egypt contributes to. A large selection of Egyptian-themed maps are available, supposedly because it's very likened by the community. And so we have our typical zombie escape map featuring mostly linear routes (occasionally a mirror-lane design with two slopes to choose from appears). It's nothing too crazy, but with the server settings available on Lost Souls it plays considerably well. I like the ending with the elevator that prevents humans from jumping out, making it that more important to hold the final choke point.
A nice map with some decent visuals, thematic material and the balanced amount of fog to make it more eerie. A recommendation!
📝 TAGS ze hunt ze hunted ze hunted egypt ze hunt egypt ze hunted egypt dp ze hunted egypt dp fix ze_hunt ze_hunted ze_hunted_egypt ze_hunt_egypt ze_hunted_egypt_dp ze_hunted_egypt_dp_fix
🔨 MAP INFO Creator(s) of the map: Sze (Golden Art Studios on Gamebanana)
Despite the video showcasing a lot of GTA Vice City and San Andreas characters, it has nothing to do with the map being played as these are skins from the server themselves. Fearly is a basic map with a few choke points, of which one requires a timer before proceeding forward. It has good parkour sections and require agile response to the environment around you in order to escape the zombie horde on time.
A nice map with a replayable nature that would fit most server settings. The ending escape also allows for enough time to get back at the human team if zombies have some additional powers (double jump or enhanced speed).