My Mapping Ideas thread pretty much summed things up, so I took this information from there. Haven't updated the screenshots yet, but be patient :P. I'll do it soon...It just takes a little while with such a widthy map.
inf Zitrone update 2.5
New zombie map (go figures ::)). I originally only made the basic structure as a little test of mine, but just recently fixed it up and am working on it again. I'm trying some new stuff here (new for me), by giving my underground sewer/cave a more dynamic background and other things. Also trying to work on my size proportions better. So without further ado:
(http://i127.photobucket.com/albums/p124/flyingpeanuts/inf_zombietestingoverview2.png)
Linksy for Bigger Screeny (64% zoom): Bigger (http://i127.photobucket.com/albums/p124/flyingpeanuts/inf_zombietestingfull2jpg.jpg)
Linksy for Burning House: Burning House (http://i127.photobucket.com/albums/p124/flyingpeanuts/inf_zombietestingburnhouse2.png)
Technical Specifications:
Polygons: 848
Scenery: 303
Spawns: 29
Colliders: 0
Waypoints: 160 (Yes)
Dimensions: 6173x1018
History on title of map:
I looked up the word, Vicissitude (credits going back to El_spec and E_A), which (basically) meant a change in the course of events. So, I looked the word on Thesaurus.com, and I ended up finding the word Jalopy (actually, I found jalopy by looking up the word trans, which was the old map name for this map). Jalopy is just an old 50's term for a hot-rod car. Somehow I came across the term, Lemon (a slang term for a defective automobile). I then translated the word "Lemon" into German, and got Zitrone.
The end.
Information I almost forgot to add put here... if you can't tell, the map has eight textures. I was heavily inspired by another map I almost made which was going to have 5. Also...Alpha spawns in the far left building, and Bravo spawns throughout the right side. It'll be a pretty long map so hopefully the difficulty is spread throughout and it isn't too easy or too hard. You can "drill" through the door that leads into the house that leads into the tunnel (credits to Maek| for the idea ;)).
I know you ought to be able to do most things with a couple well used textures, but I wanted more variety than 1 or 2 nice textures would allow. Hopefully, that doesn't constitute to lots of lag and unplayability. It works fine on my computer *shrug*
Credits:
To lots of people for lots of scenery. It would take me quite some time to hunt down everyone whos scenery I'm using... well, the only thing that is sort of mine are the clouds that I used from Yahoo weather :). They have nice clouds. Also credits to VTT for the flame ideas from TW_Rage. I used his idea for fire on the smoking telephone pole.
Sorry for the huge download :-\. I have a little bit of custom scenery, plus a some rather bigger sceneries. I guess I wasn't thinking too much on the scale of how file size works into this. I finally broke down and used the Soldat Map Packer tonight, so credits to that. There was just too much random scenery I used... The texture is what really caries the hefty file size load ::).