WIP Quarantine

Razalgrim

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Oh, sorry guys. I made some more changes to the map, and I'd like to post them now instead of waiting for the next full version. I wrote some notes on the loading screen to give some idea of how to play the map and made some minor changes to the map itself. The shopkeeper now teleports to one of three possible areas in the map after each wave. I apologize once more to the people who wasted 30 seconds of their lives downloading the last update. :eek:

Oh, and Sharkbait?. You should take a look at the triggers in the newer update to... you know, avoid confusion. Specifically the skill triggers. Those are currently my biggest obstacle in making the map multiplayer. Thank you very much.
 

Gtam

Lerning how to write and read!! Yeah.
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Ok so you want them MPI aka multi player instance. Plz people since im triggering guy now i would like you people to report bugs that might be trigger related and what thins trigger related can be improved.
 

Razalgrim

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What, no comments? :(

Anyway, I uploaded the "fixed" version of 0.75 on the first post. It's actually more of a full update - besides the triggers Gtam fixed up, it also includes one new area, a new enemy type, and a bunch of new character abilities.

Test please, and at least comment this time. :thup:

On another note: I'm currently looking for a soundtrack to make the map's filesize even bigge- err, to use for the map. Any suggestions?
 

Devrak

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Alright, I tested the map. The terrain was awesome, best I've seen probably. Yay for custom doodads.

Anyway, you probably know this already, but it was very hard to aim. I tried the assault guy first, and I died in a couple of seconds because they wouldn't die even though I spammed them full with bullets. Went a little better with the demolist though, because when I finally hit them with my blast they were turned in to ketchup. :)

Also, visibility. I know you want it dark and gloomy, but IMO you should be able to see further then that. A flashlight would be awesome and fit the theme very well. And last, what about a melee ability? You punch those nasty zombies with your gun, stunning them or whatever. You get the point.

Keep up the good work, I can see that this map would be very fun to play with your friends a dark and rainy night. :)
 

TideOfChaos

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A flashlight would be awesome and fit the theme very well.

I second this. Allow each class be able to buy a flashlight, which can be activate and create visibility modifiers in front of the unit.

Also, marines and the zombies, should move slower in comparison to the amount of damage you've taken. Really adds to the whole, survival horror feel.
But, of course, add in medic items/abilities to remove these effects.
 

Razalgrim

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Alright, I tested the map. The terrain was awesome, best I've seen probably. Yay for custom doodads.

Yay indeed. :p

Anyway, you probably know this already, but it was very hard to aim. I tried the assault guy first, and I died in a couple of seconds because they wouldn't die even though I spammed them full with bullets. Went a little better with the demolist though, because when I finally hit them with my blast they were turned in to ketchup.

Yeah, I need to think of an easier way to aim. Maybe a skill that will automatically make your Marine face the threat closest to you. I'm also planning on making the Marine, when attacked, auto-face the attacker. This con only happen... once every 5 seconds, maybe?

Everyone loves ketchup. ;)

Also, visibility. I know you want it dark and gloomy, but IMO you should be able to see further then that. A flashlight would be awesome and fit the theme very well. And last, what about a melee ability? You punch those nasty zombies with your gun, stunning them or whatever. You get the point.

I'm actually planning on making the Marine's lighting attachment smaller, but add more natural lighting to the map. A flashlight... It'll be a bit tricky, but I think there are ways. Especially since the map has a good triggerer now.

About the melee; I've actually been planning on implementing that from the start, but the Marine has no melee animations, so it will look a bit odd. :p

Also, marines and the zombies, should move slower in comparison to the amount of damage you've taken. Really adds to the whole, survival horror feel.
But, of course, add in medic items/abilities to remove these effects.

I think we can add those when the map has multiplayer. (Hopefully, soon.)
I'm going to add a new medic class when that time comes, but I need some ideas for what his weapon should be.

Thanks for the comments, guys. I'm going to be working a lot on the map over the weekend, and hopefully, Gtam will too. :D
 

XxShadyxX

I abused the rep system.
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Hello! I tested your map and i loved it! When will it be multiplayer?
Also only 4 players?
 

Gtam

Lerning how to write and read!! Yeah.
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well multiplayer should be out in a version or two. About that melee thing the marines spell animation lifts his gun so it will look like he is slicing him if you want. Also the flashlight should be no problem.

Edit: i was thinking about the flashlight that you can use it but it runs out of batteries that needs to reacharge
 

Razalgrim

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i was thinking about the flashlight that you can use it but it runs out of batteries that needs to reacharge

That would be perfect. You can't use mana, though, so what are you going to use for the gauge?

Anyway, I just made a loading screen. :D It works, but I want to polish it a little before I release it; hopefully, it will coincide with the next version.
 

Gtam

Lerning how to write and read!! Yeah.
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well i was thingking that time was needed so like 1min and what about the melee thing that i suggested
 

XxShadyxX

I abused the rep system.
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Hey if you need some help i am great at triggering and terrain, and i know how to make vjass spells (Still learning though)
 

Razalgrim

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Sorry, but those particular spots have been taken. :eek: I really enjoy terraining the map (if I didn't do it, I would barely be helping out in my own project), and I'm pretty sure Gtam is a fully capable of triggering the more complicated features of the map.

We still need ideas though. Alot of them. So if you think of anything that can help the map progress, feel free to PM me.
 

Gtam

Lerning how to write and read!! Yeah.
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So what do you want me to do now. Start with the Multiplayer and make a flashlight for the units?
 

XxShadyxX

I abused the rep system.
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Some ideas:

Weapons/Items
Grenades
Explosive charges
Air Strike

Systems:
A unique equipment system, where you can equip different types of weapons of your class type
Unique Zombies, ones where you have to figure out how to kill (Like a puzzle)
A Title system, and point system (Kinda like SURVIVAL) and you can save/load your code for a more compeditive game play to get the highest rank.

Eh thats so far but if i get more ill edit this post
 

Razalgrim

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So what do you want me to do now. Start with the Multiplayer and make a flashlight for the units?

Yes please. Multiplayer is currently our top priority. I'll be working on making new zombies in the meantime.

Some ideas:

Weapons/Items
Grenades
Explosive charges
Air Strike

Hopefully, weapons will be implemented in the future. There are already some items in the game, though, obviously, they're not much.

About the grenades... it's viable, but I'm not sure how to execute it. Should it have a target circle, or be aimed like the other weapons?

The explosive charges wouldn't be practical. The camera is always locked on your Marine (This might change, though.) so it's a little odd how you can use explosive charges without even seeing what it blew up.

Air Strike wouldn't be right. Most of the areas in the map are indoors, so it'll look weird. :rolleyes:

A unique equipment system, where you can equip different types of weapons of your class type
Unique Zombies, ones where you have to figure out how to kill (Like a puzzle)
A Title system, and point system (Kinda like SURVIVAL) and you can save/load your code for a more compeditive game play to get the highest rank.

I was planning on making a "free" equipment system, i.e, you can use a Specialist wielding an Assault Rifle or an Assault wielding a flamethrower. This won't be up anytime soon., though.

Boss zombies, I like that. :thup:

I'm not sure how the point and rank system will affect the map's balance. I'm stacking it in the pending section of my head in the meantime.

Anyway, thanks for the ideas, Shady.
 

TideOfChaos

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Idea: No limit the number of levels in the game.
Slowly increase the difficulty by increase the level of zombies that spawn each round, and increase the level of damage and say movement speed they have each range.

I would suggest not increasing their health, however, as it will just become impossible.
 

Gtam

Lerning how to write and read!! Yeah.
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do you mean wave levels so oit will be not who finish but who lasts thw longest
 

Razalgrim

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Idea: No limit the number of levels in the game.
Slowly increase the difficulty by increase the level of zombies that spawn each round, and increase the level of damage and say movement speed they have each range.

I would suggest not increasing their health, however, as it will just become impossible.

That's actually a good idea... maybe 99 waves, with the zombies becoming slightly stronger every 3 waves. I think it would also be nice if there's boss every 10 waves a new type of zombie introduced every 11 waves. What do you think, Gtam?
 

black.sheep

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do you mean wave levels so oit will be not who finish but who lasts thw longest
Wont that kill the concept of teamwork in the game thou?
And I think if a marine is ordered to face an enemy, it should face it via triggers so its easier to aim.
 

Razalgrim

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Wont that kill the concept of teamwork in the game thou?
And I think if a marine is ordered to face an enemy, it should face it via triggers so its easier to aim.

Not necessarily. It's just like L4D's survival mode; there's absolutely no chance of survival, but hey. It's fun, and it calls for teamwork, right?

Yeah, I need to make that feature (It already exists) have a faster reaction time.

Also, I need some ideas for class specific skills. As it is now, all classes have the same abilities: The attribute bonuses, Sprint, and Last Stand. My original plan was to give Last Stand to Specialist and give each of the other classes their own special ability, but I'm tapped of ideas right now. I'd like to avoid passive skills, though. Those are one of the reasons why most other survival maps are so boring.
 
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