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Death Front v1.2

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MAP OVERVIEW

Death Front is a survival game. You have to face waves of zombies coming to kill you. You need a lot of teamplay and co-ordination. You have to build a solid and well-thought base, ensure that your team mates stay alive by healing them and reducing their infection level, that dangerous zombies are killed as fast as possible, that you do not run out of ammo or food etc... Each class has a specific mission to carry out. If someone fails, it could kill the whole team.

This is a fast, active and stressful game. You always have to fetch items and use them as well as your abilities. This is not a game that lasts 2 hours you spend waiting and watching zombies getting killed. You have to play all the time at 100% and take decisions quickly.

This game is hard. Be warned! This is a challenging never ending game. Your goal is to get a high score.

This map is made to be simple. That means everything can be known easily. There are few zombie types, few marine classes, few item types. This is not a big map, everything is about gameplay.

---

Your are sent to a place with which we have lost any contact since two days. According to the few information we have, a deadly virus infected all living things turning them into hostile creatures. You are the first encounter squad and you are facing an unknown ennemy, so be cautious.

deathfront.png


Autobalance : The number of zombies is proportional to the number of players. That means you can try to play alone

Randomly generated map : At start, a city is randomly generated, placing obstacles at differents points, what will make each game different.

Items drop : The airforce supports you during your mission. To get items, you have to order some and they will be dropped randomly on the map. Then, you will have to fetch them (risking your life sometimes).

Item-depending game : In this game, you will always need items. Your abilities can help you, but you really need items to succeed in everything. There is no permanent item. There are only usable items with some charges. That means you always have to order some and fetch some. You will never be "full stuffed" stopping your progression for the rest of the game. Each class has a +50% effectiveness with a certain type of items. For example, a medic heals 75HP with a medkit instead of 50.

Infection : You have an infection level which increases if you stay near corpses or if you get hit. The more you are infected, the more you take damage over time. To decrease infection you have to take antidotes. Other medicines can help you to stay alive.

Food : You consume food over time. If you have less than 2 food units, you will starve and take damage over time.

Ammunition : Your ammunition is limited. If you run out of ammunition, you will simply not be able to attack anymore.

Hero attributes system : Each time you level up, you get 1 point you can spend in constitution, weaponry or battery (which replace strength, agility and intelligence). Constitution is movement speed and hit points regeneration (useful to scout and fetch the items). Weaponry is damage and attack speed (to increase your DPS). Battery is energy (mana) regeneration (to allow you to use your abilites and your items more often).

Dying system : This system will help you not to die too fast. It lets you a chance to be rescued by your mates. When your HP fall to 0, you just fall on the ground unable to attack or move and you will die from infection if you are not rescued. If you get healed to more than 0, you will be able to get up and fight again. If your HP fall to -200, you will die forever.

Simple zombie assault : This will allow you to keep a base with holes and no get focused all the time. The zombies are dumb and will walk toward you attacking everything on their way.

Your class defines your abilites and your passive bonuses. There are 4 classes in this game.

Soldier (Damager, fighter)
It is the basic main damager. It is strong and good at killing mass ennemies.

Passive : Chance to do splash damage, additional hit points.
Abilities : Bash (close combat ability), Grenade launcher (deals damage in an area), Fury (increases attack speed, movement speed and makes you immune to physical damage)
Difficulty : Easy
Recommanded stats : Weaponry
Bonus with items of type Weapon

---

Ranger (Damager, scout, sniper)
It is the altered damager, can fetch items easily and keep a wide field of view for your team, also good at neutralizing single strong units.

Passive : Chance to do more damage on hit, extended sight, extended attack range.
Abilities : Flare (reveals an area), Snipe (deals a huge amount of damage), Raid (allows you to become invisible and move through obstacles)
Difficulty : Medium
Recommanded stats : All
Bonus with various items of all types

---

Medic (Support, healer, rescuer, surviver)
It is the main support, can heal and keep a low toxicity level to protect the team. It is good at rescuing and has a great survivability.

Passive : Slows and increases damage received by the target on hit, gets less infected, resistance to slowing effects.
Abilities : First Aid (heals), Morphine (immunes to damage from infection), Acid (cleans the base), NBC Mode (grants infection immunity and bonuses on your abilities)
Difficulty : Hard
Recommanded stats : Battery, Constitution
Bonus with all items of type Medicine

---

Engineer (Support, disabler, defender, builder)
It is a defensive unit which can build and keep a decent base. It can also weaken zombies by reducing their mobility and their damage.

Passive : Reduces attack speed and movement speed on hit, additional energy, gets more credits, additional energy, gets more credits.
Abilities : Repair, Electro Gun (slows a target), Remote Mine (stuns in an area), Smoke Bomb (make zombies miss their attacks)
Difficulty : Hard
Recommanded stats : Battery
Bonus with all items of type Material

There are 3 types of zombies. Knowing them is a key to success.

Common zombie (1 point)
This is the classic zombie you will have to kill many, many times. It attacks the barricades in priority.

---

Hunter (3 points)
This is a fast-crawling zombie (ghoul). It is invisible and will try to attack the marines at all cost. If there is a hole in your barricades, he will go through. You have to kill it fast as soon as you see one.

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Enforcer (10 points)
This is a huge zombie (abomination). It has a lot of hit points and does a lot of damage, but is slow. It deals extra damage against mechanical (barricades, tanks). It has life regeneration, so make sure to focus it when you decided to kill it.

There are 16 items from 4 item types in this game.

Primary Supply (costs 1 credit)
It is vital. It is food, ammunition and energy. You should order this periodically, so that you will not run out of ammunition or starve.
- Food (x5) : Keeps you alive
- Ammunition box (x4) : Allows you to shoot
- Power cell (x2) : Some energy (mana)

---

Medicines (costs 2 credits)
They are needed to heal and keep a low infection level. Order this if the global health of your team is bad and if it is getting hard to survive.
- Antidote (x5) : Reduces infection
- Antibiotics (x5) : Heals over time
- Bandages (x10) : Heals and stops infection
- Medkit (x3) : Heals

---

Material (costs 2 credits)
It is needed to build a base. Order this if you think your base cannot defend you decently against zombies.
- Barricades (x10) : Used as a wall against zombies
- Landing area (x1) : Allows you to get an item on it during a drop
- Spikes (x10) : Used to slow and damage zombies
- Torches (x15) : Has a wide sight and reveals invisible units

---

Weapons (costs 2 credits)
They are needed to fight zombies. Order this if you think it takes to much time to finish your waves.
- Grenades (x6) : Damages and stuns in a small area
- Molotov cocktails (x6) : Sets fire in a small area
- Rocket launcher (x2) : A powerful splash weapon
- Shotgun (x12) : A weapon which deals damage on a line
- Sniper Rifle (x50) : Adds damage to your attacks

I will explain you here how to play in concrete terms.

1) Your marine
Choose your class in the transport helicopter. Spend your 2 marine's attribute points (battery is a good choice at start).

2) Placing the command post
Take the command post and put it somewhere. There are many ways of placing your command post. You can use the trees and houses to make a natural invincible wall or you can use a plain area for a better visibility.

3) Ordering some items
Click on the command post and spend your points to order some items. As you really need some barricades, I recommand you to take massive material at start, some weapons can be useful though. Once everybody ordered items, require them to be dropped.

4) Fetching items
Once the items are dropped, the team has to get them and bring them back to base. Just look at the minimap to know where they were dropped. Remember, you need barricades at start, so you can start building.

5) Making the base
Once you got some barricades, you can build a wall that surrounds you. There are many ways of making a good base. The command post can be in or out of your base, it can also be a part of the wall. The wall can have some holes or can be totally closed. An opened base is useful for getting in and out for repairs, building or items fetching, but hunters will get in. If you have a hole, you need to cover it with spikes and a torch to prevent zombies coming in. If you are in team, everyone should build some barricades, because one marine can not build everything (except a good engineer).

6) Before a wave
Before the wave starts, the team should scatter everywhere on the map to get items and then run back to the base. If you are badly injured and could die in many seconds, do not get out of the base or ask a medic for morphine. The medic can stay in the base to clean it and the engineer can stay to (re)build. If the wave starts exactly at the same time with the drop, do not take too much risks. Do not try to get an item far in the edge if you are not an experimented player (especially if you are not a ranger). Do not get hit! If you die far from the base, it could kill the whole team trying to rescue you.

7) During a wave
During the wave, everybody has his specific job : the soldier has to use the weapons wisely (do not waste them, but use them). The ranger has to be very careful in order to neutralize hunters as fast as possible and has to kill tanks. The engineer has to keep an eye on the barricades and repair them (holding "ALT" is a good trick to see any possible gap). He can also use smoke grenades and electro gun to reduce the global zombies damage. The medic has to be very careful too. He has to keep an eye on the life of each marine and on the global health. Spamming morphine on a badly injured marine till you get the medicines to cure him works fine.

8) At the end of a wave
Before the wave ends, you should order your items or they will come too late. The ranger can leave the base before every zombie is killed and can start getting some items. If your base is a closed base, you will probably have to destroy a barricade to allow your team to get out. You will obviously destroy the most damaged barricade and rebuild it when everybody is back in base.

===
V1.1
===

ABILITIES :
REMOVED : War cry (soldier)
REMOVED : Antibiotics (medic)
REMOVED : Sprint (ranger)
NEW : Fury (soldier)
NEW : NBC Mode (medic)
NEW : Acid (medic)
NEW : Remote Mine (engineer)
NEW : Raid (ranger)
engineer training : has now 25% chance to stun for 1sec
ranger training : has now +25% att range / no more anti-invis bonus
medic training : no more resistance to starving / has now 75% slow, +35% damage debuff on hit lasts 3sec
morphine : duration 60sec -> 30sec / no more protects against starving
repair : 75hp -> 50hp
electro gun : attack speed reduction 75% -> 50% / duration 5s -> 8s / now deals 10xbattery as damage
flare : duration 5sec -> 8sec

ZOMBIES :
gargoyles no more exist
tank : zombie count 20 -> 10 / hp 2000 -> 1000 / dmg 20-40 -> 14-28 / has now 2hp/s regeneration / infection corpse -50%
hunter : dmg 6-10 -> 6-12 / infection corpse +33%

INFECTION :
passive toxic diminution on the ground doubled
infections on hit are now well better detected (it happened quite often you got infected without getting hit actually when you were running for example)
infections on hit come slowly once you got hit through an infecting debuff
infection when hit by enforcer : +0.500 -> +0.700
infection when hit by hunter : +0.100 -> +0.300
(following the attacker's physical damage on hit)

ITEMS :
REMOVED : explosive charge
REMOVED : cleaning spray
REMOVED : stimulant
NEW : combat knive
NEW : antibiotics
barricades : charges 20 -> 10
spikes : charges 20 -> 10
torches : duration 80(+40)s->120(+60)s / no collision size / no more attacked / charges 5 -> 15
landing platform : has energy to show charges
shotgun : cost 10en -> 5en
spikes : dmg 1-2 -> 1-1 / now reduces attack speed by 25%
rocket launcher : remade
bandages : charges 5 -> 10 / stops infection if used immediately after being hit
grenades : stun 2sec -> 3sec

ART :
new terrain : randomly generated city
marines and items are now smaller
new special effects

INTERFACE :
NAME : mine -> remote mine
NAME : fragmentation grenades -> grenades
NAME : landing area -> landing platform
NAME : piercing bullets -> sniper rifle
NAME : punch -> bash
NAME : points -> credits
NAME : tent -> command post
NAME : supply -> primary supply
NAME : equipment -> constitution
zombie blood is now red
attributes descriptions are now nicer
each class has now a small help about its mission
out of battery / low ammo / out of ammo warning
shortcut to your injured body
hp color leaderboard
capital letters to names
class descriptions
max stack items displayed
character names changed
"splash" indicator (soldier) removed
command post is now visible on minimap

BUGS :
sniper rifles are now dropped correctly randomly on the map
activating sniper rifle without being a ranger now works
command post can now be repaired by engineer
medicines drop rate is now per item and not for the whole drop
landing/torches will no more disappear while builded
landing/torches en cost
tanks : no more armor
smoke bomb : now affects hunters and tanks
removed a bug that created more infection than intended

MISC :
new dropping system
a lot of leaks removed, what will cause less lags
constitution : no more armor bonus / has now hp regen
no more bleedings
twice more credits at start
no more barricades at start
credits gained periodically (every 15(-3)s)
starting food : 8 -> 10
no more hunger during warming up phase
no more credits during warming up phase
the command post now spawns only after the warming up phase
added things in quests

===
v1.2
===

ABILITIES :
ranger training : has now 20% dodge chance
engineer training : now slows instead of stunning
medic training : slow 75% -> 50%
acid (medic) : is no more twice more effective in NBC mode / increases damage taken by targeted zombies by 35% for 5 seconds
first aid (medic) : is no more an autocast spell
electro gun (engineer) : now stuns instead of slowing

ZOMBIES :
now you can't reach the next wave if there is too much zombies, but zombies will get additional attack speed and movement speed over time if the next wave is supposed to come.
zombies now gain 10% more hp every wave and 50% more attack damage every 5 waves
new zombie IA for less lags and less bugs
enforcer : now deals 50% extra damage against mechanical units
sight for common zombies and enforcer zombies : 150 -> 600


INFECTION :
range of far infection form corpses reduced : 800->650

ITEMS :
combat knive : has now a 0.5 second cooldown
molotov cocktails : duration 8(+4) -> 10(+5) seconds / the fire does no more spawns a smaller fire after dying
rocket launcher : energy cost 10->15
landing platform : energy cost 10->15

ART :
new spawning sequence with a helicopter
new effect for acid (medic)

INTERFACE :
NAME : Tank (zombie) -> Enforcer Zombie
NAME : Special Bullets (engineer) -> Nitrogen Bullets
better overall descriptions
"full" state (food) is now "good"
player 12's name is now "Zombies"
abilites' range and area of effect is now displayed
barricades' hp bar is now twice smaller
infected spots' hp bar is now twice smaller
the bonus in items description is now displayed directly with the color of the class instead of using "(active)"/"(inactive)" tags
removed "bonus : none" for items without class bonus

BUGS :
soldier's splash damage now works correctly
remote mine's (engineer) hotkey now works
the food indicator now works correctly
"not enough points" warning is now "not enough credits"
primary supply is now always dropped randomly on the map
zombies can no more be taunted backwards by using splash weapons
spikes now always attack zombies when they can

MISC :
NEW : Order a Tank
base marine movement speed 225 -> 200
locate cost 3 -> 1 credit
removed the burning sound on damaged barricades
kills made by splash weapons (rocket launcher, grenade launcher, grenades, molotov cocktails) are now correctly counted for the score screen
you can now carry an injured marine to move him to a safer place by right-clicking on him
barricades and spikes now have a small sight

This map was made by Perfeks (Northrend/Europe). The first version was released on www.hiveworkshop.com on June 13th 2010.

Everything was made with all Blizzard's default models, skins, buttons, sounds... (only the map preview picture is imported).

Special thanks to : SFilip (from www.thehelper.net) for his Item Stacking System II


---

I hope you will enjoy my map. I am sorry if I made some mistakes in my description or in my map, I tried to do my best. I am not an english speaker. Have fun!

/!\ The map is protected

Keywords:
zombies, survival, marines, barricades, spikes, virus, infection, plague, death, dead, tent, order, airforce
Contents

Death Front v1.2 (Map)

Reviews
15:33, 13th Aug 2010 ap0calypse: Approved
Level 27
Joined
Jul 6, 2008
Messages
11,325
Honestly I hate the terrain. It's just a flat surface with trees and no tile variation... you should use terrain height variation (I recommend making hills and cliffs with terrain variation and path blockers than ordinary cliffs, those are ugly) and dodads. I understand that terrain like this might be immportant to gameplay, but you could at least make so it would be a desrt with rocks and cactuses and a small tile/height variation, this wa it would be much better.

I like how you made it simple and unique gameplay, but actually few immprovements that wouldn't complicate the game and would make it more fun would be appreciared...

What about these immprovements:
-Vehicles. Marine can enter one and won't die if a vehicle will be destroyed. Thoretically that would be a good item fetcher/tank, vehicle can be some kind of APC with high HP and good movespeed. That would increase the immportance of engineer as he can repair these, plus you can also add "Technician" or "Driver" or something like that so this hero would have better vehicle driving skills than other heroes.
-Convoys. Sometimes a convoy passes the area. Those are few non-attacking invincible trucks, you can "buy" some supplies for them.
-Machinegun emplacemts (You can use cannon tower model lovered down so you would see only the tower), that could be used by marines. Machineguns have high damage and attack speed plus slow the zombies, but have low hp and you have to order ammo for machinegun to shoot, so you have to use it wisely in most dangeous moment and not waste the valuable "high-caliber ammo" or something.
-Flamethorwers. They set on fire and weaken the targeted zombies in area. It won't leave any fire burning like molotov, but will set on fire the zombies.
-Campfires. Campfires keep the infection away and it won't spread near to campfires for a moderate range. You can also make so the campfires would need wood supplies in their inventory to burn.
-Claymore mines. Just plant it and use the detonator when need it.

That's all for now.
 
Level 4
Joined
Oct 14, 2009
Messages
29
you should use terrain height variation (I recommend making hills and cliffs with terrain variation and path blockers than ordinary cliffs, those are ugly)
That's a good idea! I'll try it, but it sounds quite hard to do.

Vehicles. Marine can enter one and won't die if a vehicle will be destroyed. Thoretically that would be a good item fetcher/tank, vehicle can be some kind of APC with high HP and good movespeed.
I thaught of it, but I am still thinking how you get them, when ...etc I even thaught of a helicopter^^

you can also add "Technician" or "Driver" or something like that so this hero would have better vehicle driving skills than other heroes
I don't like making a class for just one specific bonus in a rare case (driving a vehicle will not be possible until many waves). But this looks like a great bonus for the engineer as he hasn't got many.

Convoys. Sometimes a convoy passes the area. Those are few non-attacking invincible trucks, you can "buy" some supplies for them.
Hmm why not. I'll think of it

Machinegun emplacemts (You can use cannon tower model lovered down so you would see only the tower), that could be used by marines.
I had exactly the same idea^^. In fact, the uber material item will be the turret (while the uber weapon will be the minigun and the uber medicine will be the vaccine) and it is a canon tower lowered down. It has a certain amount of energy and when it falls to zero, the turret can no more attack. That's why you need power cells to reload them.

Flamethorwers. They set on fire and weaken the targeted zombies in area. It won't leave any fire burning like molotov, but will set on fire the zombies.
Thaught of it, but there are already enough weapons. If I add a weapon, I have to add a medicine and a material. Plus, this has nearly the same effect than a molotov.

Campfires. Campfires keep the infection away and it won't spread near to campfires for a moderate range. You can also make so the campfires would need wood supplies in their inventory to burn.
Great! It could also regenerate some hp of nearby marines. I just hope it will not make too medieval^^"

Claymore mines. Just plant it and use the detonator when need it.
In fact, the mines are already claymore mines^^

Thank you for testing my map!
 
Level 12
Joined
Jul 7, 2009
Messages
1,030
My suggestions and ideas:
- Maybe you could add a rank system? (eg. Private, Corporal, Sergeant, Major.. etc. etc)
You increase the rank by the amount of zombies you kill.
Each rank you increase, your damage, armor and battery increases.

- Increased Infection resistance.
Over time, after killing more and more zombies and using more and more antidotes,
your body naturally creates anti-bodies and natural defensive cells. Therefore, the
longer amount of time you are exposed to the infection and the more antidotes you use,
the more resistant you are to the virus which leads to less damage caused or none.

- Upgraded Weapons.
In some areas of the city, you will find gun stores and weapon outlets spread across
the entire city. In these places, you might find upgrades for your weapons such as
scopes, better barrels, better ammunition and whatever you can think of. With more
upgrades, your weapon becomes less likely to jam and will become much more accurate.

- Jammed Weapons.
Sometimes, when your weapon is exposed to the natural elements of nature (eg. Rain,
mud, high humidity in the air etc. etc.), your weapon may jam and might take time to
unjam them so that it may be usable again.

- Weather Changes
Weather may change and might effect the progress of your team mission. Rain could
jam your weapons and increase pushback when hit, wind might decrease accuracy and
cause the infection to have a greater effect area and whatever you can think of.


Well, this is all I've got for now. If you want anymore suggestions, just PM me alright?
Ok, I'm gonna test your map.
 
Level 4
Joined
Oct 14, 2009
Messages
29
First of all, thank you for testing my map and making suggestions :)

Maybe you could add a rank system?[...] You increase the rank by the amount of zombies you kill.
I don't really like this, because that means soldiers and rangers will be high ranked whereas engineers and medics can not kill as much zombies. Nevertheless, I think a rank system could be present, but different. In fact, instead of an XP-save system like many zombies map, I could make a rank system. The more you played, the more your rank is high, what makes you have some privileges, but I don't want simply to add some stats points. I need to find something else.

Increased Infection resistance
I unterstand what you mean, because that's what could happen normally, but there is a big problem : the game will get easier over time and it is supposed to get harder^^

Upgraded Weapons.
In some areas of the city, you will find gun stores and weapon outlets spread across
the entire city.
Yeah, good idea. I was even thinking of some explosive barrels spread over the map you can shoot to kill zombies. But there is no city for the moment and finding a gun store in the nature looks strange ;)

Jammed Weapons
It sounds a bit complicated for me. I think it's quite strange to add that system whereas there is no reloading system (with clips, cooldowns etc..) ^^". I remember you that I want to make a quite simple game. But as it could add some difficulty and tactic... why not.

Weather Changes
I already saw that system in the "Moo Moo" map and I found it quite good. Maybe I could make one for my map, but I have to find many different weathers with effects. I also want to keep a dark ambiance anyway. But I'll try...

You had some good ideas. Thank you for helping me
 
Level 4
Joined
May 1, 2008
Messages
80
Simple, easy understandable (Few different classes, few items, few different zombies, no imported things)

Yes.. and no... Your system "item drop" need a min to be understand, and there is no tips about your death and regen system for Zombis.... So my team never do the last hit to wounded Zombis...

And it's really hard, i tried with some friends and random people and we never passed the second wave, each time our base take too many dmg at the first round and we don't have enough time to collect item/repair/rebuild/heal/clean.

The Enginer can't repair the tent. It is intended ? why ?

Your terrain need more variations, but for it's fine actually. You shall add fog more a more darky ambiance.

Your gameplay is fun(and hard, and diversified). I Always think that air ruins the game, but it's just my opinion, i never liked air in survival game.

"Bonus" system (like enginer bonus in using materiels) is really cool and bring some teamwork.

More coming later..
 
Level 4
Joined
Oct 14, 2009
Messages
29
Your system "item drop" need a min to be understand, and there is no tips about your death and regen system for Zombis
Yeah, you're right. It should be explained somewhere. Thinking of making a "beginner help", which gives you some information while you are playing to learn quickly what to do. An easy understandable game, I mean if you played like once or two times you can nearly know all the items and zombies. That's not like playing dota with all its complicated things etc...

And it's really hard [...]
Yes indeed. I'm making a difficulty selection (beginner/experimented). I always played with friends of mine on skype and we survived, because we had a lot of teamplay. I can understand that playing with unknown mates on battle.net is much harder, that's why we should be able to choose the difficulty.

The Enginer can't repair the tent. It is intended ? why ?
Bug. Thank you^^

I Always think that air ruins the game, but it's just my opinion, i never liked air in survival game
You're like one of my friend. That's right, being directly attacked even with a huge base is frustrating, but gargoyles don't really make a lot of damage and they infect you a few. I thought that having a unit to focus urgently like the hunter but with more hp could be a good idea. It needs a good teamwork and focus... and it's so fun when everybody is shouting : "AIR, AIR! OMG! KILL IT!" :D

Anyway, glad to see you liked some of my work^^.
 
Level 4
Joined
May 1, 2008
Messages
80
Some small suggestions :

- add to quest everything you have writed into the description. It may help a lot.

- Give a few more time at start. Some people like to read all units description before picking one.

- People will learns basic during the first wave, to apply them during the game, so make the first wave more like a "training wave". If it's too hard at begin, people don't want to remake, and so you have to learn to other people game basic.

-Ingame tips would be great. Infection system and zombis special abilyties are especialy requiered.

-When a player pick a class, add a small text like :"You are a soldier, your role is to take down massive group of zombis, using items and skill..."

Ps: i gave a 4/5, the random terrain just need some upgrade.
 
Level 2
Joined
Sep 7, 2009
Messages
14
Well I've tried your map and it was awsome!
But i find the terrain boring and plain, some cliffs would be nice.
The map feels very small and cramped, do you think you could make it larger?
The drops are abit odd cause when I ordered a shitload of meds i got like 50 stimulants and like 1 or 2 medkits

Other than that it was super fun and the terrain problem kinda fades away when hordes of zombies swarm around your base :)
4/5
 
Level 4
Joined
Oct 14, 2009
Messages
29
What about making so the weather would have a good and bad side? [...]
Yeah sure, but I think I have lots of things to do before that weather system. Good idea though.

---

But i find the terrain boring and plain, some cliffs would be nice.
That's true, I'm working on it. I want to keep something random and nice...

The map feels very small and cramped, do you think you could make it larger?
I don't know. If the map gets bigger, it would be harder to fetch the items (it's already hard enough), but I could try to make a radius around the tent where the items are dropped maybe... In addition, if the map is bigger, it would be harder for the timing, because it will take a lot of time for the zombies to come to the base.

The drops are abit odd cause when I ordered a shitload of meds i got like 50 stimulants and like 1 or 2 medkits
Sure, that's the game. We all know that :D. But anyway, everything should be ok, because there is a drop rate for the items and the most important items are dropped more often. e.g. :
barricades : 45% (in material)
stimulant : 10%! you're not a lucker ;)
medkit : 30% (in medicines)

Thank you for rating!
And by the way... : want to see some pros? ;)
 
Level 2
Joined
Sep 7, 2009
Messages
14
Hi again, after I read your reply I did a test and this is what happend:

I played on my own whit cheats and everything and then i ordered nearly 500 items.
When i checked as many items as i could i found that everything BUT the meds were balanced, so there where barricades, spikes, torches, rocket launchers and so on.

But every med were antidote. Next i tried just meds, all I got was cleaning spray, next drop I got bandages.

Is it possible that the drop rates is per drop and not per item?
 
Level 12
Joined
Jul 7, 2009
Messages
1,030
Hi Again!

Hello! (Again)
My and my friends are officially addicted to your map!
So I'll just skip to the reviewing part kayh?

Well, I played this ma by myself and found it really good
Then I hosted it on Garena and found out my friends had
the exact same impression as myself on your map.

I love the ordering items part, pretty cool and
you don't find that in many zombie games.
But dude, the terraining is pretty bad so I'll have to
it a 4/5.

Me and my friends made a list of ideas, so here it is.

- Halfway during the game, when everyone is at a fairly strong level,
The ordering supplies thing becomes disabled and the soldiers have to find and ration food from the town. Makes things a bit more interesting.

- Mutation
When a soldier is infected too many times (AT THE SAME TIME), his life starts to slowly go down. When it hits at least bellow 20, then he will turn into an alien cocoon. Once the process is finished, he will appear but he will have to start to crystallize. When the crystallization is finished, the alien will appear and start to wreak havoc. He will become a new hero and will hunt down every single living (including undead beings) beings on the face of the Earth. To prevent a person from becoming a mutant, his comrades must give him the antidote before he become a cocoon or give him the Anti-Crystallizing Agent or destroy the cocoon. Once he is a Crystal, he cannot turn back. The Mutant can turn Zombies into Drones which turn special zombies into soldiers.

- Vehicles
After the Supply Drop is disabled, the soldiers must make their way to the nearby town and hold up there. Along their way, the soldiers might find vehicles (eg. Cars, Motorbikes, Trucks, Off-Road Vehicles etc. etc.) which will cover many miles. But of course, vehicles will run out of gas, so the survivors will have to look for gasoline or petroleum is the town. Gas Stations are rarely stocked with fuel, but may provide additional food and water. Vehicles can also be used to ram down zombies when the soldiers are desperate. Vehicles provide additional armor and can be used as a barricade at narrow passes.

- Snares
Soldiers may apply makeshift snares on the ground the catch and possibly disable the zombies which makes them easier to kill.

- Survivors?
In the town, soldiers may find small bands of militia fighting for their lives. The soldiers can either kill them or help them (Comes with a mission) for their survival. Trade can be made among the soldiers and militia (eg. Food for ammunition, Water for Gasoline etc. etc.). But the militia cannot join the soldiers party, merely help them to stop the zombie IF THEY AGREE.

- Nature's Regime
In the nearby town, foliage may be found and shrubs, herbs or even trees may litter and infest the town streets. This provides more cover of the zombies of being detected and more possibility that the Zombie will lose your trail when following you. Moving in a Flora-Infested area will slow down movements and disable vehicle movements unless cut away.

Well. I hope this helps! If you want more ideas, just message me!
 
Level 12
Joined
Jul 7, 2009
Messages
1,030
Snares? Actually some kind of traps would be cool.

Snares... Traps... Snares... Traps.
Whatever, they're pretty much the same thing.
(I think)

Lol! One more thing!
- Magazines, Clips and Shells.
Doesn't the title explain it all? Well, it's very simple. Instead of just calling ammunition in your game... what's that word again... AMMUNITION! You can have specific shells, bullets and Clips designed for different and specific guns only. That way, the party will have the weigh the scales on which to keep and which to discard.

- Weight and Mass
Carrying more items makes the player run slower and use up more energy and battery in the process of running.

- Firing Positions
Firing Positions would be pretty cool. Firing Positions like Crouching, Standing Straight, Impact Position, Sniper Spot and whatever there is is pretty d*mn unique and would certainly make your game much cooler. The difference is between all these positions is the time it takes to reload, the impact from the recoil of the gun when fired able the withstand, the amount of cover one would get in the darkness and lots more.


Like I always say, if you want more ideas, I'm always available and at your disposal.
 
Level 4
Joined
Oct 14, 2009
Messages
29
Doesn't this fact contradict your screen shot?
Lol yeah you're right, but showing the whole interesting things of the gameplay with one screenshot seems impossible for me. I just put that screen to show something of my map.

---

But every med were antidote. Next i tried just meds, all I got was cleaning spray, next drop I got bandages.[...]
Is it possible that the drop rates is per drop and not per item?
Damn dude, you found the bug! Indeed, the drop rate is per drop for the medicines only. That explains the bug Gorthag encountered. Thank you very much!

---
@ Arcisal
I'm glad to see you like my map :) Some friends of mine also became addicted. Thank you for the ideas!

- Halfway during the game, when everyone is at a fairly strong level,
The ordering supplies thing becomes disabled and the soldiers have to find and ration food from the town. Makes things a bit more interesting.[...]
I have been thinking of a system of that kind. I think I'm going to make the supply decrease over time. And when you can no more order, you have to survive with your previous saved stocks (or items found in the city)

- Mutation
When a soldier is infected too many times (AT THE SAME TIME), his life starts to slowly go down. When it hits at least bellow 20, then he will turn into an alien cocoon.[...]
I like the idea of teamplay (when you have to kill the cocoon to rescue your friends), but I don't like the alien presence in a zombie game. Plus, I don't like the fact you will attack other zombies, because the virus is supposed to unite all infected things. If the alien mutation had happend for every zombies, we wouldn't need some marines to kill them^^

- Vehicles[...]
I'm going to make one armoured vehicule (using the siege engine model), but as I said, I'm still thinking of a way to get one. I don't want something based on luck (if some spawn somewhere randomly for example). Maybe you'll have to order one, or order some pieces to build it... don't know. For the gas, I think I'll make it come with supply (only if you have a vehicule!). Finding food, ammo and gas in the city sounds good too!

- Snares [or traps... or whatever^^]
Soldiers may apply makeshift snares on the ground the catch and possibly disable the zombies which makes them easier to kill.
Hmmm, if each trap was able to catch only one zombie, it wouldn't be really effective and there is already mines and spikes, which actually disable them and make them easier to kill.

- Survivors?
In the town, soldiers may find small bands of militia fighting for their lives.[...]
If I make a bigger map, I'm going to add survivors indeed, but i wanted something more simple than your system. They would be only harmless civilians you have to bring to your base to heliport them in order to get some additional points and experience.

- Nature's Regime
In the nearby town, foliage may be found and shrubs, herbs or even trees may litter and infest the town streets.
It could be fun, but I want to find a way to make them look good. I could try...

- Weight and Mass
Carrying more items makes the player run slower and use up more energy and battery in the process of running.
Good idea. It could make the "equipment" stat (it is now "constitution") more useful. I'll try.

- Magazines, Clips and Shells.[...]
- Firing Positions
Firing Positions would be pretty cool. Firing Positions like Crouching, Standing Straight, Impact Position, Sniper Spot and whatever there is is pretty d*mn unique and would certainly make your game much cooler.[...]
I'm going to keep the old system for now. Maybe I will add theses later. I think there are a lot of things to do before that.
 
Level 2
Joined
Sep 7, 2009
Messages
14
Damn dude, you found the bug! Indeed, the drop rate is per drop for the medicines only. That explains the bug Gorthag encountered. Thank you very much!
Hey no problem man, always happy to help out exellent maps like this one.

You may want to capitalize "front" to make it a little more proffesional?
 
Level 22
Joined
Feb 3, 2009
Messages
3,292
Information:


As a Reviewer of the Map Reviewers Group, I joined the THW Cleaning Event.
I
end up writing a fast review, or just posting the end state of the map, rating is not always included!


Current State for this map: Approved


I will contact the moderator to Approve/Reject the map, depending on what you recieved.

 
Level 3
Joined
Aug 11, 2008
Messages
41
This game name nids a capital F lol. it looks weird being Death front rather than Death Front

Btw this game seem to be somewhat nice, something like zombie outbreak, which is also awesome. Although zombie outbreak cant play anymore T-T (the new wc3 ver probs)
 
Last edited:
Level 2
Joined
Aug 4, 2009
Messages
19
What about a rank system with save load feature.. So that will make players playing not only for fun, maybe something we can gain... let u think that
 
Level 1
Joined
Jan 22, 2009
Messages
8
I like this map as it is now. I don't think the suggestions given here will make the map any better. The reason is given in the description of the map:
Simple, easy understandable (Few different classes, few items, few different zombies, no imported things)
Stuffing a bunch of unnecessary items/features into the game will greatly reduce the level of simplicity, while making the map more and more the "deja vu" type ("Hey isn't the 'Rank: Private' thing sounds just like that map Survival?" "Dude I thought this was a zombie hero defense, not a TD", you got my idea)

Anyway, 5/5 for the map as it is now. Original and fun.

P/S: I actually like this kind of terrain, a never ending wasted flat. It feel so... desolate, so lonely, really scary lol xD
 
Level 3
Joined
Jul 17, 2010
Messages
35
Hi! i have tried your map and it was pretty fun. But you could die easily. So when i tried it with a friend we still ended up dying. So my suggestion is, maybe if possible, add a AI? To even the odds incase theres only 2 people playing?
 
Level 4
Joined
Oct 14, 2009
Messages
29
Hi! First of all, thank you guys for playing my map! I'm still alive and I'm still working on it (a bit). For the moment I'm in the army and I don't have much time to work, but a new version should come soon ;)

Stuffing a bunch of unnecessary items/features into the game will greatly reduce the level of simplicity, while making the map more and more the "deja vu"[...]
I totally agree, that's why I rejected a lot of suggestions. Don't worry, I'm trying to make the map more complete, but keeping it simple. I don't want a total mess of hundreds items...etc. By the way, thank you very much for rating!

[...]So when i tried it with a friend we still ended up dying. So my suggestion is, maybe if possible, add a AI? To even the odds incase theres only 2 people playing?
Yes, as I said, it is a hard game and you may die a lot of times if you are beginner. I'm not going to add AI, because it is always balanced. That means the more players you are, the more there are zombies, but I know it is hard if you never played before, so I'll make an "easy difficulty" mode for beginners. In addition, if I have enough time, I could try to make a small tutorial to really learn how to play correctly. I played a lot of times with only one friend and I ensure you that it's even easier if you are a small team.
 
Level 1
Joined
Jun 12, 2011
Messages
4
The death front

I know this might be long but please bear with me here

Well lets see...Your the reason why i made an account here because i cant put a comment unless i get an account :p

you know, those houses are really a drag when you wanna repair a barricade and it is behind that certain house, is it ok at least that the repair skills wont be able to be used on the house cause its getting kinda annoying wasting your mana on a house.

The classes are good but let me suggest some "ideas" :D

If there will be any new categories of items in the tent other than weapons, materials, medicine etc. maybe just put an icon which leads you to another set of buttons xD

no cars please, because you don't get them out there in the wilderness :D
if there are cars maybe let the air force give a category of vehicle equipment and let the engineer assemble the car/cars.

i say the soldier is best for beginners, with that in mind please put the jump ability only on that certain class...after all, i think soldiers who specialize in killing should at least be agile, and because they got nothing else to do but "bang bang, BOOM or bonk some ghoul on the head. "o yeah i forgot a soldier is only limited to 4 abilities xD but you know what...the soldier only has 3, so there is enough space for a jump skill :D.

now about my idea earlier about engineer building cars. maybe the car would just be a recipe item that needs of course the items and the recipe/manual to build the car. then the car just pops up. or idea number two...

"car body" item, sets up an unfinished car on the ground then just pick up the "engine" and "fuel", give it to the car then a manual that has a spell so the car would be complete when you cast it on "it". please note that if i mean fuel it means something that last for the whole mission. after all, no car with a full tank of fuel will be empty in less than 12 hours. enough time to finish the game.

ok the landing beacon limited use is good, spikes...has a problem with it's attack. The spikes only attack when something beside is being attack so they dont attack zombies that just pass by which is kinda annoying, please make the spikes have at least a small range attack, range attack that is as long as the melee, so that they are more aggresive and not ignore passing zombies. barricades good, torches...good enough.

i have no complaints about the medicine, weapons and primary supplies because its all to basic.

useless comment> add a tactical nuke :p

hey who likes pets? how about adding a dog or something for our beloved soldier class marine. dog also jumps xD and can fetch 1 item at a time.

And if your making this game more complicated, make the grenades, rockets, mines, err... all those boom things have friendly fire so that no one would just throw stuff that explodes everywhere ignoring the fact that you threw the grenade beside you or your team, just for safety, give the barricades 50% resistance to spells.

can you add some extra things on the status board like number of visible zombies, normal, hunter, tank. zombies killed, etc. "or is that a bad thing because it will hinder the vision of the gamer with that big of a status board?

hey here's an idea. different ground makes the soldier have different MS speed and when zombies are on blight they are 25% stronger. so that building a base is harder.
please though, if this is implemented the blight should not be more than 60% of the map, i do have that feeling that more blight will be a problem.

Hmmm...Maybe make use of that spider thing in the undead race as a model for a new zombie that only has 1 attack damage but has that infectious aura that is 2/3 the length of the marines rifle, its like a zombie wherein its purpose is to infect marines that come too close. make it at least 2 to 3 times more hp than the average zombie, but of course lesser spawns compared to the zombies but a bit more spawns compared to the hunter variety. note i said that the infectious aura that it generates is 2/3 the length of the marines rifle is so that you could defeat it and avoid the aura. this has a score point of 3 on my opinion. tip: no super duper fast infection aura please. And just a bonus, it may have 1 attack and probably give it a slow MS speed, but when a marine gets hit, he is severely infected. xD

ok...im running out of ideas.

:( maybe just put some circuit boards and its chassis so that you could make some gadgets some ideas,

CAMERA: like a torch but no truesight vision: probably make it invulnerable so that you could put it anywhere and is more usefull like that: putting a timer on it is really...not a good idea, it is after all something you put together which is hard in the game and it will just break apart n a few minutes which is bad.

TURRET:eek:f course a base needs defenses so put some sentries in there and some ammo!
:Maybe the ammo works like the turret will auto load the ammo if it finds one on the ground under it or near it afterall it is harder if the player individually checks the ammo in the turret inventory, or is harder better? :D

AIR PURIFIER: you know the model i have in mind for this is a ward type terran bunker that is resized to a marine foot. and of course its an item that wards off infections in an area, and if i say ward of, it means the virus is still there but the effect is nullified so the player will need to keep it on, please put at least a very transparent but "somewhat" visible cloud to see how far its effect are. note that this gadget does not last forever but lasts a long time, and that the Spider thing with the infectious aura will still have its effect even with this thing turned on.

Speaking of turned "on" maybe you could make mana the timer and if the item is turned "on" it will have its effect and lose mana per second but when turned of, it will lose the effect but will not lose mana per second

ZOMBIE PURIFIER: when in range, Make the zombies lose 1 hp per second if standing and if lying on the ground, make them lose half of their normal regeneration so it will take twice as long for them to come back to life. Note that the mana timer and on/off feature i suggested is also implemented here

Ok about the tent buttons...As i said earlier you could make a button that would lead to another set of buttons but it would be better to organize the buttons, for example the first set will be where you order stuff having the hotkeys Q, W, E, R and A, S, D, F.
And the next set of buttons having the order of locating the stuff with the same hotkeys. So if Medicine have the W hotkey on the first set of buttons, in the next set of buttons the locate hotkey would still be W referring to finding the medicine in the map. get my drift?

ZZZ no more ideas, last words "categories original (primary supplies, medicine, material, weapons) categories suggested (vehicle parts, gadget parts)"

QUESTIONS:
More players will have more enemies?
are you able to work on your maps often?
The tent will have an unpack feature soon?

THE END
 
Level 4
Joined
Oct 14, 2009
Messages
29
@CoCoY4 : Wow, you made an account just for my map :D I'm honored. It's always a pleasure to read comments on my map. It doesn't matter how long it is ;).

those houses are really a drag
Yea, i know how you feel. They also sometimes hide the items you're looking for and you're just like : WTF? It pinged here and I can't see anything! Houses are part of the terrain and I really can't remove them. I tried to make them impossible to select, but they also became non-obstacle Oo. For the moment you have to use DELETE and INSERT for camera rotating. When you're used to it, everything becomes easier^^. I'll try to find a way to fix it though.

I say the soldier is best for beginners, with that in mind please put the jump ability only on that certain class...after all, i think soldiers who specialize in killing should at least be agile
I disagree. The soldier is indeed the best for beginners, because it's mission is simple : KILL! Even the noob player will succeed in using weapons and abilities in zombies. But adding a Jump ability, ok that will help noobs to survive, but that class will also get another mission : fetch items! The soldier is NOT agile. It's just a war machine. The agile class is the Ranger and it has a jump ability (RAID). It is the master of deployment. The soldier and the ranger have only 3 abilities, because they also rely on their normal attack damage. Engineer and medic rely on their energy, that means their abilities. Maybe I will find a 4th ability for soldier and ranger but definitely NOT a jump ;)

The spikes only attack when something beside is being attack so they dont attack zombies that just pass by which is kinda annoying
In fact, I think the problem is that spikes can only attack one unit at time. That means if 3 zombies pass through spikes, only 1 of them will be slowed. I tried to use that multi-target normal attack, but I still don't get it. It doesn't work. At least, the slow effect doesn't work on each multi-attack. I will try harder. And maybe you're right, the range is a little too short.

hey who likes pets? how about adding a dog or something for our beloved soldier class marine. dog also jumps xD and can fetch 1 item at a time.
I do^^. I like the idea of getting one little item. I will work on it.

And if your making this game more complicated, make the grenades, rockets, mines, err... all those boom things have friendly fire
Yea, friendly fire, I hesitated a long time. I think an accident happens so easily and its consequences could be serious. Plus, if it damages barricades as well, you'd better not use any explosive thing, but order additional barricades instead. There's already a kind of friendly fire : stun effects work on your team mates. I really don't know for the moment.

can you add some extra things on the status board like number of visible zombies, normal, hunter, tank. zombies killed, etc. "or is that a bad thing because it will hinder the vision of the gamer with that big of a status board?
I really want to keep that board as small as possible, because it really hinders the vision of the gamer. Zombies killed are displayed through the score (hunters count as 3 and tanks count as 10). And I think displaying the number of visible zombies won't help anyone^^.

hey here's an idea. different ground makes the soldier have different MS speed and when zombies are on blight they are 25% stronger. so that building a base is harder.
Hmm, quite a good idea, but blight is randomly placed and I don't know if it will be possible to shape your base in order to make zombies weaker. I have in mind that will just be something you can't exploit, but I'll try anyway and I'll see if it can work.

Maybe make use of that spider thing in the undead race as a model for a new zombie
I had in mind of making a suicidal zombie you have to kill far from your team and your barricades, because it explodes and releases high infection (like the Boomer in Left4dead). Maybe a spider will do the job, good idea.

VEHICLE : As I said before, I want to make an armored vehicle which can transport 6 items (that will make 12 items with your marine). You will have to reload it with battery cells (yeah! this is an electric tank, any problem?). I don't want to make a puzzle for building one (this is no LEGO tank :D ), but just a huge amount of credits to get it.

useless comment> add a tactical nuke
Not so useless. As you get too much credits in end game, I found a way of using them differently than ordering items you can't fetch anyway ^^ : airstrike!

CAMERA : I think torches will do the job for now. They are already less useful than other material items. I don't want to add some^^

TURRET : In fact, there is already a turret in the game, but there's no way of getting it. This is a cannon tower lowered down. It's not in the game for the moment, because I still don't know if it will make the game better or worse. You will have to reload them with battery cells and not ammo.

AIR PURIFIER & ZOMBIE PURIFIER : It's a bit too complicated for the moment, I think. I have other things to do. There is already too much "material" items.

As for the tent buttons, no problem, if I have to add other item classes, I'll find a way^^. For the moment, it is so, because everything can be displayed on 12 buttons.

More players will have more enemies?
Yes. It's proportional.
are you able to work on your maps often?
Until September, I have a lot of time :p.
The tent will have an unpack feature soon?
In fact, you just have to destroy it. But if there's a free button slot, I'll add it ;).

Well, I think I made something really long as well. Thank you very much for commenting and playing my map!
 
Level 1
Joined
Jun 12, 2011
Messages
4
ok this will be shorter than the other comment,

soldier class is pretty imba.

i say battery skill is recommended

he could kill 20 zombies with 100 mana and 20 shots in 7-10 secs

he could kill a tank zombie with 50 mana and 8-10 shots in 6-7 secs

he could kill a hunter with 2-3 shots and 5 mana in 1 sec

if i could show the replay of my game id show you that the battery skill is BETTER for the soldier. The reason is because of his most efficient killing weapon, HIS FISTS. with that ever so short casting time and super damage accompanied with a 0.5 to 1 sec stun which only cost 5 mana per punch is quite imba. killing 1 zombie by just pinching it and immediately executing it only takes .4 secs and by the time you punched another zombie, the attack cd has already cooled down so you could repeat it and kill 2-3 zombies per second i was like "wtf" when i finished wave 1 alone with 73-80 secs to spare heheh... but i did not last long because of starvation even if that soldier is like a monster killer. that tactic i said will only work if you do the hexagon patterned barricades so that you could freely move around and punch zombies. anyway 2/3 zombies prioritize barricades so its ok for me to leave every barricade an opening on all 8 sides. if a hunter does come just shoot it once then punch it then shoot it again, sometimes it needs 3 shots.

barricade pattern: pleas note that all barricades have spaces all around it so the soldier could freely move.
_::___::___::___::

__::___::___::

_::___::___::___::



As i said it is shaped like a hexagon

__::___::

_::___::___::

__::___::

get the picture?

ok here uhh...imma kinda wondering why my marine is losing HP with 0.100 infection and 8-10/10 food?

one of the things that showed up in my mind is at the start of the game it shows your marine is "full" if it lowers to 2-5 it doesnt say he's hungry, when it drops to 1 becomes "starving" but when you eat and get it back up to 10/10 it says he's hungry and not full, so is it because of the words that you lose hp and not the amount of food? because once your food drops to 1, he will never say he's full even if he's at 10/10, only hungry
actually hunger is the real reason why i die most of my games cuz no food T_T but at least i lasted 18 waves with my engineer, too bad for soldier tho cuz he only got to wave 5 in my game, even if the soldier does kill every zombie, he will still be left badly hurt, but when i was engineer the game lagged really hard because i was not able to kill alot. XD ok thats all, Bye
 
Level 4
Joined
Oct 14, 2009
Messages
29
soldier class is pretty imba. [...] the battery skill is BETTER for the soldier
.
Well, i know that a battery-based soldier is kinda good. If you have enough weapons to be used, it's a real pleasure and spamming grenade launcher works good. But remember that the passive splash damage and the grenade launcher depend on your normal damage, that means weaponry and you won't always have weapons, so you will probably have to much energy. Battery-based soldier is possible, but it's not the most common way of using him. I put weaponry as recommanded stat, because it's the easier way of playing him, but there are a lot a strategies you can use. It's up to you to use them if you know the game well.

I know as well that you could kill a tank quite easy if you spam the punch (people don't realize that they can abuse it), but I think using punch as base weapon is not so powerful. In fact, you take too much risk to go to close combat against zombies. You'll get infected too easily. And as you said, your base has to be open, that means hunters will attack you and your team mates (you won't always be able to protect them). You can kill hunters easily sometimes, but even if you get hit once every 3 hunters, that will be hard to survive. I agree that punching can be op, but this is not a reason to get mass battery to kill your waves with it.

The punch should be kept for zombies intrusion in the base. If a good soldier keeps his energy (like having always at least 50 energy), he can kill almost everything which comes into the base (even a tank). I think that massive energy use can be really powerful for a soldier, but the soldier has such a good and constant damage using weaponry (no need of energy or weapons), that you really need to exploit it and keep energy use as occasional.

ok here uhh...imma kinda wondering why my marine is losing HP with 0.100 infection and 8-10/10 food?
That's strange. The infection ratio is the damage you take every second (that means with 0.100, you'll lose 1hp every 10 seconds) and you start losing hp because of starving from 1/10 (1/10 -> 1hp/s and 0/10 -> 2hp/s). But normally each constitution point gives you a regen of 0.150 hp/s, so you shouldn't lose hp Oo.

but when you eat and get it back up to 10/10 it says he's hungry and not full
That bug appeared with version 1.1. It will be corrected for the new version. It doesn't change anything about the damage you take from starving though.

And congratulations by the way for lasting 18 waves :D. If you're playing alone, I think ranger is the best class. And if you're playing with a mate or more, I think one of you should be a medic (having a medic is really needed)
 
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