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Death Front v1.2

Submitted by Perfeks
This bundle is marked as approved. It works and satisfies the submission rules.
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.

---

STORY
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.

SCREENSHOT
[​IMG]

SPECIAL FEATURES
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.

CLASSES
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

ZOMBIES
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.

ITEMS
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

BEGINNER'S GUIDE
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.

CHANGELOG
===
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

CREDITS
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
Moderator
15:33, 13th Aug 2010 ap0calypse: Approved
  1. Gorthag

    Gorthag

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    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?
     
  2. Ironside

    Ironside

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    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.

     
  3. Gantoris

    Gantoris

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    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: Aug 19, 2010
  4. EvilForce

    EvilForce

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    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
     
  5. AVAVT

    AVAVT

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    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:
    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
     
  6. TheJP3372

    TheJP3372

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    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?
     
  7. Perfeks

    Perfeks

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    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 ;)

    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!

    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.
     
  8. Slead

    Slead

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    i played this map and i like it the gameplay is awsome but the terrain is Plain add some doodads! but the game play is awsome 4.75/5
     
  9. Perfeks

    Perfeks

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    Ok guys, I'm finished with the army now and I've had time to upgrade my map. The 1.1 version is out! Check out the changelog. Tell me if you found some bugs and tell me how far you got ;). Have fun!
     
  10. CoCoY4

    CoCoY4

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    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
     
  11. Perfeks

    Perfeks

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    @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 ;).

    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 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 ;)

    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.

    I do^^. I like the idea of getting one little item. I will work on it.

    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.

    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^^.

    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.

    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.

    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.

    Yes. It's proportional.
    Until September, I have a lot of time :p.
    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!
     
  12. CoCoY4

    CoCoY4

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    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
     
  13. Perfeks

    Perfeks

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    .
    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.

    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.

    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)
     
  14. CoCoY4

    CoCoY4

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    We got 2635 score at 2 player yeah! wave 19 only :(
     
  15. Perfeks

    Perfeks

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    Well played! A friend of mine lasted 21 waves alone :D
     
  16. IronTaker56

    IronTaker56

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    this is a good map its too hard but fun! im just new here i cant rate it maybe can you add some pyro for class..