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Death Front v1.2
Submitted by
Perfeks
- Tags:
- Defense / Survival, Modern Warfare
- Filesize:
- 141.99 KB
- Rating:
-
(4 votes)
- Downloads:
- 4158
- Uploaded:
- Jun 13, 2010
- Updated:
- Aug 24, 2011
- Resources:
- 1
- Author(s):
- Perfeks
- State:
- Approved

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.
---
![[IMG]](proxy.php?image=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F5827%2Fdeathfront.png&hash=a58db1c487cc731e6e599fde6f39eb9e)
---
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
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]](proxy.php?image=http%3A%2F%2Fimg193.imageshack.us%2Fimg193%2F5827%2Fdeathfront.png&hash=a58db1c487cc731e6e599fde6f39eb9e)
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.
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
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.
---
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.
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.
---
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
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.
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
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
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
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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
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