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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Mercenaries r1.2f

Submitted by Gekigengar
This bundle is marked as approved. It works and satisfies the submission rules.
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Gekigengar Presents
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Created by Gekigengar
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Mercenaries is a Multiplayer Co-op Arcade Zombie Survival,

As professional mercenary, you work as a hired gun, but this time,
your target is a bit different, they are already dead.

An outbreak has occurred due to an incident that happened in a
hidden laboratory nearby the village disguised as a mining field.
Map Preview
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Your mission is to wipe out the whole village, including survivors.

Be it yourself or with 3 others, slaughter as many as possible.

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Gameplay Screenshots

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Chaining Combos
The game-play revolves around scores and chaining combos.
Chaining Combos
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The top left corner displays your current combo and the combo level.

The higher your combo is, the more you will score by killing.

Combo lasts for 7 seconds after each kill, failing to score another kill within 7 seconds will end your combo chain.

Your team-mate can contribute to chaining your combos, a great team-work will result to a more satisfying combo.

Game Modes
Currently, there are 2 game-modes available.
Survival Mode, and Versus Mode.

Survival is a PvM Arcade game, on where you will fight hordes of zombies alone, or together with a team.

Versus is a semi-PvP game, on where you fight in a team of 2v2, or 1v1v1v1, there will be half zombie count in this game, and the team who scores the most within the time limit wins. While normal enemies won't drop item supplies, in this mode, each team are expected to fight for the supply drops that are signaled every 3 minutes. In versus mode, each member are given the option to choose different classes of mercenary soldiers.
Mercenary Vocations
Coming Soon

Zombies
Coming Soon

Night Time
In both of game modes, players are tested with a "Night Time", on where the horrors of the zombies are at its peaks.

Zombies are highly more aggressive during Night Time, not only that, player's visions are limited to the amount of "Light Sources" available in the middle of a deserted village.

In Night Time, this is where each team is tested to the end of their wits, whether or not the team will survive to see the next sunrise, depends on the team-work of all members of the team.

Some item may provide light-sources, such as Flashlight, Grenades, and Signal Flares. You can also provide light by using the muzzle of your guns, it is recommended to stay together as a team in Night times, to ensure the safety of your back.
Night Time
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Weapons
The main weapon can be switched into 3 different modes :
  • Rapid Mode - High rate of fire, accuracy falls as you keep shooting. Consumes 1 ammo.
  • Burst Mode - Spread fire, while slow, it deals high fire power to enemies which are close. Extremely effective against big targets. Consumes 4 ammo.
  • Sniper Mode - A high precision mode, deals high damage, and accurate targeting. Consumes 3 ammo.
Each mode have different statistics and targeting system.
Each mode has different piercing and damage, piercing indicates how much enemies or walls you could pierce through, and will stop when piercing reaches 0.
Piercing reduces damage and critical rate of your bullet.
Reloading

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Reloading, spam the reload click button to increase reload speed (How fast reload is depends on your clicking speed or hot-key spamming speed.)
Movement is disabled during reload, but you can cancel reload any-time.


Melee Combat

There are 4 combo strikes in melee combat, with its own specialty.
You can change direction within each combo, or freely move, as the unit is not paused on melee animations.

  • 1 is a Frontal Stab, while leaping forward (Within 2.3 second of casting this, pressing melee again will cause you to go into 2nd combo strike)
  • 2 is a Slash, leaps a "little" forward, while slashing enemy, wide area, but lower range compared to stab. (Within 2.1 second after casting this, pressing again leads to 3rd Combo strike).
  • 3 is a double stab, doesn't leap, but takes one step forward, deals damage twice if striked twice by the tip of the weapon. (Within 1.1 second of casting this, pressing again leads to 4th combo strike).
  • 4 is the same as 3, but cooldown a 5 second cooldown is triggered.

if you didn't cast another melee hit within 2 second, the combo reverts into its 1st combo strike.

Item Combining

Various item can be stacked and combined!

Items are dropped by enemies or special zombies, and some spawn by events or supply jets.

Some item can be stacked by right clicking on one, and right clicking on the other of the same type, there are different stack limit for items.

Some items can be "Combined" !, By right-clicking on one item with the other, Experiment on to find more combinations!.

Example :
(As many Resident Evil fans knows)
Green Herb + Green Herb = GG Herb
Green Herb + Red Herb = GR Herb
and many more!.

Interactive Terrains
Each objects can be used to its own advantage, such as bouncing grenades with walls, jumping through sandbags/windows, shattering Molotov glass to bricks/walls.
Special object colliders
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Terrain Screenshots


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Image Description:
The center view of the village


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Image Description:
Special object colliders on terrain data.


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Image Description:
Center of the village.


Gameplay Screenshots

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Videos

Video Description:
This latest solo game-play video that I have recently made, a test phase of Mercenaries r1.1c RC.





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Change Log

Version r1.0a

  • First public release

Version r1.0b

  • Bugfixes
  • Fixed a fatal bug that prevents decoy robot from dealing damage to player units.
  • Fixed a bug that causes zombies to spawn more than intended.
  • Tooltips
  • Re-cleaning buff tooltips.
  • Fixed top right map version indicator to show the correct version.
  • Added more credits that are previously missing.

Version r1.0c

  • Bugfixes
  • Fixed a fatal bug that sometimes prevents players from getting up after falling.
  • Fixed a small bug with weapon-recoil system not properly working with the first shot of Rapid mode.
  • Game Mode
  • Added Low CPU mode and Normal mode!
  • Low CPU mode is a mode with simpler processing algorithms.
  • Low CPU mode reduces lag significantly by simplifying the AI algorithms from the enemies.
  • Game-play
  • Increased character base HP by 10. (From 160 --> 170)
  • Buffed rapid fire since it is highly outclassed by other weapon modes. (Burst & Sniper mode)
  • Now Rapid mode will trigger Gatling Firing mode.
  • Gatling firing mode :
  • For every rapid firing succession while standing still, an additional bullet will be fired (Stacks up to 9x).
  • Gatling will continue to fire until all its stacks are consumed.
  • On the 8th and the 9th stack, 3 bullets will be fired instead.
  • Moving will reduce the stack to 0. (However, changing unit facing direction does not reduce stack to 0.)
  • Gatling firing does not consume additional bullet.
  • You can change direction using "A" without removing the stacks, hence, you can fire mid-way of turning.

Version r1.0d

  • Bug Fixes
  • Removed Fatal bug that displays player damage upon taking damage from players.(This is meant for debugging only.)
  • Fixed a bug that causes Gatling firing to be cancelled
  • due to the slight knock-back caused by rapid fire recoils.
  • Cosmetics
  • Re-edited song to make it run better seamlessly.
  • Visual Updates
  • Fixed worm's height jitters at some animations.
  • Lowered worm's height, now half it's body sinks underground to correctly tell its location.
  • Reduced bloater's cloud smoke's speed.
  • Game-play
  • Improved Melee strength multiplier from Dark Assassination. (From 5 --> 7)
  • Now activating Storm-armour will removes negative buffs immediately.
  • Reduced Build-time of turrets (From 6 --> 5)
  • Tool-tip
  • Changed "Quest" into "Informations" and "Missions".
  • Added "High-voltage discharge" to Dark dagger description.
  • Versus
  • Reduced rapid damage to players (Due to the Gatling firing update, it is too strong against players)
  • Added Class-unique abilities!
  • Survivor
  • Unity Temporarily increase nearby allies's armor and restores slight bit of health.
  • Assassin
  • Blocking Negate 1 incoming damage instance within 5 seconds.
  • Scout
  • Sprint Gains temporary bonus movement speed, in exchange of increased incoming damage.
  • Sniper
  • Hiding Gains temporary invisibility as long as user does not move at night.
  • Medic
  • Antibody Booster Gains temporary defense bonus, and life regeneration.
  • Infantry
  • Overload Instantly gains 10 bullet, and increased energy regeneration and defense, during the duration, ammo will not deplete.
  • Engineer
  • Rebuild Rebuild an item in slot 1 into a different item.

Version r1.1a

  • Bug Fixes
  • Fixed a bug where turrets cannot be built on brick tiles.
  • Fixed a bug where changing weapon mode does not remove Gatling firing mode.
  • Fixed versus mode class-icons not showing properly.
  • Fixed Versus Mode winner String (Missing space).
  • Game-play
  • Corrected bullet spawn point to be from the gun itself, rather than the center of the unit.
  • Increased all energy-related subjects by 10* multiplier. (Energy cost, Max Energy, Energy Regeneration) (It is still the same overall, but it shows better regeneration progression)
  • Now damage below or equals to 5 will not be lethal to players. (This will spawn a text "Survived!" above the player).
  • Now Dark Dagger costs 1 Energy each.
  • Reduced Trap-detection range. (From 600 --> 500)
  • Versus
  • Reduced predatory instincts bonus movement speed on heroes. (From 44% --> 10%) (Effect is still 44% on units.)
  • Increased predatory instincts AoE on heroes. (From 320 --> 380) (AoE is still 320 on units.)
  • Signal Flare defense reduction now works only half on heroes. (From 10 --> 5) (Effect is still 10 on units.)
  • Signal Flare defense reduction AoE reduced to 400 on heroes. (From 600 --> 400) (Effect is still 600 on units.)
  • Now blocking no longer stops action. (No casting)
  • Reduced blocking duration. (From 5 --> 3)
  • Reduced blocking cool-down. (From 20 --> 19)
  • Increased cool-down of Overload. (From 20 --> 21)
  • Increased defense of Anti-body booster. (From 5 --> 7)
  • Increased cool-down of Anti-body booster. (From 20 --> 21)

Version r1.1b

  • Bug Fixes
  • Fixed a bug where Morpher could revive itself after transformation even after it is killed during transformation.
  • Fixed lure ability to no longer effects on player characters. (Visually)
  • Fixed a bug where enemies could spam Melee jump attacks even if its on cool-down.
  • Fixed Molotov Slow to now function properly.
  • Fixed issues with bloater's smokes causing too much lag.
  • Game-play
  • Added Cannine Reflex! (They will now try to evade incoming attacks, such as melee, or gunshots.)
  • Now Adrenaline Rush reduces combo tick by half. (0.5 per 1 second during Adrenaline Rush)
  • Improved Onslought, Cannine, & Cannine Alpha's AI on Melee jump attacks, they will no longer spam it before their cool-down is finished.
  • Added stamina on Onslought, Cannine, & Cannine Alpha, they will not use Melee jump attacks if their stamina is depleted, similar to human players's melee. (Onslought 6, Cannine 3)
  • Adder Decay to all zombies, now zombies will automatically dies when inactive.
  • Reduced max player zombies. (From 320 to 296)
  • Increased max-spawn on survival mode. (From 4 to 7)
  • Increased max-spawn on versus mode. (From 1 to 2)
  • Player turn rate is a lot faster. (From 0.60 --> 0.75)
  • Increased score ratio multiplier of Bloaters. (From 400 --> 600)
  • Now its easier to get out of zombie grabs. (From 6% of current life + 20 damage to 10% of Max HP + 25 each struggle)
  • Reduced Morpher HP (When morphing) so its easier to kill while in transformation state. (From 1450 --> 950)
  • Reduced Bloaters HP. (From 1800 to 1400)
  • Reduced Cannine Alpha & Onslought's Sprinting ability speed bonus.
  • Reduced The Runner's Sprinting ability speed bonus.
  • Increased Morpher (Tentacle Form)'s health regeneration rate drastically.
  • Zombies that are idle will now rot and die. (Experimental function, please give me feedback on its performance.)
  • Visual Updates
  • New Disease Cloud Model.
  • Removed a lot of special effects to ensure smoother game-play (Especially on Grenades).
  • New Sniper Bullet by ILH!
  • Versus
  • Molotov will no longer slows against player characters.
  • Reduced duration of burns on player characters. (From 10 --> 7)
  • Now burn damage will lethally kill.

Version r1.1c

  • Bug Fixes
  • Fixed the very buggy last-chance, it used to not run at certain times, now it works correctly all the time!
  • Fixed reload bug in multi-player, sometimes getting killed while reloading will get your character to not re-spawn properly.
  • Fixed storm armor not pausing enemy unit during knock-back.
  • Not really a bug, but fixed a few tool-tip.
  • Game-play
  • Zombie spawn rate will now reach its maximum value much slower as level builds up. (This is so that players can prepare and collect items before actually fighting the zombie waves)
  • Increased Battle flag score bonus. (From 45 --> 150 per kill)
  • Increased Carpet bombing radius and damage (Min and Max). (From 260 AoE --> 280 AoE, From 180 AoE --> 200 AoE) (From 260 --> 280, From 140 --> 160)
  • Carpet bombing cooldown decreased. (From 440 --> 300)
  • Getting knocked back while reloading will now cancel your reload.
  • Player base movement speed increased (From 295 --> 300)
  • Reduced Bloaters spawn rate (From 2% --> 1.25%)
  • Reduced Cannine spawn rate (From 6% --> 5%)
  • Reduced Cannine side-step dodge ability cast chance by half. (Now it will try to dodge less than usual)
  • Added Kevlar armor item! (Averts 75% of incoming damage towards the kevlar armor until its stack depletes) (Also ignores damage from small fragments from explosive) (Each stack represents 1 damage)
  • Added Code-Red, a new unique zombie type, only 1 can exist in the map
  • Code-red slows down upon taking damage, and regenerates very slowly. (Up to 99% slow on 25% hp)
  • Code-red cannot be killed, but will be stunned for 2 minutes when damaged at 20% hp.
  • Removed Zombie Grab ability from Walkers
  • Added Scope Attachment to random supply list
  • Added Kevlar armor to random supply list
  • Reduced Max Player Zombie by 1 (Total of 8, since there is 8 zombie players)
  • Reduced Survival mode Zombie spawn rate by 1.
  • Storm armor no longer reflects grenade fragments and shotgun bullets.
  • Storm armor bullet reflection no longer does instant-kill damage.
  • Removed Mini-stuns from The Runner and The Swarm.
  • Added Monstrous strength to The Runner, The Morphed (Tentacle), and The Demolisher.
  • Monstrous strength ability will knock you back if an enemy successfully landed a blow on your character.
  • Re-adjusted Item drop table, now all Equipment have roughly the same drop-rate.
  • Visual Updates
  • Changed Xiiao to Xiiao_Dexz in credits description.
  • Added Hall of Fame in the quest information section.
  • Added Debug commands in the quest information section.
  • Versus
  • Added Bullet charm to versus mode Survivor class.
  • Changed Bullet charm from Infantry class to Kevlar Armor.
  • Infantry's Overload duration increased. (From 5 --> 6)
  • Infantry's Overload cooldown increased. (From 21 --> 25)

Version r1.1d

  • Bug Fixes
  • Fixed Molotov causing player to permanently lose movement speed on Versus Mode.
  • Game-play
  • Stronger Shotgun Multi-hit damage
  • Multi-hit damage increased by 5. (from 23 to 28) (The damage inflicted when multiple bullet hits a single enemy)
  • This would increase Shotgun Mode effectiveness against larger enemies.
  • The Shotgun Multi-hit againsts player units are unchanged. (Effect in Versus mode should stay the same)
  • Increased Shotgun bullet fragment by 2 (From 7 --> 9) (Now effective range increased, crit chance increased)
  • Shotgun spread angle increased.
  • Reduced Survival Max Player Zombie by 3 (Reduced by a total of 21, since there is 8 zombie players)
  • Reduced Survival mode Zombie spawn rate by 1.
  • Increased Drop Item Range by 250. (From 100 --> 350) (Players should now be able to drop/give item to allies much easier)
  • Increased Give Item Range by 200. (From 150 --> 350)
  • Increased Pick Item Range by 50. (From 150 --> 200)
  • Increased Reload Speed by 12.5%.
  • Introduced AoE Herbs New!
  • All Herbs are now Instant Cast. (No targeting)
  • All Herbs heal every ally within 600 range.
  • Allied healed with herbs receive reduced effects depending on the herb type.
  • Effect to the primary user is unchanged.
  • Versus
  • Killing player now gives 1000 Score plus Bonus of 20% of the killed player's score! (To provide more come-back possibilities)
  • Removed 1 Portable Turret Kit from Engineer Class.
  • Added Signal Flare to Engineer Class.
  • Reduced Versus Max Player Zombie by 3 (Reduced by a total of 21, since there is 8 zombie players)
  • Fixed Versus FFA showing team scores on game end.
  • Fixed Intro voice for FFA. (It will no longer say "You will have to work together" anymore for FFA mode lol)
  • Fixed Versus Half-time message.
  • Now all zombies are killed on player respawn locations during versus mode.
  • Visual Updates
  • Added more lights to the town! (Viva Post-Apocalyptic!)
  • Added A New Building on the left!
  • Updated Hall of Fame list!
  • Removed Custom Minimap. (Map Filesize reduced by roughly 100kb+)

Version r1.2


Bug Fixes
Fixed hero respawn bugs (Hopefully..) (Testing needed)
Fixed a bug that causes supply drop to place the 3 random items overlapping in the same spot. (This bug is only present on those playing on wc3 Patch 1.29)
Fixed inconsistent deaths from poisons. (Sometimes poisons is lethal when stacked more than 3 to 4 times, now all poisons at any stack will no longer be lethal.)
Optimized projectile system.
Game-play
Adjusted starting zombie levels, Zombies now starts at a higher level, but slower level growth rate.
Reduced maximum zombie level by 1. (From 97 to 96)
Enemies that drops multiple items upon death will now drop their items with some distance in between the dropped items.
Ground fires are no longer lethal to player units. (Does damage, but does not kill)
Removed Voice Commands
Removed voice command buttons, replaced with handgun toggle.
Removed Intensity Selection
Removed gameplay intensity selection, now the game defaults to and will run on Light Mode. (Less CPU Intensive mode)
Minigun
Bullet range increased by 150. (From 1600 to 1750)
Sniper
Bullet range increased by 250. (From 1900 to 2150)
Dual Handgun
Handgun is a secondary weapon that can be fired while moving, and have a good chance of disabling the enemy.
The dual handgun fires alternating between left and right after each shot.
Handgun has a capacity of 12 bullets, and does not require ammunition clips. (Infinite ammo)
Handgun can be manually reloaded by left clicking when the ammunition is empty, and can also be automatically reloaded after 3 seconds if unused.
Handgun can only be fired at the maximum of 240 degrees angle infront of the user.
Handgun deals almost no damage.
Handgun gets a boosted critical hit rate when using adrenaline boost, making it capable of disabling multiple targets at once.
The handgun have 0 penetrating power, which means it will stop at the first enemy hit.
Versus
Melee attacks now deals 20% more damage to players. (From 50% to 30% damage reduction)
Sniper Class can now use the Hiding skill during the day. (Previously only at night)
Hiding skill cooldown reduced to 0 seconds. (From 3 to 0)
Hiding skill fade delay increased to 3 seconds. (From 2 to 3)
Visual Updates
Added overhead visual indicator for Gatling mode.
Added ground visual indicator for artillery strike.
Added name and version number to end game global high score.
Added handgun guide to information board.
Added Discord Group information to the information board. (Join us on Mercenaries Union Discord Group!)
Adjusted the oasis a bit.


Version r1.2f

  • Bug Fixes
  • Fixed bug where Canines could dodge while being frozen by Nitrogen Grenades.
  • Fixed a bug where Canines would not evade on certain angles.
  • Fixed a bug where Bullet charm revive is triggered by poison damage.
  • Fixed zombie spawning colors. (Only effects 1.29 due to the new Maroon player colors)
  • Fixed a bug that causes Kevlar Armor to also reduce damage from poisons.
  • Fixed surviving low damage at 1 hp sometimes fails to trigger correctly.


--Patch note ends--


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Credits

Models

  • Rifleman Elite by TurieL.
  • Bullet by Grey Knight.
  • EliteLightArmor by Sin'dorei300 & NFWar.
  • Lightning Wrath by Callahan.
  • Lightning sphere by PeeKay.
  • Sniper Bullet by ILH.
  • EMP at AlienAtSystem.
  • Darkness Bomb by nGy.
  • Nuke Aura by Frankster.
  • Zombie Dog, Spirit Arrow, Grenade, and High Speed Projectile by Epsilon.
  • Fingolfin for his Flood Carrier.
  • DomoKun for his Sentry Gun.
  • Vestras for his Leap Effect.
  • shamanyouranus for his SignalFlare.
  • Sand Explosion, Blue Wisp Explosion, and Blue War Stomp by JetFangInferno.
  • SandWorm model by Sephiroth_VII.
  • Warhunter for his Desert Bunker.
  • Gab. for his Green Breath.
  • neogaidenx for his Torch Omnilight
  • Vuormalainen for his Sandbags.
  • Dionesiist for his Beard, Hipster Beards, Black & White Hairs, Predator's Axe, and Schyte.
  • anarchianbedlam for his Danger Zone.
  • WhiteDeath for his Infested Zombie.
  • PROXY for his Pickaxe.
  • Thrikodius for his Claws Attachments and Ammo Box.
  • Kitabatake for his baseball bat.
  • Sunchips for his Butcher's Axe.
  • Teaspoon for his Barbed wire and Metal Fence.
  • Canvas Tent by Yayoi.
  • Deolrin for his Crate.
  • ZombieA Skin by Kazzo.
  • Ghoul Skin by Dentothor.
  • communist_orc for his Barrel Remake.
  • Grenade, F/A-22 Raptor, Flak Cannon, A-10 Thunderbolt, Helper Arrow, and M1 Abrams by Illidan(Evil)X.
  • Flesh GIant Skin by halo.
  • Talon_the_Mage for his konstrukt Sniper Missile, Shotgun Missile, SMG Missile, Assault Rifle Missile, and Minigun Missile.
  • Zombie Wolf by The_Silent.
  • Archemonde skin by Saikann.
  • RED_BARON for his Hopper Mine
  • Tranquil for his Snipe Target.
  • communist_orc for his table and bench.
  • hortaxman for his chair.
  • WILL_THE_ALLMIGHTY for his explosions (Ground, Massive, Big, Artillery, Dirt), his Ice Spark, and his Rocket.
  • UEP (Urban Environment Pack) by Punisher_x and Illidan(Evil)X
  • Many Weapon Sound Effects by Valve from Half-Life.
  • Theme Song - Resident Evil 5 - Assault Rifle.
  • Garfield1337 for his Pathfinding System.
  • UTM Map and their Team.
  • Vestras for many effects.
  • HappyTauren for his Ammo Clip.
  • Gauss Rifle Icon by The_Silent.
  • Progress Bar by RetroSexual.
  • Bisnar13 for his Parachute and Billboard model.



  • Missing Creator Name :
    [*]Villager Zombie Model Files Created by ??? (Please Contact me at www.hiveworkshop.com user ID "Gekigengar")

    Map Exported Objects :
    [*]Sand Tile, Large Brick, Slam, Shockwave, Shrapnel Explode, all blood effects, their DIII Tent, and Gate. Exported from DIII Borderlands (booody)
    [*]UTM 3.0 Objects on different page.

    [*]Big Beast Scream by Interplay corp from Sounddogs.com
    [*]Monster Scream from soundbible.
    [*]Shutter Camera Sound by Emanuel (Bought)
    [*]Healing Spray from Resident Evil 5
    [*]Jill Voice from Resident Evil 5 (Mercenaries Reunion) by Capcom.
    [*]MGS4 Item Drop & Item Get Sound.

    [*]Anitarf's Vector System.
    [*]Dangerb0y's Easy item Stack & Split.
    [*]pkw's animation (Zombie Dash & Grab).
    [*]Counter Strike Global Offensive Fiveseven pistol sounds.

    [*]Special thanks to Revilo, shamanyouranus, Grievous1, Pyramidhe@d, and -SuPa ! for various help and support.
    [*]Chinese translation project by anby a.k.a anbyno!
    [*]Thanks to my friends Bisnar13, Kellym0, Xiiao, Grievous1, Modox, WaerercraftKillers, Brambleclaw, venger07, rezurect15 (a.k.a Ryune Sign), Son of Jay, and Carlo753 (a.k.a Jake6).
    [*]For being with me, and testing out the beta !.


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Translation Projects
I am really proud to announce my appreciation towards the hard work and dedication of anby!,
he translated Mercenaries into Chinese, this makes me feel honored as a modder,
and is the greatest form of appreciation I could receive :p.

Thank you!


Mercenaries r1.1b P CN

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Please report any bugs that you encountered while playing, I would really appreciate it.
I strive to create the best game-play experience, if there is any suggestions and criticism,
feel free to post it below.

Debug Commands

This is a list of commands that I created to debug the game.
  • -debug : Activate Debug mode. (Some items such as "Dark" will be unlimited of charge upon activation.)
  • -a : Infinite ammo (Ammo won't drop below 10)
  • -x : Enables selection.
  • -se : Spawns dummy enemy hero infront of you.
  • -nd : Players will not receive any damage.
  • -ncd : No cooldown.
  • -z : Spawns debug test items.
  • -scope : Creates scope item.
  • -e : Counts enemy units on map.
  • -nospawn : Disables enemy spawn.
This is not all of the list of commands, but these are the useable ones to either have fun, or help me find bugs :p



Map Description Template Created by -Kobas-
Find more here: Map Description - Templates


Keywords:
Zombies, Zombie, Mercenaries, Survival, Defense, Strategy, Arena, PvP, Multiplayer, Sci-fi, Gekigengar, Arcade, Simulation, Team, Hero.
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Mercenaries r1.2f (Map)

Reviews
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14:10, 20th May 2014 Orcnet: Very nice map filled with details of terrain/doodad work and gameplay is awesome, recommended play for everyone.
  1. Gekigengar

    Gekigengar

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    Preparing changelog r1.1a, changes are not final.

    Please feel free to criticize/comment/object on my changes,
    I will see what I can do if it does not make the game better.

    Version r1.1a

    • Bug Fixes
    • Fixed a bug where turrets cannot be built on brick tiles.
    • Fixed a bug where changing weapon mode does not remove Gatling firing mode.
    • Fixed versus mode class-icons not showing properly.
    • Fixed Versus Mode winner String (Missing space).
    • Game-play
    • Corrected bullet spawn point to be from the gun itself, rather than the center of the unit.
    • Increased all energy-related subjects by 10* multiplier. (Energy cost, Max Energy, Energy Regeneration) (It is still the same overall, but it shows better regeneration progression)
    • Now damage below or equals to 5 will not be lethal to players. (This will spawn a text "Survived!" above the player).
    • Now Dark Dagger costs 1 Energy each.
    • Reduced Trap-detection range. (From 600 --> 500)
    • Versus
    • Reduced predatory instincts bonus movement speed on heroes. (From 44% --> 10%) (Effect is still 44% on units.)
    • Increased predatory instincts AoE on heroes. (From 320 --> 380) (AoE is still 320 on units.)
    • Signal Flare defense reduction now works only half on heroes. (From 10 --> 5) (Effect is still 10 on units.)
    • Signal Flare defense reduction AoE reduced to 400 on heroes. (From 600 --> 400) (Effect is still 600 on units.)
    • Now blocking no longer stops action. (No casting)
    • Reduced blocking duration. (From 5 --> 3)
    • Reduced blocking cool-down. (From 20 --> 19)
    • Increased cool-down of Overload. (From 20 --> 21)
    • Increased defense of Anti-body booster. (From 5 --> 7)
    • Increased cool-down of Anti-body booster. (From 20 --> 21)
     
    Last edited: Jun 1, 2014
  2. sonofjay

    sonofjay

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    I like this one.
     
  3. Gekigengar

    Gekigengar

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    That's actually because I made poison lethal on some previous versions. (It used to be non-lethal), so the "Last Chance" system does not really work as reliable as before. (Since almost all enemies have "Poisons" now.)

    Now people won't die off poisons, unless it stacks for like 3 hits already (Causing 6 damage, which will pass the lethality check.)

    So its quite fair :p

    I am glad you liked the changes!, and only that one? what about the others ;s
     
  4. Gekigengar

    Gekigengar

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    r1.1a Uploaded

    Version r1.1a

    • Bug Fixes
    • Fixed a bug where turrets cannot be built on brick tiles.
    • Fixed a bug where changing weapon mode does not remove Gatling firing mode.
    • Fixed versus mode class-icons not showing properly.
    • Fixed Versus Mode winner String (Missing space).
    • Game-play
    • Corrected bullet spawn point to be from the gun itself, rather than the center of the unit.
    • Increased all energy-related subjects by 10* multiplier. (Energy cost, Max Energy, Energy Regeneration) (It is still the same overall, but it shows better regeneration progression)
    • Now damage below or equals to 5 will not be lethal to players. (This will spawn a text "Survived!" above the player).
    • Now Dark Dagger costs 1 Energy each.
    • Reduced Trap-detection range. (From 600 --> 500)
    • Versus
    • Reduced predatory instincts bonus movement speed on heroes. (From 44% --> 10%) (Effect is still 44% on units.)
    • Increased predatory instincts AoE on heroes. (From 320 --> 380) (AoE is still 320 on units.)
    • Signal Flare defense reduction now works only half on heroes. (From 10 --> 5) (Effect is still 10 on units.)
    • Signal Flare defense reduction AoE reduced to 400 on heroes. (From 600 --> 400) (Effect is still 600 on units.)
    • Now blocking no longer stops action. (No casting)
    • Reduced blocking duration. (From 5 --> 3)
    • Reduced blocking cool-down. (From 20 --> 19)
    • Increased cool-down of Overload by 1 seconds.
    • Increased defense of Anti-body booster. (From 5 --> 7)
    • Increased cool-down of Anti-body booster. (From 20 --> 21)
     
    Last edited: Jun 1, 2014
  5. Shadow Fury

    Shadow Fury

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    Pretty great map. Here is the contructive criticism you wanted:-

    GOOD POINTS:-
    - The terrain in the central part is really gorgeous and I appreciated it a lot
    - The abilities are amazing and well-executed
    - The choise of mdels and skins for zombies was adequate. I also liked the attachments you used like the baseball bat
    - The way the sand worm erupts from the ground is really cool
    - The items are great and fit the map
    - The bloody effects you used are terrific
    - The voices are incredible and perfectly fit the theme of this map


    BAD POINTS:-
    -- Let's begin by saying that after 4-5 minutes, the game starts to lag like hell due to a massive spawn of zombies and that's really negative (mine isn't a slow wooden PC so that's not the source of lag)
    - Some abilities like carpet bombing also cause heavy lag as well
    - Although I said the terrain is gorgeous, I was referring merely to the central part. What about the rest? A desolate flat piece of land. No sand dunes and no environmental doodads. About 1/3 of the map is empty, not good


    SUGGESTIONS:-
    - I'd firstly say add some doodads (preferably walkable ones) in the empty spaces or at least make them hilly. Do anything but do NOT leave them empty like that, they look bad
    - Do not exaggerate with some effects because they cause heavy lag. If I experienced lag in single player, I can't imagine in multiplayer!
    - Reduce the amount of zombies spawned. The number of zombies spawned should be proportional to the number of playing players. So if one player is only playing, let few zombies spawn, not a gigantic overwhelming army. The current number of zombies spawned would be more suitable for 3-4 players


    OVERALL RESULT:-
    In conclusion, this map is marvellous but it simply needs to be less laggy and filled more with doodads. I'll give it 4/5
     
  6. Gekigengar

    Gekigengar

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    Hmm, is that on "Low process" mode?

    I suspect that the lag may be caused by the number of zombies.

    All of them has their own AI, thats the main source of lag.

    the "low process" mode simplifies this AI (I cannot totally disable it, because swapping aggro with allies is part of the game-play depth).

    I am designing a zombie rotation system, to simulate the same amount of zombies, with less amount on the map.

    it is pretty game-changing, so it requires a lot of tests.

    and yes, there is plans for the terrains, but I noticed you will not be able to recognize slopes due to the tile texture being indifferent, you can see this for the fact that the oasis is a huge slope, but it cannot be recognized by your eyes.

    the slopes will obstruct your bullets, and I felt that's pretty bad for game-play if players are obstructed by something they cannot see.)

    In all honesty, the spell itself does not create the lag, neither does the effects, if you recognize them, it only consist of either 1 or 2 special effects. I noticed the main cause is the physics that effects each zombies at the same time, especially on grenades. each damage taken has its own further calculations and force applied. I might focus on reducing this on the next update. (the second problem is blizzard's flame strike causing lots of lag!)

    Thank you for the feedback, the next update will heavily focus on your feedback, thank you for taking the time to support Mercenaries, I cannot identify the player's troubles, and you helped me a lot by giving me a feedback.

    I appreciate it!
     
  7. sonofjay

    sonofjay

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    I think I kinda disagree on ShadowFury's bad points.

    I think the terrain right now is good terrain and gameplay wise and should remain as is. I played Mercenaries way back on its development days and I like the overall design and the details given to the terrain. Yes there is many empty spaces but I always use those spaces when I stack a couple of turrets and is ready to throw some grenade for an all out blood and fun. And besides too much obstruction on this kind of gameplay will be a downer in my opinion.

    About the lag, never really experienced any head scratching lag yet so maybe you're using an old computer? If you think the effects right now is massive on this one then heck, you never played a lot of low end hero arena before.

    I like everything overall. The last chance thingy is just reminding me of an old game that I used to play and giving me a lot of nostalgia.

    Welp. Time to download the new version and play alone..
    yah...
    alone..
    again...
    with my zombie friends...

    *cries*
     
  8. Shadow Fury

    Shadow Fury

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    Well, mine isn't a slow old pc so it shouldn't be the source of lag. And about the empty spaces, I didn't know that some hills could stop the bullets :/ However, some walkable doodads, which do not block bullets or units, would be cool.
     
  9. Shadow Fury

    Shadow Fury

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    Yes that's true, I didn't play those low end hero arena before. However, if you didn't experience such lag it doesn't mean others will not experience it. Not everybody has a fast new pc which probably you are using. Those effects in large amounts look fantastic but unfortunately cause lag to many people.
     
  10. Gekigengar

    Gekigengar

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    Don't worry, I agree with the lag thing, I will try my best to do something about it. But did you play on "Low process" mode?

    I am wondering if the simplification is not enough.

    I am trying to find a point to simplify things further.
     
  11. Shadow Fury

    Shadow Fury

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    I played both low-process and normal mode.
    Seems like both lag :/
     
  12. Gekigengar

    Gekigengar

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    That's good to know :p

    I will try to keep the Game-play experience similar, while also improving the terrains.

    If it's empty, and I cannot add slopes, I could just add up something flat, or rather, another simpler buildings. (I actually planned for a bigger village, but I lack the necessary doodads to create more variations.)

    I would see what I can do.

    and to be honest, this fact is really important to see from the player's perspective.

    I hope you will be able to enjoy the next versions! :p
     
  13. Shadow Fury

    Shadow Fury

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    The only thing I can do now is telling you "Good Luck!" :thumbs_up:
    I'm certain the next versions will be very cool and satisfying :)
     
  14. Shadow Fury

    Shadow Fury

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    I'd like to recommend to you some things.
    You can use this icon for the reload and this icon for the mercenary rifleman. They are just a few KB so they won't increase too much the filesize.
    I also found out a bug when you die. Sometimes, the death animation is not played. The rifleman just stands like an idiot while he is "eaten" by the zombies. Kinda strange, try to fix that.
     
  15. Yan

    Yan

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    bug report

    Hi,
    I think i found a bug :

    Game conditions :

    • 3 players
    • Normal Mode
    • Survival Mode

    Description :
    When the game restart, one or more players don't revive only their items are on the ground.

    PS : i didn't check if it has already been report.
     
  16. Gekigengar

    Gekigengar

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    This has been reported, but not as detailed.
    I am investigating this,
    sadly, there is no testers to test with.

    Does it always happen with 3 players?

    Thank you, this is really helpful.
     
  17. Gekigengar

    Gekigengar

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    Corrected the patch notes for r1.1a, O.O

    Wow, I must be either drunk/tired when making that!

    I found a lot of bug with burning, here is a path note for r1.1b!

    I will be focusing more and more of performance,
    based on this.
    Shadow Fury's Review


    and this
    SoJ's Review

    and the release will probably be on next week or so. (I wanted to investigate about this "Respawn Bug").
    Respawn Bug

    Version r1.1b

    • Bug Fixes
    • Fixed lure ability to no longer effects on player characters. (Visually)
    • Fixed a bug where enemies could spam Melee jump attacks even if its on cool-down.
    • Fixed Molotov Slow to now function properly.
    • Game-play
    • Improved Onslought, Cannine, & Cannine Alpha's AI on Melee jump attacks, they will no longer spam it before their cool-down is finished.
    • Added stamina on Onslought, Cannine, & Cannine Alpha, they will not use Melee jump attacks if their stamina is depleted, similar to human players's melee. (Onslought 6, Cannine 3)
    • Adder Decay to all zombies, now zombies will automatically dies when inactive.
    • Reduced max player zombies. (From 320 to 296)
    • Increased max-spawn on survival mode. (From 4 to 6)
    • Visual Updates
    • Removed a lot of special effects to ensure smoother game-play (Especially on Grenades).
    • Versus
    • Molotov will no longer slows against player characters.
    • Reduced duration of burns on player characters. (From 10 --> 7)
    • Now burn damage will lethally kill.


    Change log is not final, and will be updated constantly.

    If there is any objections/suggestions, please inform me!
     
  18. Strikest

    Strikest

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    Hi, I played your map and I got the respawn bug as well. I don't think the amount of players matters, it happened in a 2-player game and a 4-player game, both of which were Light Mode, Survival. When you get the respawn bug the map doesn't restart after all players die, I assume this is because the game doesn't detect players dying on rematch, and assumes they are alive. This is because when I got the respawn bug, I didn't get the cutscene of the zombies swarming my corpse.

    More details: It appears the respawn bug happens to the first person that dies in the game before, at least in the two games that I have encountered this bug.

    Also, it appears that when you have a lot of turrets inside a building it causes a lot of lag, because they are shooting zombies outside the wall, so the wall is spammed with the bullet hitting wall effect, causing lots of lag.
     
  19. Gekigengar

    Gekigengar

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    I suspect that too, something with hero units being alive even when its dead due to the long death-time. That is a very detailed explanation, do you have any replays? I hope I could get a hand on one replay, so that I could track back the bug.

    Don't worry about the lag caused by bullets, turrets, and grenades, it is being removed one by one in the next update :p (The next update is all about "Optimization"!)

    Thank you for supporting the map! :thumbs_up:
     
  20. Gekigengar

    Gekigengar

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    I wish the moderators could give me a more "Constructive" feedback..

    I want to know why do I get 4/5 rating? What am I missing?

    How do I improve?

    Hmm, the update by the way, will take some time.

    There is too much experiments going on (And big changes), I don't want to destroy the game-play experience by releasing it early.

    x)