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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.
Contents

Mercenaries r1.2f (Map)

Reviews
Moderator
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. bisnar13

    bisnar13

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    Hey, you finished it. :))
     
  2. Gekigengar

    Gekigengar

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    YISS

    Since a long time ago :goblin_good_job:
     
  3. venger07

    venger07

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    I'm so glad you finished your project!! T_T
     
  4. Gekigengar

    Gekigengar

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    Not really "Finished".

    There are tons of ideas I haven't put into the map yet.

    But perhaps someday, I will be able to project the ideas for the world to enjoy.
    Even if it's not in the form of this map, or Mercenaries.

    Thanks for playing and downloading the game!

    :wink:
     
  5. venger07

    venger07

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    oh I meant you "uploaded" it :)) my project is buried underground..haha
     
  6. deepstrasz

    deepstrasz

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    I say, there's something going on there.
     
  7. Gekigengar

    Gekigengar

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    Where? :xxd:
     
  8. deepstrasz

    deepstrasz

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    There, of course! :grin:
     
  9. AvianSurkov

    AvianSurkov

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    i hate night time on single player cuz its too dark and also i cant saw enemies where they came from i think you should add flare or torch so that we can place for secure perimeter but multiplayer its okay but a bit laggy.
     
  10. Gekigengar

    Gekigengar

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    Flares exist in the game.

    Its one of the few items you get in the game!

    Yeah, it is designed so that you cannot see where the enemies is coming from.

    Glad to see it's working as intended :grin:

    I agree with it being laggy, I wish I could somehow reduce it.
    (Though, I can't reduce it without breaking the gameplay at all.)

    Are you playing in light mode? it is designed to heavily reduce the lag experienced by the players.
     
  11. Ragazine14

    Ragazine14

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    Nice map, good programing, epic gameplay. Will give 5/5 (When I can, sadly, I'm not 10 more than days in this forum ;) ).
     
  12. Gekigengar

    Gekigengar

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    To be honest, I did not really do a good job programming this lol.

    Thanks for the nice review!

    I have secured a few bugs that has been long overdue for a fix. (Especially the respawn bug caused by hiding hero units.)

    Though, now all that's left is the required motivation and time to fix them.
     
  13. ktae3102

    ktae3102

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    hey i got a world record i send you a private message pls check that
    thanks for making this map i love this map i`ll send you my replay

    http://www.hiveworkshop.com/forums/pastebin.php?id=f510t7
    i upload it!

    plz write my nick name Last-Battalion [KOR]
    it means Korea
    i try so hard for break the record
     
    Last edited by a moderator: Sep 11, 2015
  14. Gekigengar

    Gekigengar

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    Preparing new changes and updates.

    Any ideas are welcome~!:thumbs_up:

    Version r1.1c

    • Bug Fixes
    • 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
    • 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)
    • 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.
    • 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)
     
  15. Gekigengar

    Gekigengar

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    Score will be included in the next version soon~
    (Probably by tomorrow~!) :thumbs_up:
     
  16. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    Played this with friends, it was super fun! Finally a warcraft shooter that plays smooth. Though i have to say it was pretty laggy after a short while and there were some noticeable leaks. Keep up the awesome work and i will keep playing!
     
  17. Gekigengar

    Gekigengar

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    First of all, thanks a lot for playing!, I really appreciate it!

    Any replays to help me identify the leaks?

    I never had the chance to test the map multiplayer, though in theory it should work well.

    There might be some problems that I have never seen before, if you could provide me with a replay, that would be awesome!
     
    Last edited: Sep 24, 2015
  18. Eat_Bacon_Daily

    Eat_Bacon_Daily

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    I lost the replay, and i can't remember all the leaks. But i remember that if you die while reloading your reload bar remains there permanently.
     
  19. Tyrand

    Tyrand

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    I enjoy this map and anyone I've played it with seems to enjoy it as well but I noticed that on the third time the map restarted I (as Red - in a group of 4) did not respawn and my hero was still dead. It was moved to the helicopter and my camera was now stuck on my dead corpse.

    Otherwise it's a great map and fun to play with friends. :)
     
    Last edited: Sep 25, 2015
  20. Gekigengar

    Gekigengar

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    Any saved replays?

    That would help a lot.

    I am finding the source of this bug, I don't really get why this happens..