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Mercenaries re1.33

This bundle is marked as high quality. It exceeds standards and is highly desirable.
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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.
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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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Basic Controls
  • Fire Main Weapon : G
  • Fire Secondary Weapon : Left Click
  • Equip Secondary Weapon : Q
  • Reload : R (Press rapidly to increase reload speed)
  • Change Primary Weapon Mode : E (Rapid --> Burst --> Sniper)
  • Melee Attack : F (Consecutive use will put the action on cooldown)
  • Special Abilities : D --> (Q : Artillery, W : Carpet Bombing, E : Supply Crate)
  • Direction : A


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The game-play revolves around scores and 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.

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.
Coming Soon

Coming Soon

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.
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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.

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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.



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.



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!.


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.
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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.



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Nothing Yet..!

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Bug Fix
  • Fixed being able to select units.
Gameplay
  • Decreased player collision size from 25 to 18.
  • Increased movement speed from 300 to 310.

--Patch note ends--

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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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Huge thanks towards the hard work and dedication of anby!,
fro thranslating my humble map into Chinese!
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.


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



[TD] [/TD]


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 re1.33 (Map)

Reviews
14:10, 20th May 2014 Orcnet: Very nice map filled with details of terrain/doodad work and gameplay is awesome, recommended play for everyone.
Level 16
Joined
Aug 20, 2009
Messages
1,552
I played both low-process and normal mode.
Seems like both lag :/

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
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
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

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 :)
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
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.
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
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.

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.
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
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.
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
and this
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*
and the release will probably be on next week or so. (I wanted to investigate about this "Respawn Bug").
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.

  • 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!
 
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.
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
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.

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:
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
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)
 
Level 14
Joined
Sep 28, 2011
Messages
968
I find awesome this mod but I have an really hard time playing it because the dwarf turns really slowly (irl you do not need so many time for turning and shooting vaguely in your back) and that lag make me loose my precious time and eat my maneuver margin preventing me from doing the classical turn back and shoot I do in most of the survivals.
Usually in the FPS you can run backward in stairs while shooting or strafe while shooting but here you can not do this.
Probably there is tactics for playing alone but it is indicated nowhere it would be cool to have an tutorial on how to play in solo.(because I do not know how to play in solo to that mod)
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
I find awesome this mod but I have an really hard time playing it because the dwarf turns really slowly (irl you do not need so many time for turning and shooting vaguely in your back) and that lag make me loose my precious time and eat my maneuver margin preventing me from doing the classical turn back and shoot I do in most of the survivals.
Usually in the FPS you can run backward in stairs while shooting or strafe while shooting but here you can not do this.
Probably there is tactics for playing alone but it is indicated nowhere it would be cool to have an tutorial on how to play in solo.(because I do not know how to play in solo to that mod)

:xxd:

Lag? Did you use Low-processing mode?

I could reduce the turn-rate, ill keep a note and experiment with it.

There are tactics to play alone, but the game is made for 4 players.

You could see my newest video in the video section of the map description, I posted some techniques in the youtube comment sections.

I did pretty badly in that video, but I decided to post it anyways.
Survival is extremely item dependent, you would consider calling
HQ for supplies instead of bombardments when playing Solo.

I could survive for 2 nights solo, maybe because I always test it by myself, I got used to it.

Stay tuned for the next update, because player number related stuffs are being adjusted :p

I might make a commentary and suggests you improvements if you have a replay, thanks for playing!
 
Level 21
Joined
Nov 4, 2013
Messages
2,017
This game requires training like hell. Considering that the first time I tried this game I survived maximum 2 minutes and now I am able to survive for 10-15 minutes
For the turn, it's better to use the ability with the hotkey "A", it's pretty faster. I usually use the Melee Attack to be able to flee away from zombies and then attack them with the gun.
Oh, and when night falls, 15 seconds and I am dead...
 
Level 14
Joined
Sep 28, 2011
Messages
968
Why making that with "A"(This ability for turning while being static) you turn faster?
It really seems buggy that for turning fast you need to use "A" because.
1 It add an key-press that could be automatic without changing anything except it will be more intuitive and less boring.
2 Does it make an sense that an stressed gunner who is doing of his best turn slowly except when you tell him to turn fast.
So instead there could be an higher turning speed for allowing players to play well without the use of an systematical A key-press each time they turn back and shoot.
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
Why making that with "A" you turn faster?
It really seems buggy that for turning fast you need to use "A" because.
1 It add an key-press that could be automatic without changing anything except it will be more intuitive and less boring.
2 Does it make an sense that an stressed gunner who is doing of his best turn slowly except when you tell him to turn fast.
So instead there could be an higher turning speed for allowing players to play well without the use of an systematical A key-press each time they turn back and shoot.

Let me confirm to you, the "A" button does not make you turn faster at all, they are just useful for Mini-gun's Gatling mode, so that you won't have to "Move" which sometimes cancels out the Gatling mode.

I have done a few tuning to the turn-rate, so don't worry about this guys, its a lot more reactive now.
 
Level 16
Joined
Aug 20, 2009
Messages
1,552

  • 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.

r1.1b Uploaded!

Please provide feedbacks, especially on the performance.
Thank you!
 
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Level 16
Joined
Aug 20, 2009
Messages
1,552
Watch me and the nigga play. (Actually alone XD)

Lol..
A few notes you should remember next time you will be playing.

1. Press F (To melee attack, watch out for your stamina though.)
2. Press E (To change weapon, use Shotgun to destroy big enemies)
3. Press D (To call out HQ Supports, increases survival rate by millions!)

Melee attacks is extremely effective against zombies, use it often if you are not in danger of getting over-crowded!
I usually use guns only when they start to crowd against me.

Its funny seeing you running around in a sandbox, the dog are designed to outrun you anyways, kill it fast before it gets near!

Thanks for the replay, its fantastic ;P

Try to get through at least the first night!
 
Level 1
Joined
Mar 5, 2011
Messages
3
Why is the melee ignore body collision as in Naruto or Bleach? :ogre_rage:

Need love on this :vw_love:
 

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Level 16
Joined
Aug 20, 2009
Messages
1,552
In survival mode, 1 player wont revive :(

This bug has been there for so long, I don't even know how to fix it.

I looked and rewrote the spawning code, still it came out the same way.

Unless someone is willing to take a look at the codes for me, and fix it, that will be great!
(I will provide the code)

Anyways, here releasing Hall of Fame in the next patch.


Rank 1 :
Score : 204,782
Team : (Random Queue)
Members : ganhuat, jokesonyou96, BladeDeath.

Rank 2 :
Score : 140,768
Team : Solo
Members : Gekigengar

Rank 3 :
Score : 29,966
Team : Solo
Members : ILH


Only 2 person have submitted scores to me so far.., but I am proud~!
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
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.

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.
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
Nice map, good programing, epic gameplay. Will give 5/5 (When I can, sadly, I'm not 10 more than days in this forum ;) ).

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.
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
Preparing new changes and updates.

Any ideas are welcome~!:thumbs_up:


  • 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)
 
Level 16
Joined
Aug 20, 2009
Messages
1,552
Level 16
Joined
Aug 20, 2009
Messages
1,552
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!

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!
 
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Level 2
Joined
Feb 14, 2009
Messages
8
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:
Level 16
Joined
Aug 20, 2009
Messages
1,552
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. :)

Any saved replays?

That would help a lot.

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