Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
The game-play revolves around scores and chaining combos.
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.
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, 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.
Image Description:
The center view of the village
Image Description:
Special object colliders on terrain data.
Image Description:
Center of the village.
Nothing Yet..!
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--
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!
Huge thanks towards the hard work and dedication of anby!,
fro thranslating my humble map into Chinese!
Thank you!
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
Since hive has that mandatory post to rate thing, I might as well write a short review. :3
1.) The music, sound effect and the announcer or whoever that was talking at the start of the game is just schweet. Music gives that great thrill needed in zombie maps. Swell sound effects. Just great.
2.) There isn't much in the terrain but it's interactive so..
And even though doodads and such can just be counted, you did use them quite well and they portray what an abandoned or destroyed village would be so it's good enough for me.
3.) Gameplay is just lovely. Challenging and exciting. Plenty of fun even if I just played single player. It's pretty hard though especially that there are a lot more zombies that are faster that you/ as fast as you. When I stray out of the desert, there would usually be no time to turn and killing the zombies trailing me. There's also that zombie that disabled me. Like kind of holding me down? I couldn't move out in time and just died. A guide on the zombie types and their abilities would be helpful. :3
All in all, the map is a Highly Recommended for me since it is at least above average on every aspect on which a map can be judged on.
And well, I guess that's it. GJ and be looking forward to the campaign. ^^
Since hive has that mandatory post to rate thing, I might as well write a short review. :3
1.) The music, sound effect and the announcer or whoever that was talking at the start of the game is just schweet. Music gives that great thrill needed in zombie maps. Swell sound effects. Just great.
2.) There isn't much in the terrain but it's interactive so..
And even though doodads and such can just be counted, you did use them quite well and they portray what an abandoned or destroyed village would be so it's good enough for me.
3.) Gameplay is just lovely. Challenging and exciting. Plenty of fun even if I just played single player. It's pretty hard though especially that there are a lot more zombies that are faster that you/ as fast as you. When I stray out of the desert, there would usually be no time to turn and killing the zombies trailing me. There's also that zombie that disabled me. Like kind of holding me down? I couldn't move out in time and just died. A guide on the zombie types and their abilities would be helpful. :3
All in all, the map is a Highly Recommended for me since it is at least above average on every aspect on which a map can be judged on.
And well, I guess that's it. GJ and be looking forward to the campaign. ^^
Thank you for the lovely review!, patch r1.0c incoming soon.
Yes, the zombies can generally use the "Zombie grab" ability, which they dashes into your direction,
If they failed, they fall into the ground.
If they succeeded, you are expected to break free from it, by either pressing "F" to struggle, or pressing "G" to use your gun.
Or..., have a team-mate shoot the zombie down for you.
Yes there isn't much on the terrains yet, I would be making a mining field as soon as I have the necessary doodads to portray the storyline.
It was an honor to know that you had fun playing it single-player!, yes, there are zombies faster than you, but most of the time, they are slower than you
unless you are poisoned from previous attacks by a ghoul. (Which its effects are almost permanent)
but you would notice from my gameplay videos, that they are manage-able since they will miss their attacks and stop for a while,
or shoot it down after they finish attacking with quick attacks such as a shot-gun/sniper rifle.
I will be updating the zombie types in the main post ASAP, but my priority will be releasing 1.0c, thank you for playing!
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.
These changes are not final, a simple draft to know what to expect in the next patch :3
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.
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)
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
I am glad you liked the changes!, and only that one? what about the others ;s
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)
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
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
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 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 am glad you liked the changes!, and only that one? what about the others ;s
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.
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
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.
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.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.