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Mercenaries

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Level 16
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I'm gonna do a beta test in garena with this map :>


[Edit:] tried it, I wish i can still walk while reloading because If I reload, zombies will just eat me before I got ammo again xD

Reload walking huh, seems fun :p

I will see what I can do!

Meanwhile, use the "-debug"

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.
  • -ams : AI Debug visibility.
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

and "-a" to play with infinite ammo just for fun, until I finish a "Reload walking" system! :D

I think it would be weird though, since there is no reload walk animation, unless somebody made it for me.

I usually reloads just fine, its pretty fast if you spam it.

hmm.. how does 40% movement speed while reloading sounds?
 
Level 16
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yup just like my map.. xD

.
.
...well, it's hard for beginners to reload that fast I think.. xD
.. Reloading while walking but reduced movement speed is enough ... at least I can still run away from those bastard zombies (sorry for my word xD)..

Those bastards! xD
I won't promise about the walking reload yet though, it seems pretty hard to make.

Anyways..
Main thread remade!

Mercenaries Released!
 
Level 16
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Released r1.0b, mostly bug fixes and tooltip cleaning.
Fatal bug on decoy robot fixed.

  • 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.
 
Level 16
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Map approved hurray!
Moderator Comments (Recommended)
14:10, 20th May 2014
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Orcnet: Very nice map filled with details of terrain/doodad work and gameplay is awesome, recommended play for everyone.
 
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Level 16
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News :
Finally approved on uuu9, broke through 3,020 downloads on its first day, on the Chinese version, and is still increasing!

Thanks Anby!

If you guys have any Multiplayer replays, that would be helpful for me to balance the game.

You can contribute a lot through sending me replays! :p

Be sure to check out the Campaign mode Version of the map coming soon. x)
 
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Level 16
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r1.0c updated, there is no class-based abilities yet, because its still under testing.


  • 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.
 
Level 16
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Mercenaries r1.0d Updated!


  • 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.

Class based skill released :p

EDIT : Holy shit, versus mode Class-icon still not fixed ;_;

Remade change-log.
 
Level 16
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Today Toby sent me a few files regarding the new terrains.

I tried playing on the new terrains, its amazingly beautiful..

I am still disappointed it will never be continued, or ever be on the
release.

178651-albums5636-picture84334.png


It looks like pictures from console games!

Well, he will be leaving for a few months, and be busy.

Good luck Toby, and thanks!
 
Level 16
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Changes made, r1.1a uploaded!


  • Bug Fixes
  • Fixed a bug where turrets cannot be built on brick tiles.
  • Fixed a bug where changing weapon mode does not remove Gatling firing mode.
  • Fixed versus mode class-icons not showing properly.
  • Fixed Versus Mode winner String (Missing space).
  • Game-play
  • Corrected bullet spawn point to be from the gun itself, rather than the center of the unit.
  • Increased all energy-related subjects by 10* multiplier. (Energy cost, Max Energy, Energy Regeneration) (It is still the same overall, but it shows better regeneration progression)
  • Now damage below or equals to 5 will not be lethal to players. (This will spawn a text "Survived!" above the player).
  • Now Dark Dagger costs 1 Energy each.
  • Reduced Trap-detection range. (From 600 --> 500)
  • Versus
  • Reduced predatory instincts bonus movement speed on heroes. (From 44% --> 10%) (Effect is still 44% on units.)
  • Increased predatory instincts AoE on heroes. (From 320 --> 380) (AoE is still 320 on units.)
  • Signal Flare defense reduction now works only half on heroes. (From 10 --> 5) (Effect is still 10 on units.)
  • Signal Flare defense reduction AoE reduced to 400 on heroes. (From 600 --> 400) (Effect is still 600 on units.)
  • Now blocking no longer stops action. (No casting)
  • Reduced blocking duration. (From 5 --> 3)
  • Reduced blocking cool-down. (From 20 --> 19)
  • Increased cool-down of Overload by 1 seconds.
  • Increased defense of Anti-body booster. (From 5 --> 7)
  • Increased cool-down of Anti-body booster. (From 20 --> 21)
 
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Level 16
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Corrected the patch notes for r1.1a, O.O

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

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

I will be focusing more and more of performance,
based on this.
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!
 
Level 1
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Why is the melee ignore body collision as in Naruto or Bleach? :ogre_rage:

Need fix :vw_love:
 

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Level 16
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Alright, this is what have been implemented for r1.1c release candidate


  • 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
  • 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)


Suggestions and feedback are welcome, they are planned to be launched either today or tomorrow.
 
Level 12
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This is quite an old project . Its great that you are still working of it . Good luck ! Also have you been inspired by Alien Shooter to create this map ?
 
Level 16
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Ey, good thing you revived the project ;D
Time to download ~

Thanks, glad to know you are still supporting me ILH :grin:

This is quite an old project . Its great that you are still working of it . Good luck ! Also have you been inspired by Alien Shooter to create this map ?

Ah, could you mean this map? http://www.hiveworkshop.com/forums/maps-564/alien-shooter-v1-42-a-249669/

It looks very interesting, but it is the first time I have heard of it.

I will give it a try to see for inspirations~!

The map itself is inspired by Resident Evil's Mercenary mode, which is why there are a lot of Resident evil inspired items (Red herb, Green herb, item combination, Nitrogen Grenades, combo system, and some of the enemies)

Glad it's still here and guess what it has improved a lot <3 Great Job :)

And I am glad to see you guys still watches the thread~ :grin:

Its the most stable and bug-less version of the map so far, I am really proud of this update, please give it a try~!
 
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Oh, well yes in a way . That map is quite a good reproduction of the Alien Shooter game. And you could try Dead Space for more inspiration , i see you like surviving games :).
 
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