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Parasite 2 v1.14B

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One player is alien, one is AI, and the rest are humans. Humans and AI must work together to defeat the alien. Alien can disguise itself as a human, and infest other humans, so be careful who you trust.

Visit the forum website at http:\\infestationforums.co.nr for free discussion, banlists and to download the latest official version.

Special thanks to Dr Super Good for optimizing some triggers.

Keywords:
parasite, alien, parasite 2, infection, infestation, infest, killer, mystery, detective, psychology
Contents

Parasite 2 v1.14B (Map)

Reviews
Dr Super Good: A great map with tons of work in it. Good for Role Play when played on battlenet. Also has decent useage of custom modles and textures. However like most maps, ballence is quite a problem but the maker is doing his best to...

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Dr Super Good:
A great map with tons of work in it. Good for Role Play when played on battlenet. Also has decent useage of custom modles and textures.

However like most maps, ballence is quite a problem but the maker is doing his best to assure that ballence reasonable. Also the map is known to lag a lot do to unefficent triggers so it is advisable to not play it with a slow PC.
 
Level 2
Joined
Jul 28, 2007
Messages
11
hehe, I have such adoring fans, yet they can't deny they love to play the games that I make. Poor poor undeadfruitcake

Here are a list of updates since 1.13a . . .

- Deleaked a few things (courtesy of DrSuperGood).
- Fixed Conflagration Suit's game crash bug.
- Fixed a glitch with equiping suits that lets you wear them without being in your inventory.
- Revised the weapon/armor damage percentages
- Made all human units have the same amount of hitpoints.
- Increased the armor defense of heavy armored suits from 6 to 10.
- Increased human Damage/second from 32 to 40 for most combat suits.
- Slightly lowered the damage for the glaciation, and ionic suits.
- Slightly increased the damage for the ripper suit.
- Increased the attack range of the stealth suit from 1200 to 2000.
- Decreased the mana cost for the hydrolis suit's slime water ability.
- Decreased the attack speed reduction for the hydrolis suit's slime water ability from 50% to 40%.
- Increased the percentage chance of the ionic suit's stun ability.
- Increased the armor gain of the heavy suit's fortify ability from 6 to 10, but decreased its duration from 15 to 12.
- Increased the potency of the abilities for the anti-matter, and standard suits.
- Removed the fire disperser item.
- Allowed the recycler item to in addition of removing corpses, and vomit, to also remove fires, debris, and radiactive waste.
- Increased the number of charges for the bomb defuser item from 2 to 4.
- Increased the number of charges for the tracking beacon item from 1 to 2.
- Increased the hitpoints of barricades to 150, and made them spell resistant.
- Made the intoxication monitor instantly used when acquired.
- Made barricades turn the color black when constructed.
- Reworked alien stats to balance them out more.
- Made some alien forms weaker, yet less costly.
- Increased the amount of times a human needs to hit the ESC button to escape from the atronach's mind possession.
- Gave the beetle cerebrate a new model.
- Fixed a bug that prevented alien's from exterminating human players with bombs.
- Implemented the Shape Shifter Alien.
- Drastically revised many features of the A.I.
- Gave the RSM more hitpoints and armor, but made it unable to repair after death.
- Fixed a bug with the cyborg that made it unable to cloak.
- Fixed a bug that prevented containment barricades from being repaired.
- Reduced the cost for the alien to spawn minions from the incubator.
 
Level 2
Joined
Jul 28, 2007
Messages
11
Updated map; changes to v1.13c are:

- Fixed a glitch that made conflagration suit have 6 armor when using plasma overcharge.
- Fixed a glitch that made the hunter one-hit-kill using leech.
- Fixed a glitch that made the shape shifter's items disappear when it immitates.
- Fixed a glitch that made it impossible for shape shifter spawns to use duplicate.
- Slightly weakened the shape shifter spawn's growth ability.
- Added a debug command for the shape shifter alien incase it cannot return to normal form.
- Made the shape shifter alien slightly more difficult to obtain
- Fixed a bug that made the AI die permanently when killed.
- Lowered the damage of the demolition suit from 100 to 80.
- Fixed an issue that would trap some parasites when they are spawned.
- Buffed the base, mental, physical, brute, beetle, behemoth, and elementalist aliens.
- Slightly increased the time it takes for the A.I. to receive an upgrade point.
- Added a move speed upgrade item for the A.I.
- Nerfed the guardian's disruptor ability.
 
Level 13
Joined
Feb 28, 2007
Messages
477
Do you happen to know why macs are scorescreen'd at the map initialization? It's really annoying to say "Hmm, let's settle down with a nice game of parasite... Oh, wait, I can't because I instantly drop out of it. I guess I'm being left behind..."
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
Dark.Revenant, that must be because of a trigger problem which causes them to disconect as the map starts and thus it goes to score screen. To figure out the exact cause would take ages unfortunatly due to the current state the triggers are in however you could help by explaining a few things which could reduce the ammount of triggering needing to be recreated.
1. Did previous versions also do this?
2. Did this happen before I optimized some of the triggers?
3. Listing known natives/BJs that have mac related problems.

Because if it is since I optimized the alien/spawn ping system, it is probably caused by the natives I used for map pining or something simlar. That optimization alone has reduced the handle leaks by multiple hundred a minute and overall running time processor requirements which should be segnificantly noticable late game. Also it should have reduced map size slightly.

Also a lot of effect leaks were cleaned reducing the reduction in frame rate caused by lack of video card power which should also help make the game more playable. As a side affect some affects might not show as they have no death animation but the advantages of this well outweighs the affects being missing (which should be only very rarely as most used a death animation).

Rangkoff, I appologise if I did make the change and if it has affected ballence for good players (not noobs) in a bad way but honestly, I dought it has.

I will probably like to preform another wave of optimizations later to the bomb scripts to improve effect preformance and reduce lag when used and hopefully try and distance the map away from WEU which it currently uses as a editor environment for the triggers and back to normal WE. Again however I will try my best to do all these changes with as little effect as possiable to actual gameplay.
 
Level 2
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Messages
11
Updated . . .

Changes in version 1.13D:

- Unrigged emulator alien.
- Fixed a glitch that allowed shape shifter spawns to immitate into cerebrate form.
- Nerfed mental alien.
- Made the sonic suit's sonic boom ability spell blockable.
-Fixed a glitch with sonic suit's sonic boom ability that allowed you to start its effect without finishing it.
- Reduced cool down for the adv. repairing unit item from 30 to 20.
- Fixed a glitch that made the AI die permanently when killed twice.
- Fixed a glitch that kept the A.I.'s tank default range when it switched to siege mode.
- Allows the A.I. player to stay in game even when all spare bodies are down if the RSM is still alive.
- Updated some details in the README.

To Dr Super Good: if you would like to optimize the map more, I can give you it whenever I have finished updating it, your help is always appreciated. I think one thing that might be contributing to the in-game lag is the amount of custom created units, spells, etc used in it. 95% of the game's object material is custom, and it is quite a bit. I have been making it a habit in all of my other games I work on every now and then to limit the amount of custom units, spells, etc by simply editing the already existing standard stuff . . . it also really helps to reduce the load time. I heard about the widgitizer that removes all units, and stuff not used in the game, but I would prefer to do this way. I am also not the greatest trigger artist, what I know now is all from trial and error and the reference of other maps and skilled triggerers; I never took the time to go over any kind of tutorials and what not, but I am learning what I can. I think the best thing for parasite 2 is to recreate as much object data as possible through standard units, remove all non-used custom data, and redo the triggers from scratch . . . however, that is an immense task I am not willing to take, but anyone who wants to is more then welcome.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
in-game lag is the amount of custom created units

That should have nothing to do with ingame lag. The fact is once loaded while map is loading they never have or seldomly have any opperations preformed on the data during actual gameplay. Thus the only way for this to make ingame lag is to have more objects than a computer has RAM and thus once the limate of RAM is exceeded the speed is slowed down drastically as it uses Vram (or it crashes which is more likly). That however is not really possiable with over 600 Mb free RAM so the only real preformance issue lots of objjects cause is map loading speed.

The actual reason for lag can be divided into 3 catorgries.
1. Triggers - Badly made triggers that waste more proecessing power than needed, leaky triggers or too many triggers can cause this kind of lag.

2. Objects ingame - Too many units interacting with each other ingame can cause this lag (high attack rates or 100s of units are well known for this) or unit abilities with bad values can also cause this lag (like phonix fire shooting 100 shots a second from multiple units). Also lots of objects is known to increase trigger lag as some events trigger more regually and also involve more units.

3. Graphics - This is when too many special effects occure on screen at once (leaked ones esspecially cause this). The players graphic accelerator system can not handel the number of objects so spends multiple frames per image. The end result is that fram rate become unplayable when hovering over some map areas. Also can happen if too many models are loaded ingame by objects that the graphic RAM is exceeded.

I tend to say most of the lag in parasite is from problems 1 and 3. However when there are a lot of fires (ship is badly damage) I also say a bit of 2 is the problem.

I also just rembered I think I deleaked the radiation tile damage trigger which was leaking multiple 100 locations a minute before handing it back to you.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
The radiation, since you modified it, doesn't do what it is suppose to anymore.

In what way? Currently every second it should damage evey unit on that kind of tile for 20 damage. What kind of problem is there with it?

Also, ever since the map was supposively deleaked in a few areas, it now lags up even more.
It might lag some more for some of the roughly deleaked triggers like the bombs and and things because it uses some recources to remove the leaks which overall should help keep the background lag less. However in the case of more general lag, there is no rational explination as systems like the ping system should use a fraction the the recources previously and do not leak so how could they add more lag?.

I will look into it and check if I did not make an error in a timer somewhere causing it to fire rapidly.
 
Level 7
Joined
Sep 5, 2006
Messages
333
Had problem playing this on b.net as some ppl take ages to download it and way too many leaver and noob, if anyone want to play this awesome map with me pm me.Really awesome map but the size and all is making it harder to play. 5/5
 
Level 1
Joined
Aug 10, 2007
Messages
2
It's no glitch, that a parasite can infest is a certain %.

That statment doesn't make sense, did you mean:

a)When the game begins there is a chance the parasite may not be able to infest.

b)The infestation ability is now passive and is only trigger occasionaly.

c)The parasite has to be evolved a certain % before they can infest.

Ah I see i finally found it in the readme. It should be more obvious since it is handled with a buff and then death in other versions and similar games.
 
Last edited:
Level 2
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Jul 28, 2007
Messages
11
Parasite 2 1.14A is up, here is a list of all the changes . . .

- Reduced the hitpoints of the space station from 75,000 to 50,000.
- Reduced the damage bombs, and the nuke do to the space station when detonated.
- Reduced the armor defense of the space station and explorer vessels.
- Increased the healing rate of the space station's repair ability from 100 to 200.
- Increased the amount of fire that spawns when the space station takes damage.
- Fixed an improper data description for the tooltip of the sigma alien's hunger ability.
- Increased the move speed of the brute, behemoth, and beetle aliens.
- Increased the percentage chance of the brute's brute smash ability from 10% to 25%.
- Decreased the stun duration for the elementalist spawn's frost bolt ability from 5 to 3.5 seconds.
- Decreased the cool down and mana cost of the behemoth's tongue grab ability.
- Increased the attack damage reduction and duration of the behemoth's hell scream ability.
- Gave all alien cerebrates in the physical tech tree the 'infect' ability.
- Reduced the duration and cool down of the second sight ability, and made it cost mana.
- Decreased the range of the stealth suit from 2000 to 1600.
- Increased the attack damage of the acidulous suit.
- Increased the percentage chance for targets of the steam suit's blinding vapor ability to miss attacks from 33% to 40%.
- Added the maverick suit.
- Added the disruption suit.
- Allowed the nuke suit to be taken from the chemical weapon vendor.
- Fixed a glitch that disabled the Infested AI's inventory.
- Fixed a glitch that made the Infested AI permanently invisible when it casts immolated force field.
- Fixed a glitch that allowed the AI to carry human items after being revived.
- Fixed a glitch that allowed shape shifter spawns to become shape shifter cerebrates.
- Fixed a glitch that made explorer vessels appear in the north west corner of the map.
- Made several changes to armor/weapon type damage percentages.
- Made reinforced armor take 50% less damage from spells.
- Gave the odesa strain vial an additional usage to defend against the atronach alien's mind possess.
- Increased the charge amount of lunar red from 2 to 3, and the charge amount of vitamin x from 8 to 10.
- Increased the armor given by space dust from 2 to 3, and increased the move speed bonus given by vitamin x from 3% to 4%.
- Reduced the item charge for sake from 20 to 12, and increased the item charge for liquor from 12 to 20.
- Decreased the duration of sake from 1.50 to 0.25.
- Nerfed the power of some AI abilities when leveled up with enhancers.
- Increased the base move speed for the AI units.
 
Level 2
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Jul 28, 2007
Messages
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1.14B is up, and here are the small changes . . .

- Fixed a glitch that allowed humans to wield the disruption and maverick suit without the suit item being in their inventory.
- Fixed a glitch that disabled the nuke suit in the chemical weapon vendors
- Nerfed the disruption suit.
- Buffed the maverick suit.
- Increased the mana cost of the maverick suit's displacement shell ability from 50 to 100
- Buffed the Odesa Cerebrate.
 
Level 3
Joined
May 31, 2007
Messages
24
I've found a pretty serious bug, I think it's triggered by killing(maybe just spawning) someone while they're on the circle of power for launching/piloting a ship. All circles of power on said ship stop working, and the occupants are trapped inside. You can't take off, land, leave, or anything. It happened when the host turned me into a spawn while I was standing on the circle of power, in version 1.14b
 
Level 4
Joined
May 29, 2008
Messages
67
Buffed the Maverick Suit? Serously?? it wasnt Very Weak lol
i can Understand Nerfing the Disruption Suit tho... Seeing that it took a max level Cere and a spawn 5 mintues TOGETHER to kill me just 5 mintues of pure beating the shit out of me
 
I wanna talk about 2 stuffs!

What to do with the skull key? I can use it, but where?

BUG!!!

When I was a spawn and used the Phantom abillity, the cere died, and all my illusions was the real cere, so I had 3 real cere, and all could do the phantom abillity, so I was imba ^^ And when I tried to enter a spaceship, I couldn't get away with my cere, I tested with all three!

I hope you can fix this bug to next version! Forgive me for my english, I know its bad ;)

I just have to say that I love your map! Keep up your work 5/5
 
Level 34
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Jul 4, 2007
Messages
5,552
The key couldn't be used since like v1.11 so stop asking about the damn secrets -_-


Including the other secret items which aint a secret anymore.
 
Level 1
Joined
Dec 11, 2008
Messages
1
This map is extremely sick!

iits freaking awesome

but 1 thing that screw it up...

why dont u put a command, like -parasite, to players who wanna be 1 of the randomized to be the parasite, for ex, only players that putted the command had a chance of becoming parasite(only the first cerebrate), that way, noobs are harder to end the game in 4 minutes and its better to play only with friends, if u put a swap position, character in the command too, that way u cant know who is the parasite even iff players said they would put and some wouldnt

hope u understood my english

congratz for the map

waiting for reply
 
Level 1
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Aug 14, 2008
Messages
7
Hey....i was on onfestation forums earlier today.....and then i was typing an age long post... thank god i saved it because when i went to post it a min ago i got the you dont have access message. apparently i had been logged out. so i keep trying to log back in and it says
"Thank you, you are now logged in as Dtelm"
Except it keeps me logged in as a guest. and all i can see are the parasite downloads and this notice

"This forum is closed to guest and no new members are currently being accepted. The downloads for parasite 1 and 2 will still be up. For any concerns leave comments at hiveworkshop.com on the parasite map. Url is http://www.hiveworkshop.com/forums/resource.php?t=81072&prev=search%3Dparasite%25202%26d%3Dlist%26r%3D20"
 
Level 10
Joined
Feb 7, 2005
Messages
409
Man this is a great game, the only problem with it is it's player base. Every game I join everyone blows up the blood tester, tks another player, kick people who don't do what the host wants them to.

Every human I see just does everything they can to make it easier for the parasite, some people even gang up to lynch the AI for no reason at all.

The game itself is really well made but the people who play it are, in general, complete morons. So I recommend only playing this game with friends or on LAN, as public games tend to finish in a hell of a lot of incredibly stupid endings.
 
Level 9
Joined
Nov 28, 2008
Messages
704
Dtelm, try enabling cookies in your browser.

And Teld... no one plays it right or how you're "supposed" to because apparently it is "too easy".

My advice is just to learn how to avoid being tked randomly, avoid oops_ur_dead, and pray foor parasite 3.

But really.. public games are made of rofls.
 
Level 10
Joined
Feb 7, 2005
Messages
409
yeah but some are insanely stupid, it's so annoying when you randomly die, or when people use that rigged ability combo with banish then the portal that deals 1/2 the AIs hp in damage. Certain suits should only become available after the para has reached a certain form, like that one.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
Its funny when you are alien and the noobs end up killing themselves before you are even final form. I once was in final form and they were still killing each other thinking that they were the alien host (although it said my name even was the alien host).

Honestly, if you can get a team of 3 together, you can not lose.
 
Level 18
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Mar 13, 2009
Messages
1,411
Absolutely one of my favorite maps.
Only thing is: I don't like the Blood Tester. :zip:
NOOOOOOOO, DON'T KILL ME FOR SAYING THAT. I WILL LOOK CUTE! :cute:
 
Level 9
Joined
Nov 28, 2008
Messages
704
if you do get a 3, its very true that you cant lose. Unfortunately, NO one works together, and if that team of 3 has the parasite in it.. :p.. theres no way to know.
 
Level 5
Joined
Aug 27, 2007
Messages
138
If you need any help with optimization, I suppose I could lend a hand. I've been playing this a lot recently, and it's pretty cool, except--no offense--most of the coding is horrible. >.>
 
Level 2
Joined
Apr 14, 2009
Messages
34
The Hydrolis Suit also seems to crash Macintosh users whenever someone performs an auto attack with it. Might be something worthwhile to look into.
 
Level 9
Joined
May 14, 2008
Messages
576
Can anyone fix the shapeshifter bug and releases the new version ?
It shouldn't be so hard, but i don't understand anything in mapping :(
This is making me sick, the best alien form can't be played T_T and DSG doesn't want to work on para 2 anymore
 
Level 5
Joined
Sep 18, 2010
Messages
183
hmmm,this game looks interesting , like those games where you play like an alien and disguise your self, trick others, like werewolf metamorphis,however, this sounds good as well, i will give feedback if im not bored, this will be hosted on battle net
 
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