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Rural Zombie Onslaught 2

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Map Name: Rural Zombie Onslaught 2: The Onslaughtening
Creators: Zyphre & HuskyNinja
Phase Of Development: Public Beta 2

Map Description:
Unbeknownst to the public, the zombie virus has started to spread. Join a group of marines and some local students as they try to survive the onslaught.

Overview:
RZO2: The Onslaughtening is a zombie survival map on steroids with a focus on fun, teamwork, and accomplishment. The story starts where RZO left off.

Features:
- A focus on teamwork and strategy. Rogue team members don't survive very long.
- Variable length Save/Load codes that are only 4-8 characters long.
- 12 skillsets containing a HUGE amount of skills.
- 3 levels of difficulty to challenge even the most battle hardened veteran.
- Hotwire and upgrade vehicles and run down some zombies.
- Quests and events that allow players to obtain items of great power.
- A multitude of weapons to pwn zombies with.
- Rescue and train townsfolk to do various tasks.
- A high level of randomness makes every game unique.
- An intricate and exciting story line told through carefully placed cinematics.
- No bugs or exploits that were present in the original RZO.
- A multitude of secrets & eggs makes exploration a rewarding experience.
- 100% well written Jass codebase means virtually no lag or memory leaks.
- A constant onslaught of zombies!

Classes:
[Marine]
- Survivalist - Contains skills to help you to escape dangerous situations.
- Weapons Specialist - Gains weapon passives and militia training skills.
- Munitions - Creates explosives, weapons, and ammunition.
- Medic - Creates healing items, buffing items, and medical tents.
- Engineer - Creates barricades, defense towers, and modifies vehicles.

[Student]
- Survivalist - Contains skills to help you to escape dangerous situations.
- Hunter - Gains weapon passives, scouting skills, and can modify shotguns.
- Pyromaniac - Builds fire, fire, fire, and get a bonus with flamethrowers.
- Dog Trainer - Can train various dogs
- Innovator - Builds self defense items and other various items.

Map Link: http://www.hiveworkshop.com/resources_new/maps/4983/
 
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Additions for RZO2 Public Beta 3

Planned Additions for RZO2 Public Beta 3.
- 1 new Quest.
- 1 new Radio Event.
- 2 more Alternate bosses
- A bunch more secrets/eggs.

Any content suggestions for RZO2 would be greatly appreciated.
 
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Level 1
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As you know I've been emailing you a few problems I've found and you pointed me here so.....

1. Kinda don't want to tell you this, because it's a nice little exploit, but hell, if it was my map I'd want to know... go in the sewers, unequip your weapon... bye bye virus.

2. A few time's we've gotten to the point where we gotta hunt down Easton, we do and nothing happens.... Glitch? We doing something wrong?

3. Any chance on slightly reducing either the damage, attack speed or move speed of the Dulin monster? :D

4. Anti-noob function for car!?!?!?!? pleeeeeeeeease :D (other than the -control x which I LOVE by the way)

5. You said you're gonna address the militia/dogs going underground thing, good man for that, hows about the regular civis too? Meaning the ones we dont control.

6. When the crazy booze fiend with the flamer spawns.... and I complete the mission.... he doesn't go bye bye. So if we camp near him and fort up with his precious booze he helps us greatly, seems a little cheap to me :)

7. Any chance of a chainsaw or minigun? I love that you're adding the magnum but I HOPE it's a unique weapon or it'll take away the join of blasting zombies into next week (for my personal satisfaction any chance of using a semi-auto magnum model? :D never been a fan of the revolver)

8. If there's not already, add a few random places to dig stuff up (I know of the flamer, if theres more I've never looked but I'm hella tempted to go dig up the baseball and football fields.... SCREW YOU FIFTY YARD LINE AND PITCHERS MOUND!)

9. Different sound-sets for the marines/students? :D I'm tired of my marine saying he's gonna die when I tell him to do stuff :(

10. Any way to make the civi > militia retain their names? And possibly a different model for the females, cuz I gotta say, my Weapons Specialist is one amazing and FAST plastic surgeon

11. How's about a military convoy sporting some of those hummers and tanks I've seen on this site? Maybe at the end we get a hummer that automatically shoots while we drive or even a tank (obviously with a hella long attack cooldown, don't wanna go OP here)

12. Change the marines names to "Marine with a ________"? :D

13. The Chem gun and Flamethrower seem too similar, any chance to find a way to make them a little more diverse?

14. Kinda amuses me when a bird magically flies through a roof at my Dispersal Unit, the black pathing blocking stuff or even Air Pathing Blockers would solve that pretty easilly, on the same note I've seen random creeps get stuck on the walls a few times, I remember a Bear Prime for sure, but I know I've seen a few others

15. Some type of electric gun might be fun, or how about something amusing like a nail gun that uses mats for ammo? :p :spell_breaker:

16. So far I've only seen the psychic kid once, he spawned out side of a house, I walked over to him and nothing happened, I read on the helper forums that you were supposed to protect him from his zombified family or something, broken trigger there somewhere?

17. Random French guy running across the map shouting something amusing but does absolutely nothing else? :D Maybe turns into a zombie and hurtles cheese at ya? I don't know, just spit-balling here, take it with a grain of salt.

18. The priest dies pretty damned quick in my opinion, maybe make him controllable or just buff him a little bit, I don't know.

19. Still not sure what caused it (I may have missed something) but one game I was gathering stuff (always get stuck doing that... subclassing survivalist ftw I guess) but I go to drop stuff off at our camp and I see a random militia with a rifle belonging to light blue there, no one knew how or when he showed up :\ bloody noobs with their lack of attention paying!

20. How's about a homage to one of the greatest zombie games ever, Resident Evil 2? Add a croc boss to the sewers! :D

21. The friggin midget has got to be the best thing since sliced bread. Keep up the good work!

-Bladedheart @ US West :infl_thumbs_up:
 
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1) Fixed
2) Fixed
3) I've lowered his attack speed a bit
4) Sorry, I'm not going to anti-noob car. There is a reason you can build hotwire kits at low levels.
5) As of now, that would take a long time to implement. I'll keep it in mind for a later patch though.
6) Fixed
7) Sorry, but its going to be a revolver. :sad:
8) There may be something buried in the football field in public beta 2.....
9) Due to technical reasons, I cannot differentiate the models/sound for students/marines.
10) You cannot change the names of units in-game, this is a wc3 thing.
11) In beta 2 a convoy is planned as one of the new random events.
12) See #9
13) Chem gun damage has been slightly lowered, and it reduces enemy armor as was originally intended.
14) They birds are flying through 'windows'. This works as intended.
15) Nice ideas, I'll keep them in mind for later versions.
16) I was having problems with the interactions between the psychic kid and his family, so I decided to remove the family. I'm planning on remaking this quest in a later version.
17) Ummm. lol. :grin:
18) Made him invulnerable, but lowered his damage slightly. (His ring sells for 25M 25F if you don't want him)
19) You get reinforcements during one of the story events. (Everyone does)
20) :thumbs_up: Can do.
21) Thanks

Of course, none of these fixes will go into effect until Public Beta 2. It should be ready in a week or two.
 
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Increase max level?

For public beta 2, I am thinking of increasing the max level by 10. This would facilitate cross-classing a little bit more as well as giving players a higher goal to achieve. However, doing this would break current save/load codes. The upside to this would be that I could increase the checksum size for codes, making bad load codes load less. These changes would only increase the maximum code size by up to 1 character. Do you guys think its worth breaking current save/loads to implement these changes? Any feedback/suggestions dealing with this topic would be greatly appreciated. :smile:
 
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I think that's a good idea. The more levels the better. Gives you something to work for like you said.

Now with that being said... I love RZO 2. But some things bug me about it. Like not being able to opt out of cut scenes. It really breaks up the pace of the game. Any chance of doing something about that? Maybe a yes no type thing like the intro.
 
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I think that's a good idea. The more levels the better. Gives you something to work for like you said.

Now with that being said... I love RZO 2. But some things bug me about it. Like not being able to opt out of cut scenes. It really breaks up the pace of the game. Any chance of doing something about that? Maybe a yes no type thing like the intro.

Hmm, I might add a toggle to the Actions & Options menu to turn on/off in-game cinematics (as well as a keyboard command "-cin"). I used to have this in game, but a technical reason forced me to remove it. I fundamentally changed the way cinematics work, so I'll try to re-enable it for public beta 2. Also, the way the system works now, if you don't go into cinematic mode then the spawn associated with your character will not be disabled, and you will not become invulnerable. So be on guard if you choose to skip cinematics.
 
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Dont change format/or try to make it optional

For public beta 2, I am thinking of increasing the max level by 10. This would facilitate cross-classing a little bit more as well as giving players a higher goal to achieve. However, doing this would break current save/load codes. The upside to this would be that I could increase the checksum size for codes, making bad load codes load less. These changes would only increase the maximum code size by up to 1 character. Do you guys think its worth breaking current save/loads to implement these changes? Any feedback/suggestions dealing with this topic would be greatly appreciated. :smile:
please dont change the format of codes:sad: some of us are happy with what we have :grin: we really dont wanna start over from scratch again
 
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Public Beta 2 Is Up!

Just wanted to say that the Public Beta 2 for RZO2 is up so check it out. You can find it in the maps section. On a different note, a few people have reported a fatal error in the map. I haven't actually seen it yet, so if you have a replay file please send it to [email protected] so I can smash the bug out of existence. Remember, if you find and other bugs/exploits please report them ASAP. :infl_thumbs_up:
 
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There was a glitch in my last game and Dulin got stuck in a school wall/ killed. I have the replay if you want it. But other than that the cinema disable works fine and is awesome. Very kosher :)
 
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I found a bug when the sheriff comes and drops the magnum. If you try to equip it you disappear forever.

Edit: Never mind, I think that the person who finds the sheriff is removed. I think your trigger is removing the player instead of the sheriff. I don't know if this is true, but its happened to me each game I found the sheriff, and he says it too much for him, but instead of him going away, I vanish, never to save my code again.
 
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I found a bug when the sheriff comes and drops the magnum. If you try to equip it you disappear forever.

Edit: Never mind, I think that the person who finds the sheriff is removed. I think your trigger is removing the player instead of the sheriff. I don't know if this is true, but its happened to me each game I found the sheriff, and he says it too much for him, but instead of him going away, I vanish, never to save my code again.

This is a known bug, it will be fixed when public beta 3 comes out this upcoming Sunday. For now, avoid the sheriff like the plague.
 
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There seems to be a bug with the dispersal unit. Okay, so my brother and I tried to exploit the fact that you could put the dispersal unit into an allied, but not your own, vehicle (like in v3.50b). When we tried to put it into the vehicle, we got the message that it was too fragile, and the dispersal unit fell onto the floor. A meat creature died just after my brother tried to pick the dispersal unit up. Unfortunately, the car got pushed by the meat creature's death, dragging the unit along with it. This somehow bugged the game, and there was one unit on the floor and another in the inventory (of the marine). The worst part about it was that the dispersal unit was still getting attacked and we couldn't pick it up at all; when we tried to get the one in the inventory close to the unit on the ground, it just made another one when we placed it down. It's pretty funny, and I guess it teaches one to try to avoid exploiting.

Also, the evil sheriff can be killed by cars and other lovely vehicles. Unfortunately, he talks to you from the great beyond, giving you his quest anyways if you get too close to the place where he died.

Suggestions: Maybe add a 'clear' function; when we're in game and saving like crazy (cause the sheriff ran by our base), the save codes hog up a lot of space on the screen. It would be helpful to have a handy tool like that. Other than that, maybe update the quest section; I didn't see the 'toggle cinematic on/off' command.

Hope the new version doesn't overwrite current codes!

~sherpi
 
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There seems to be a bug with the dispersal unit. Okay, so my brother and I tried to exploit the fact that you could put the dispersal unit into an allied, but not your own, vehicle (like in v3.50b). When we tried to put it into the vehicle, we got the message that it was too fragile, and the dispersal unit fell onto the floor. A meat creature died just after my brother tried to pick the dispersal unit up. Unfortunately, the car got pushed by the meat creature's death, dragging the unit along with it. This somehow bugged the game, and there was one unit on the floor and another in the inventory (of the marine). The worst part about it was that the dispersal unit was still getting attacked and we couldn't pick it up at all; when we tried to get the one in the inventory close to the unit on the ground, it just made another one when we placed it down. It's pretty funny, and I guess it teaches one to try to avoid exploiting.

Also, the evil sheriff can be killed by cars and other lovely vehicles. Unfortunately, he talks to you from the great beyond, giving you his quest anyways if you get too close to the place where he died.

Suggestions: Maybe add a 'clear' function; when we're in game and saving like crazy (cause the sheriff ran by our base), the save codes hog up a lot of space on the screen. It would be helpful to have a handy tool like that. Other than that, maybe update the quest section; I didn't see the 'toggle cinematic on/off' command.

Hope the new version doesn't overwrite current codes!

~sherpi

Next patch, the dispersal unit should not be affected by knockback, and the dispersal unit triggers have been cleaned up a bit. The sheriff has been completely fixed also. A clear screen command is a great idea, it will be included in public beta 3. :grin: There is no toggle cinematic on/off chat command (removed at the last minute due to a possible exploit). There is, however, a way to toggle cinematics on/off using the Actions & Options button. This -cin chat command has since been fixed, and will be included in the next version.:pal: Oh, and I encourage people to try and find sploits (and report them). The more I know about, the more I can fix. :thumbs_up:
 
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Hello, I am a past player of RZO and am now full-time hosting RZO 2. That being said I would like to get a clan started on US WEST. If any on west is interested please message me on Bnet under the profile name "sawurmomonline".

I also have a suggestion for the direction of the game. You should create more maps, RZO 3, RZO 4... etc. while still retaining the same load codes. Lvl 85 is not a high goal to achieve ( especially with the flamethrower-guy and rats mass exp thing ), and I believe that this map will get boring rather quickly, unless new installments with new plot lines are realized. There are only so many quests you can cram into a map such as this, and I think that your creative mind is well-suited enough to make a dynamic series that has so far (in my opinion) destroyed notd am, and dotd.
 
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Hello, I am a past player of RZO and am now full-time hosting RZO 2. That being said I would like to get a clan started on US WEST. If any on west is interested please message me on Bnet under the profile name "sawurmomonline".

I also have a suggestion for the direction of the game. You should create more maps, RZO 3, RZO 4... etc. while still retaining the same load codes. Lvl 85 is not a high goal to achieve ( especially with the flamethrower-guy and rats mass exp thing ), and I believe that this map will get boring rather quickly, unless new installments with new plot lines are realized. There are only so many quests you can cram into a map such as this, and I think that your creative mind is well-suited enough to make a dynamic series that has so far (in my opinion) destroyed notd am, and dotd.

Well, the next project I am going to work on is called ZUGS. It's going to be the starting point for a bunch of maps to follow. Basically, I took all the advanced scripts in my map, and made a system around them. This will allow me to make maps much more quickly, and it will also be available to the public so they can make similar maps. After I finish ZUGS, I will be remaking RZO1 as RZO: Classic using the ZUGS system (fixing all those pesky bugs). Then, its time to make RZO3. Lets just say, its going to be PvP oriented AND still have a storyline. After RZO3, the sky is the limit. Oh, and codes from RZO2 will DEFINITELY carry over to 3.:infl_thumbs_up: For now though, quite a bit more content is planned for RZO2.
 
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Suggestions

That all sounds awesome, and as all RZO players I do have a couple suggestions :smile:.

1. MORE MELEE WEAPONS!!! Weapons such as a sword, or a chainsaw would kick ass. (maybe there already is a chainsaw but i've really only played a few games of the new beta.)

2. If you're going to have a sheriff in the game, why not have a police deartment building with cop cars outside of it? There could be a shotgun inside, and of course, body armor. (maybe a S.W.A.T. shield too)

(PS: I couldn't believe how quickly you responded to my thread :thumbs_up:)
 
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That all sounds awesome, and as all RZO players I do have a couple suggestions :smile:.

1. MORE MELEE WEAPONS!!! Weapons such as a sword, or a chainsaw would kick ass. (maybe there already is a chainsaw but i've really only played a few games of the new beta.)

2. If you're going to have a sheriff in the game, why not have a police deartment building with cop cars outside of it? There could be a shotgun inside, and of course, body armor. (maybe a S.W.A.T. shield too)

(PS: I couldn't believe how quickly you responded to my thread :thumbs_up:)

About the melee weapons, there ARE swords in the game (they are secret). I REALLY want to put a chainsaw in the game, but I need a good model. I am not any good at modeling (I made the bus), so I'm not even going to attempt to make one myself. So, if anybody wants to submit some models to this site here is a list of what I could use:

A marine (not space marine) model that can use Konstrukt weapons.
A student model that can use Konstrukt weapons.
A guy wielding a chainsaw model.
A police car model.
A tractor model.
A policeman model (or skin) (can use Konstrukt weapons is a plus).
An alligator/crocodile model.
Zombie models/skins (Not fantasy based).
A male & female civilian model that can use Konstrukt weapons.
Stuff to replace the barrels with for items.

Please note that I want to make the map as small as possible, so low poly = good. Anybody that can fulfill any of these requests would get credit in the credits section. :grin:

Finally, I AM planning to extend the map bounds at a later date and put some more areas into the game including a police station and lake area. This won't be for a while though. :sad:
 
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There is a SWAT model on this site as well as a few soldier models, not the prettiest things in the world but they're there.... the gator if you had to could be the skink but that would look like complete shit :p I've seen a few zombie skins and what-not.... mostly the male civi model.... and for weapons if nothing else why not switch to crates? makes a bit more sense, stuff is usually stored in boxes, who stores guns in barrels? haha
 
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I got to thinking... there's a map called Silent Hill Hardcore, I believe, in this map there are skins for civi males that actually look like they'd belong in present day that would work for this.... theres also a female skin for an existing model (feudal era japanese chick with dual flintlock pistols) that makes her look modern day as well, I'm sure you'd have to edit the animations to make them able to use all those weapons.... might be worth looking into, if you cant find the map I could easily send it to you.
 
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One of my ideas for your map is the ability to turn on/off the auto return for the student's dog (But I'm not sure if the reason is the unit or it's part of the triggering.) mostly because it's very annoying that you have to right click the same spot over and over again when you make the student's dog scout for items... (Also I haven't seen that model up for awhile Bladedheart... Or I might be searching wrong)
 
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Chainsaw model here http://www.hiveworkshop.com/forums/showpost.php?p=236059&postcount=198

If you need a weaponless Paladin I could do it or if you know how, you can. About the marines... I will look around here. I found one, I just need permission to edit it so you can put weapons on it. Wait for that.

Thank you so much for finding this. :grin: The next version is going to have a chainsaw now (among other things). I am pretty good at weapon killing models, so its already done. Thanks for offering though.:thumbs_up: I might have to push the release back a few days though while i figure out cool ways to implement these items.:con: Oh, and if you can get me a weaponless marine, that would be awesome.
 
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Hey zyphre, i really liked your map...
Me and a friend play it a lot...
im lvl 54 and he is 32 =]
but...i found a real easy and unbalanced way to level...
When there is fthrower event, set up barricades further than the booze stick to rats spawn, if you kill all rats spawn alone you can get levels pretty much like real fast...they just spawn and die hitting cades.
Another thing, is my lvl 54 gonna get deleted after real game is released? ;(
May i create a clan in euronet (if there isnt 1) of rzo?
Thanks~
 
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Public Beta 3 Is OUT!

I got a little off track while working on public beta 3.
Here is a list of what I actually changed :grin:

- A multitude of new melee weapons... including a chainsaw!
- A -clr command to clear messages off the screen (and a button in actions & options)
- A -cin command to complment the actions & options button.
- All known bugs fixed (Including the crash (I think)).
- The map is now a bit bigger. New areas include a lake and a municipal building.
- The XP table has been altered. Rats now give less XP and Primes+Bosses give more.
- A few new quests and things have been added.

The only thing I did not really get done was the new alternate bosses. Next version, I'm planning on adding the 2 new bosses, and giving the existing bosses some overhauls to make the battles a bit more dynamic. I also plan on altering the zombie mechanics a bit to make them a little bit more diverse.
 
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I haven't played in awhile, and I won't be anytime soon. I guess I am really missing the boat here but school is starting up again and I can't fail grade twelve for a fourth time. Just kidding, but seriously, no rural zombies 4 me... dT_Tb guess I'll turn emo (o.\\\)
 
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Meh I dont have teh Warcraft CD downstairs and I am honestly too lazy to bring it downstairs to test whether or not it has an attchment point in it... blah blah blah cuz my model editor doenst work with it... OH! I have mustered the motivation to go! PM me with your email soon. I also have a Male villager with a gun lying somewhere around here...
 
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By Vimes (He posted this in the helper forums, and we're friends so I'm sure he won't mind.)
1. Massive decrease in experience gotten. Can't see this being intentional as it makes it near impossible to level characters at 50+. It is very hard to even get a single level in a game in V3.72, even at low levels (near the end of a normal difficulty game a level 25 just barely got level 26, and in a hard that failed on airborne boss a level 56 was only a third of the way to a new level, and had been in the fray for the most part, on a game of .65B the level 56 got two levels a bit before the airbone boss was even fought).
-Personal note: Yeah, it seems when you lowered the rats EXP you lowered all of them, and I don't think the bosses have any increased exp.
2. Loading characters creates a large burst of lag that didn't seem to happen on older versions.
3. Melee weapons are not worth using, not even the chainsaw. Not using up ammo does not make up for having to go into melee range and having decreased damage output.
4. When placing a level 3 medical tent, if you place it too far away from the civ it will turn into body armor level 2.
5. When the device is dropped into the hospital basement, it takes damage as if it were in the sewers.
Personal note: That's probably to avoid abuse anyways. >_>
Also, could you modify the flying boss to spawn there but still go after the boss? Last time we played we tried to regroup since four people can't solo it after defending for a bit, so we run away to get ready for it and all it ended up doing was having like 100 zombies clumb up where the cutscene takes place. It's not something that needs to be "fixed" but it'd be nice. And do you plan on doing another new code when you release it as non-beta?

Could I ask how to unluck multi class? I'm guessing it's beating hard mode? Thanks in advance for everything. >_>
Edit: Well, we finally get hard, but I messed up on the code and I copy and paste isntead of paste screening that or student can't use it, but I doubt it. Is there any chance I could get the code from you guys? I was MonkeyDoodle and it was around ETSbs but I fucked up somehow.
Edit: Okay, I found out wher eI fucked up, but I don't think I can easily fix, some reason I msised the *<>s etc when I copy and pasted, although it'd be nice if you could help out stilll. >_>

Edit: Well, we beat hard again, but a pudge knocked me up on the wall and some reason after 10 grenades I still couldn't get down, only further on the wall. My two friends made it though.

Edit: Disregard that, beat hard the third time without getting fucked. Ironicly there was no missing symbols, I typoed with a letter.
 
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Dec 22, 2004
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Not sure if this was fixed in 3.72B, but bodies can't be brought through grates, so someone that dies in the catacombs/sewer/hospital basement is screwed.

Also, could you modify the flying boss to spawn there but still go after the boss? Last time we played we tried to regroup since four people can't solo it after defending for a bit, so we run away to get ready for it and all it ended up doing was having like 100 zombies clumb up where the cutscene takes place. It's not something that needs to be "fixed" but it'd be nice.
This is an issue with enemies not going after the newly inventoried dispersal unit, and was fixed by dropping it and picking it up. Potentially abusable.

I like all the updates you made but the problem is that very few of your players right now know that version 3.72 (Public beta 3) is out and is barly being hosted...
Most likely it is not being hosted because the exp rate is off to the point of leveling being nigh impossible.
 
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Ninja's shuriken are unbalanced the way they are now. Bosses are pushovers and so are large mobs. In general, though, the Hero skillsets are not very useful, and the real reason to be a Hero is just to mix student and marine skills. Speaking of not very useful skill sets, the student's dog could use a buffing. The other skill sets are just leaps and bounds above the usefulness of the dog. Getting rid of the way dogs automatically come back to you, and raising the combat efficiency of the two dogs without inventory would make it a more useful skill set to get.
 
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Skill listings?

I don't know if this is being implemented or people feel that it is generally unneeded but I would love to see the skills listed in the game. For example I keep speccing down combat engineer thinking maybe I will get a new skill that will be pretty badass rather than just upgrades. The problem is I DONT know if I will or not and could be wasting points that could much better be spent elsewhere. I've been playing on a lan with a friend and I so every point is vital. Alot of other mods list the skill faded out with the level listed when you can get that. I think this would be a great addition.
 
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Oct 18, 2007
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Haha, well this is the only place where I can find any activity regarding the mod as I just recently got into it. Hopefully the creator will come back and my posts will put some life back here!
 
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