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The shooting system is good...even though it is a beta map, I had fun playing it until I ran out of ammo. Nice usage of atmosphere too, you managed to create a creepy atmosphere in this map, which I do not see in most other maps with zombies, which is a shame. Good luck.
Glad to hear you liked it
In the meantime I have created units that can crawl up on buildings and others that can jump, which makes the game alot more challenging already. (These are not included in the current uploaded file).
But I'm running out of ideas after 3 or 4 more waves, can somebody help me out?
I don't want the enemies to just have more and more hp or damage every wave.
(I already thought of adding enemies that split up/spawn lesser ones, invisibile/shady ones, underground moving ones, and blood spitting enemies)
A few zombies that require teamwork and different weapons to take down would be nice...for example a huge zombie with an @$$stomping amount of HP, is slow and more susceptible to single target damage ( sniper rifle, rockets etc. ), but spawns smaller "worms" around it over time that move fast and have a small HP pool, which would require rapid-firing weapons to take down effectively ( MGs, Flamethrowers etc. )
I like your idea of more zombie types, as they make the game more interesting than simply killing endless waves of the same variety over and over again.
Try messing around with a few factors that dictate how a zombie should be taken down for some interesting combinations.
For example:
Range
Movement speed
Attack damage
Attack type ( AoE, single target )
Attack speed
Zombies that explode on death
Zombies with huge HP pool
Zombies with high health regeneration
Zombies that spawn in groups but are weak individually
Zombies with a buff to nearby zombies ( Example: An alpha-male for a group of Ghouls that increase their movement speed )
Zombies with low HP
Zombies that take more damage from a single weapon type, but takes less from others
Zombies that are large, and thus easier to hit
Small zombies that are harder to hit.
Zombies that can "absorb" zombie corpses near them to get stronger
Who doesn't hate being pinned down in an alley fighting a meatshield of zombies that has some wacky effects on death, while ranged zombies pummel you with their acidic saliva? And suddenly having a wall-climbing horde descend from behind you and rip you to shreds...
Those are a few ideas I would like to see in your map so I posted them first. I could probably think of more if I had time.
Maybe add some objectives to the game...I look to NOTD, ZAF, UA and the like for ideas on this. Of course, the below are just what I think would be missions that suit the map...you can always think of new and better ideas.
1. Blood Sample Collection ( A player has to stand for a few seconds near a live zombie with below 20% health and use a syringe to collect samples from it. )
2. Rescue missions ( Escort randomly spawned NPCs to an evacuation zone and wait for the transport to arrive...it can be by air, land or anything you like. )
3. Repair missions ( Gather parts that are spawned randomly around the map to repair a power generator, turrets...just about anything. )
3. Boss fights ( Scripted bosses that spawn and require tactics to take down. For example, a special gun that only has a small amount of ammo, deals INSANE damage to zombies and has an induction time is airdropped right before a boss spawns. )
You could even make mission-chains that are a mix of a few different objectives...for example, you pick up a notebook from a corpse that gives you a "password" for the army outpost. Once you enter the outpost, there is a derelict tank that can be repaired by collecting parts scattered across the city. You fire the main cannon for the first time at some unfortunate zombies...and the noise pisses off half the zombies in the city, in addition to an extremely angry boss that wants to tear you a new asshole/eat you for breakfast for disturbing his beauty slumber. Whoops.
Use your imagination, a lot of scenarios could be created ingame.
Blood Sample Collection: Resistances ( Increased damage, damage resistance ) are developed by the whole team to the zombie type that the sample was collected from.
Rescue missions: The rescued victims would cause awareness in the outer world about whatever the incident that caused the players to be stuck in a zombie infested city is. Army forces send reinforcements ( NPC friendly soldiers ) in.
Repair missions:
1. If a power generator was repaired, streetlights would come on over the city for a period of time before the generator fails, allowing the players to have better sight range. Zombies would move slower in brightly lighted areas.
2. If a turret was repaired...well, what to say? You get a bigger turret to mow down zombies with...until ammo runs out, that is.
3. If a vehicle was repaired, players would be able to drive it around. It will eventually run out of fuel.
4. Etc.
The current version (not b3) already has some of those types.
Or maybe the 2nd wave of b3 too, I don't remember.
Anyway, thanks for the ideas, especially with the missions.
Your post already inspired to me to make sentry bots that can be activated (whenever you wish) by a chip or code you are supposed to find.
They will then walk around and turn the map into a slaughterhouse until they finally run out of ammo
i check the map and it's seems awesome but it lacks that u didn't put a tutorial at start when u think of it's required cuz when ppl dl from here or in-game they will not check the tutorial u placed here so u should make some starting text either in loading screen or in-game at start for the shooting option.
Yeah I'll probably make a training ground or something to introduce both the jetpack and the shooting system.. I'm getting tired of telling everyone I test it with already
/edit: I just improved the coding of the shooting system. (not in the uploaded version here). Now you can hit zombies standing right in front of you as it is supposed to be..
I uploaded the latest version with new waves and some quests.
Known issues: The summoners can spawn at points where you can't shoot them and I somehow built in a bug for the RL and BFG.
You might be able to beat the game alone until wave 5, but the boss appearing there probably can't be handled alone (maybe as explosives expert, when you prepare enough explosives somewhere, but have fun surviving until then with a EE ;-).
I'll probably make an easier game mode too since I can't imagine newbies to have a chance at all
New version uploaded. (b15)
It fixes a lot of bugs (especially in the missle system) and contains one new wave.
€: Yet another new version (b18) with a few more waves, items and a more accurate aiming.
€: b26 fixes the cinematic of the new intro, has an improved collision-check-system for missles (hopefully less lags on weak computers) and some more fixes plus a preview image.
I think it is time for 1.0 soon
€: It's done! v1.0 will be uploaded after a little more testing.
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