- Joined
- Mar 26, 2009
- Messages
- 301
What is this?
A hero defense / survival map where creautres love to show their crazy abilities..
What is different in this map?
Survivors are unique in their roles (abilities, weapons) as well as advanced creatures do more than just some simple melee attacks. Ammo is also limited; so you don’t just wait behind a barricade, shooting, until you or your enemies die. Gameplay is believed to be more dynamic than that.
What can enemies do?
While classic zombies do nothing other than basic mele attacks; Ghouls can paralyze, Forgotten Ones can walk, climb over walls and obstacles; bats can fly (as usual), Stalkers can charge to survivors; Glowing Ones can blast survivors, knocking them away; Abominations can cause diseases, Fiends can ensnare Survivors, rendering them unable to move; and mighty Dreadlords can bind and drag survivors to themselves.
What can YOU do?
You can pick one of the 4 unique heroes, work cooperatively with your team mates, live or die together. Engineer can craft items for example. He can build turrets, some wise traps that will confuse the enemy; or create ammo from raw materiels. Heavy Impact Specialist can Artilery Strike at long range as well as being able to Slam ground; dealing with enemies by knocking them back. While Marine can improve his battle capabilities to extraordinary levels, controlling X22-K Prototype will be a totally different experience. (Duh, sounds like some lame product advertisement)
Inspirations
Afterlife (Ammunition and Reload System Idea)
Resident Evil Tribute (City Geometry)
Fallout Universe (Concept, names etc..)
Credits
Everything in the map (except models and icons) are made from scratch. People that have contributed to the map is credited in the map (F9 during game)
Known Bugs (Latest Version):
- Random buff icons with "Tooltip missing" text appear on units.
Changelog:
A hero defense / survival map where creautres love to show their crazy abilities..
What is different in this map?
Survivors are unique in their roles (abilities, weapons) as well as advanced creatures do more than just some simple melee attacks. Ammo is also limited; so you don’t just wait behind a barricade, shooting, until you or your enemies die. Gameplay is believed to be more dynamic than that.
What can enemies do?
While classic zombies do nothing other than basic mele attacks; Ghouls can paralyze, Forgotten Ones can walk, climb over walls and obstacles; bats can fly (as usual), Stalkers can charge to survivors; Glowing Ones can blast survivors, knocking them away; Abominations can cause diseases, Fiends can ensnare Survivors, rendering them unable to move; and mighty Dreadlords can bind and drag survivors to themselves.
What can YOU do?
You can pick one of the 4 unique heroes, work cooperatively with your team mates, live or die together. Engineer can craft items for example. He can build turrets, some wise traps that will confuse the enemy; or create ammo from raw materiels. Heavy Impact Specialist can Artilery Strike at long range as well as being able to Slam ground; dealing with enemies by knocking them back. While Marine can improve his battle capabilities to extraordinary levels, controlling X22-K Prototype will be a totally different experience. (Duh, sounds like some lame product advertisement)
Inspirations
Afterlife (Ammunition and Reload System Idea)
Resident Evil Tribute (City Geometry)
Fallout Universe (Concept, names etc..)
Credits
Everything in the map (except models and icons) are made from scratch. People that have contributed to the map is credited in the map (F9 during game)
Known Bugs (Latest Version):
- Random buff icons with "Tooltip missing" text appear on units.
Changelog:
- Fixed Stalker and Dreadlord abilities' malfunctioning (hopefully),
- Reduced cast range of Shackles to 2000 (for Dreadlord) and it no drags victim over obstacles,
- Creeps now ONLY target heroes with their abilities,
- Fixed reload-sprint related issue,
- (Hopefully) fixed auto reload-crafting issue,
- Modified creep behaviour in combat,
- Increased Weapon - Scope Attachment's production rate,
- Reduced coodown of Basic Crafting to 35 seconds,
- Using Basic or Master crafting ability does not interrupt orders.
- Reduced cast range of Shackles to 2000 (for Dreadlord) and it no drags victim over obstacles,
- Creeps now ONLY target heroes with their abilities,
- Fixed reload-sprint related issue,
- (Hopefully) fixed auto reload-crafting issue,
- Modified creep behaviour in combat,
- Increased Weapon - Scope Attachment's production rate,
- Reduced coodown of Basic Crafting to 35 seconds,
- Using Basic or Master crafting ability does not interrupt orders.
- Modified armor gain rate upon Psycho usage,
- Weapon - HE Attachment now deal more damage (220),
- Level skip time and creep spawn intervals are modified,
- Fixed Maintanence bonus - energy regen correlation,
- Modified Creep Spawn dice,
- Increased Rifle Scope production time,
- Added new Item: Jet,
- Added new Item: Medkit,
- Added new Item: Med-X,
- Added new Item: Land Mines,
- Creatures will attempt to use their abilities on barricades and turrets too.
Known Bugs that I haven't been able to fix:
* Auto-Reload sometimes doesn't work.
* Effects of Jet, Med-x speed bonus or Sprint speed bonus wear off when user reloads his weapon,
* Random buff icons with "Tooltip missing" text appear on units.
- Weapon - HE Attachment now deal more damage (220),
- Level skip time and creep spawn intervals are modified,
- Fixed Maintanence bonus - energy regen correlation,
- Modified Creep Spawn dice,
- Increased Rifle Scope production time,
- Added new Item: Jet,
- Added new Item: Medkit,
- Added new Item: Med-X,
- Added new Item: Land Mines,
- Creatures will attempt to use their abilities on barricades and turrets too.
Known Bugs that I haven't been able to fix:
* Auto-Reload sometimes doesn't work.
* Effects of Jet, Med-x speed bonus or Sprint speed bonus wear off when user reloads his weapon,
* Random buff icons with "Tooltip missing" text appear on units.
- Changed XP gain rate from %15 to %20,
- Changed heal rate of meat,
- Added new items,
+ Weapon - HE Attachment
+ Weapon - Rifle Scope
+ Weapon - Hunter Kit
+ Stimpak
+ Super Stimpak
+ Psycho
- Some minor changes which are unnecessary to document =)
* This one is a little rushed. If you find any bugs, please report to me =)
- Changed heal rate of meat,
- Added new items,
+ Weapon - HE Attachment
+ Weapon - Rifle Scope
+ Weapon - Hunter Kit
+ Stimpak
+ Super Stimpak
+ Psycho
- Some minor changes which are unnecessary to document =)
* This one is a little rushed. If you find any bugs, please report to me =)
- Modified stat gain for each hero,
- Removed Attack-Disable and added Auto-Reload ability,
- Increased accuracy for Fragmentation Bombs (to prevent overkill of mass units; and properly dealing with Dreadlords),
- Dreadlord will now only drag Heroes,
- Marine can no longer craft items while running (he will stop instead),
- Marine can no longer build turrets with Basic Engineering ability,
- Turrets can now target air units,
- Ammo boxes now contain 960 bullets,
- Increased HP for all buildings dramatically,
- Increased stun duraiton of Energy Bolt,
- Increased energy regeneration for each Maintanence point,
- XP gain is reduced (From %25 to %15) and XP gain is still global,
- Added new infected creatures with new abilities,
+ Stalker (with Charge Ability)
+ Glowing One (with Radioactive Blast Ability)
+ Fiend (with Web Ability)
- Wave X command is removed from developer commands,
- Wave system is exchanged with Level system (random creep spawn with increasing difficulty),
- Repair rate is increased to %20 and now it is auto-castable,
- Heavy Turrets now show "Out of Ammo" SFX properly.
- Removed Attack-Disable and added Auto-Reload ability,
- Increased accuracy for Fragmentation Bombs (to prevent overkill of mass units; and properly dealing with Dreadlords),
- Dreadlord will now only drag Heroes,
- Marine can no longer craft items while running (he will stop instead),
- Marine can no longer build turrets with Basic Engineering ability,
- Turrets can now target air units,
- Ammo boxes now contain 960 bullets,
- Increased HP for all buildings dramatically,
- Increased stun duraiton of Energy Bolt,
- Increased energy regeneration for each Maintanence point,
- XP gain is reduced (From %25 to %15) and XP gain is still global,
- Added new infected creatures with new abilities,
+ Stalker (with Charge Ability)
+ Glowing One (with Radioactive Blast Ability)
+ Fiend (with Web Ability)
- Wave X command is removed from developer commands,
- Wave system is exchanged with Level system (random creep spawn with increasing difficulty),
- Repair rate is increased to %20 and now it is auto-castable,
- Heavy Turrets now show "Out of Ammo" SFX properly.
- Minor changes were made to further balance the gameplay (creep oriented),
- Dreadlords now spawn at random locations,
- When a Dreadlord begins dragging an ally, Dreadlord is rendered visible,
- During Drag, location of ally is pinged in minimap,
- Removed useless Scouting Expert from Marine, added Basic Crafting,
- Marine has higher attack range and rate now,
- Cloaking no longer consumes all suit energy of Engineer,
- Fixed the board's visual problem (thanks to Kala),
- Barricades can be repaired with Engineering skill now,
- XP Gain is now global.
Still Not Fixed:
* Creep Spawn Trigger spawns inappropriate number of creeps. (Still)
However, maintaining playability with developer commands is possible.
- Dreadlords now spawn at random locations,
- When a Dreadlord begins dragging an ally, Dreadlord is rendered visible,
- During Drag, location of ally is pinged in minimap,
- Removed useless Scouting Expert from Marine, added Basic Crafting,
- Marine has higher attack range and rate now,
- Cloaking no longer consumes all suit energy of Engineer,
- Fixed the board's visual problem (thanks to Kala),
- Barricades can be repaired with Engineering skill now,
- XP Gain is now global.
Still Not Fixed:
* Creep Spawn Trigger spawns inappropriate number of creeps. (Still)
However, maintaining playability with developer commands is possible.
- Modified some of the developer commands,
- Increased the attack range of Engineer and Marine. Reduced the range of HW Guy,
- Modified attack damage parameters of all units (heroes),
- Minor improvements and grammar fixes with some new tooltips and descriptions,
- Modified accuracy for Fragmentation Bombs (It is now more accurate at close range),
- Production Rate of Steel And Engine are increased,
- Reduced cooldown of many abilities to expand playability,
- Changed movement speed of Infected units (mostly reduced) to balance difficulty,
- Increased XP gain by %150 (You now gain 2.5 times experience points) which is much more balanced (trust me),
- Units of quitting player is now shared with team.
Things that I haven't been able to fix:
* Board not showing up properly when game first starts or another player leaves,
* Creep Spawn Trigger spawns inappropriate number of creeps
(This may have something to do with Vexorian optimization tool, because it started after I had tampered with it)
* Very rare, but sometimes dropped items (upon death) become unselectable, un-pickable. It stands in the spot like
a special effect. This may have something to do with Vexorian thing too.
* -wave X commands need some more modification before it can be used at any time to spawn a desired wave manually.
Misuse in current form causes even more bugs to take place.
- Increased the attack range of Engineer and Marine. Reduced the range of HW Guy,
- Modified attack damage parameters of all units (heroes),
- Minor improvements and grammar fixes with some new tooltips and descriptions,
- Modified accuracy for Fragmentation Bombs (It is now more accurate at close range),
- Production Rate of Steel And Engine are increased,
- Reduced cooldown of many abilities to expand playability,
- Changed movement speed of Infected units (mostly reduced) to balance difficulty,
- Increased XP gain by %150 (You now gain 2.5 times experience points) which is much more balanced (trust me),
- Units of quitting player is now shared with team.
Things that I haven't been able to fix:
* Board not showing up properly when game first starts or another player leaves,
* Creep Spawn Trigger spawns inappropriate number of creeps
(This may have something to do with Vexorian optimization tool, because it started after I had tampered with it)
* Very rare, but sometimes dropped items (upon death) become unselectable, un-pickable. It stands in the spot like
a special effect. This may have something to do with Vexorian thing too.
* -wave X commands need some more modification before it can be used at any time to spawn a desired wave manually.
Misuse in current form causes even more bugs to take place.
- Added some developer "tools" (for detailed information, hit F9 during game)
- Added extra hints between rounds.
- Halved the waiting time between raids for first 10 rounds.
- Prevented friendly AOE damage from occourring.
- Fixed inproper round numbers,
- Weakened the Forgotten One by reducing attack damage and hit points.
- Added extra hints between rounds.
- Halved the waiting time between raids for first 10 rounds.
- Prevented friendly AOE damage from occourring.
- Fixed inproper round numbers,
- Weakened the Forgotten One by reducing attack damage and hit points.
Beta 1.1
- Minor improvements with descriptions and tooltips,
- Minor terrain improvements,
- Fixed weapon sound's "unstable frequency" glitch,
- Fixed some minor animation, SFX issues,
- Fixed "Unable to Repair" message bug,
- Changed (mostly reduced) some of the ability cooldowns,
- Fixed missing "origin" attachment point of Heavy Turret so it shows SFX properly when it is being repaired,
- Map is optimized and now takes less space. (around 84 kbs)
- Reduced creep attack range,
- Reduced collision of building to prevent attacks from far distance,
- Reduced attack damage of Mutated Bat.
- Minor improvements with descriptions and tooltips,
- Minor terrain improvements,
- Fixed weapon sound's "unstable frequency" glitch,
- Fixed some minor animation, SFX issues,
- Fixed "Unable to Repair" message bug,
- Changed (mostly reduced) some of the ability cooldowns,
- Fixed missing "origin" attachment point of Heavy Turret so it shows SFX properly when it is being repaired,
- Map is optimized and now takes less space. (around 84 kbs)
- Reduced creep attack range,
- Reduced collision of building to prevent attacks from far distance,
- Reduced attack damage of Mutated Bat.
Attachments
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