• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

The Reldwood Horror v1.5

  • Like
Reactions: GamerGirl19

The Reldwood Horror




Introduction:
The Reldwood Horror is a classic zombie survival horror map inspired by the game Dead Nation. It is a story driven map with a lot of zombies to slaughter along the way.

Reldwood City suffered a fate worse than destruction. Namely that the citizens turned into brainless marauders with a big appetite for human flesh. No one knew how or why but the whole city was lain to waste in mere days. Only a small band of individuals survived in what they called the Safezone.
Food and water was running low so something had to be done if they didn't want to end up in the low end of the food chain.

You take control of the highly negative protagonist and re-live the story of him and the rest of the Reldwood City survivors.
You decide how the events unfolds and how it will ultimately end.
The story is told in past tense.

There are two possible ways for the game to end. A good and a bad. Be warned though. The good ending requires you to be both lucky and thorough.

Please rate and comment. I need the feedback.

How to play the map:

You start out in the Safezone where you are safe for the time being. You have a small amount of food and you need to watch this carefully as you go on. While in the Safezone you don't have to eat. But as soon as you leave, your food count will start to diminish. Every 60 second you will lose 1 food.

Scrap Metal is used to assemble equipment. Fx. if you find an Empty Flashlight and a Battery you can go to an Anvil and assemble it into a working Flashlight for a small Scrap Metal fee.
You need to find Blueprints to figure out how to fix or create equipment.

At the start you have 5 stat points you can distribute between Strength, Accuracy and Stamina.
Strength determines how large an armor you can wear.
Accuracy determines how accurate you are and therefore gives extra damage.
Stamina determines how sustainable you are and gives extra stamina.

Every time you find a Blueprint or a Note it will be copied to the Notes section. This way you don't have to keep them on you, and you can always check the Notes if you forget what a specific note said or what items were needed to assemble an utility piece.

You have two backpacks in which you can store items you find along the way. Simply click the Backpack ability, throw in your items, and click the ability again to dismiss the Backpacks. You also have a stash in the Safezone where you can store items you don't need on you way.

The Backpack also has the nifty feature that you can swap your current weapon with a weapon in the Backpack. This way you can quickly change what weapon you want to use in a current situation (Be aware that you have to place your secondary weapon in the sand-colored bag for this to work, and the backpacks must be dismissed).

The last ability you have is Sprint. When used you run at high pace for a short amount of time. This is probably the ability you will use the most. It is truly a lifesaver.

You will encounter huge amounts of enemies all ready to kill you if they get the chance. Save your utility till you really get in trouble or you will find yourself in a tight spot when the braindead really comes at you!

Tip: If you hate the default camera distance you can type -camera to zoom out. This is especially neat when utilizing the Sniper Rifle.


Features:

-In depth storyline.
-A whole city to explore with realistic settings.
-Heavy use of The Hive models.
-A note system that keeps track of writings you find so you always can read them again.
-Able to enter houses.
-Secret areas and equipment.
-4 difficulties.
-Supports up to 4 players.
-Several kinds of enemies to encounter.
-Multiple weapons like the Hunting Rifle, Shotgun and Assault Rifle.
-Find Blueprints so you can upgrade or assemble equipment.
-Assemble equipment using items you find around the city.
-An easy-to-use backpack system.
-Weapon swap between current weapon and a secondary weapon in the backpack.
-Several utility equipment like Grenades, Mines and Flares.
-Several armors.
-Tweak your equipment to your needs.


Bestiary:

-Zombie: The standard slow walking undead
-Runner: A fast and vicious stalker. If you see one, expect more
-Bomber: These zombie are so rotten and filled with gas that, when killed, causes them to explode. Stay clear
-Diseased: Also rotten to the core and therefore a sticking cloud surrounds them. When killed the disease spread to nearby comrades
-Humongous: These fellas are big, really big. They take a lot of damage and strike a mean punch. If you see one, then stay at range... really
-Frenzies: This version have poor sight and have difficulty spotting you. However when damaged they run like the devil was after them


Multiplayer:
If, or when, you want to play the map with friends there are a couple of things you should know.

-When the game begins only player 1 is able to act. When he has picked a difficulty and the initial monologue fades the rest of the players will be able to act.
-Due to the nature of the map (a storyline) only player 1, the Protagonist, can trigger story based content. This include picking up the next part of the main quest, handing in quest items, trigger story events and more.

Suggested difficulty depending on player amount:
2: Disease - Epidemic
3: Epidemic - Pandemic
4: Pandemic - Apocalypse

Do not try to complete the map on any difficulty higher than Epidemic in singleplayer.


Author's Notes:

This is the first map idea I have had that has actually been completed.
I must say I am very proud of it. I have had a lot of fun creating it, especially the whole city theme. Triggers are always frustrating to me but in the end I carved through. I think the map is fun and especially challenging, even on the easiest difficulty.

The map offers little to no hits. This is on purpose as I my self like challenging games where you need to use your head as well as explore.

Save often...


Screen Shots:

202017-albums5846-picture61856.png


202017-albums5846-picture61857.png


202017-albums5846-picture61858.png


202017-albums5846-picture61859.png


202017-albums5846-picture61860.png


Multiboard and inventory pre v1.4
202017-albums5846-picture69708.png


Multiboard and inventory v1.4
202017-albums5846-picture69709.png


Trailer:

So I wanted to make a trailer for the fun of it. I quickly downloaded some video editing software and fizzled around with it for about an hour. That's also the reason for the watermarks present and the low resolution. Well, here is the result.


Change Log:

Version 1.1
-The Sniper Rifle's Snipe ability now works as intended
-Due to a strange bug with the random item tables the following items were not able to drop at all: Lens, Pistol Handle, Handle Attachment and Studded Body Armor. This has been fixed. The Lens is still NOT obtainable though.
-Several triggers have been optimized.
-Hank the Tank will now jump into the tank after 20 seconds instead of when the player leaves the zone.

Version 1.2
-The map should now be able to be played in multiplayer.

Version 1.2.1
-Minor changes made to the tank quest. The quest should be working as intended now.

Version 1.3
Abilities:
-Sprint: Has been standardized to cost 25 energy no matter what armor is carried.

Misc:
-Blueprints and notes now appear in the "Notes Log" in a much smoother way than before. They are now easy to locate since they have fixed places.
-The "Location" multiboard is now updated to multiplayer. It will show the location of each player.
-Movement speed is increased to 300 up from 250 but will now suffer from carrying heavier armor.
-Several triggers have been optimized.
-Each player starts with 15 Can Food up from 10.
-Many of the zombie types has had their Range Motion Buffer reduced from 250 to 100.

Version 1.3.1
-Hotfix: Blueprints and notes would not show propperly in the Notes Log. They will now.

Version 1.4
Abilities:
-Sprint, Backpack and Weapon Swap has been moved to an Utility panel. In this panel you can also operate all existing utilities such as Frag Grenade and Med-Kit. In this way you can use hotkeys to use your utility items instead of clicking them in the inventory.

Items:
-All utility items (Frag Grenade, Med-Kit etc) has been changed to power-ups. This means you no longer hold them in your inventory. This is to save space for other items and make it easier to utilize them.
-Utility items is now shown in the multiboard. (See Screen Shot section)
-Item's sell, acquire, give and drop range has been changed to standard values.
-"Survivor's Log" and "Eye Witness" will now show all of the text in the Notes Log.
-"Eye Witness" now updates correctly when acquired.

Misc:
-Several icons and tools tips has been corrected.
-Most neutral buildings cannot be highlighted anymore.

Version 1.5
Items:
-Quest items can now be handed in from the backpacks. No need to have the items in the character's inventory.
-Several typos has been corrected.
-Armor descriptions now clearly explains the effect of wearing them.
-A small amount of crates containing Can Food has been added throughout the city.
-The amount of Can Food found in crates has been increased to 5 up from 3.

Bugs:
-The tank quest has been changed and optimized, and now finally works as intended after extensive testing by Burndead!
-The endings have been optimized and works as intended (thanks again Burndead).
-A major issue with the "Assault Rifle 7.62" has been corrected.

Misc:
-Added the command line -clear to clear the chat.
-Additional triggers have been optimized.
-AntiCheat has been introduced. The cheats: iseedeadpeople, whosyourdaddy and thereisnospoon will either cause you to lose or simply not work.
-RED_BARON and Burndead are now also credited in-game.


Lastly I hope you enjoy my map, and please! summit suggestions or bug reports.

Every model used is credited in the questlog. And now HERE! :)

Credits:
Huinipachutli, HappyTauren, General Frank / zombie2279, AlienArsonist, General Frank / Tomura / zombie2279Zombie, oh_snap, KelThuzad, IamtheRper, Riley, CRAZYRUSSIAN, kola, Chriz, Kofi_Banan, Kitabatake, Carrington2k, Red Shift, Illidan(Evil)X, Deolrin / Ike_Ike, Zap, Uncle Fester, HappyTauren / Gallin, Fingolfin, Pyramidhe@d, Sallenisko / MasterDragons, EviL_BuddhA, shamanyouranus, epsilon, AlienAtSystem, Yayoi, chilla_killa, Deolrin, Mr. Bob, hellblazer-14, geries, anarchianbedlam, Dark Hunter1357, horusrogue, The_Silent, ana, M0rbid, 67chrome, RED_BARON, Burndead

Feedback is appreciated
Please rate and comment

Keywords:
Zombie, undead, horror, survival, survive, story, Reldwood, City, Reldwood City, The Reldwood Horror, OnlyAddicted, escape, action, protagonist, Solu9
Contents

The Reldwood Horror v1.5 (Map)

Reviews
Vengeancekael Date: 2012/Oct/31 13:31:34 [Please do not send me a message, use Staff Contact] Reasons: Credits to be posted in-game + in the Hive Description. [Optional] Missing Custom Preview Image: To add a preview image, resize the image...

Moderator

M

Moderator

Vengeancekael
Date: 2012/Oct/31 13:31:34
[Please do not send me a message, use Staff Contact]


Reasons:

Credits to be posted in-game + in the Hive Description.
[Optional] Missing Custom Preview Image: To add a preview image, resize the image to 256x256 or 128x128 using gimp and save it as .tga. Import the image and change its path to 'war3mapPreview.tga'.

Comment:
Post the credits list in the description here as well.
And put the screenshots in hidden tags. ([hidden=]screenshots[/hidden])​
Not Rated
[tr]​

reportV2_animated.jpg
Rules

[EDIT]

Orcnet
[13:31, 2012/Nov/20]

"Updated Credit list both in-game and map description, game seems fair and nice job with the storytelling, Approved"


EDIT 2:
Hell_Master: Map changed rating to 3/5 but still approved. See my review here for more information regarding the rating and reasons behind the rating: Review
 
Newest version, 1.5, is now ready for download.

-The tank quest works!

-A major issue with the "Assault Rifle 7.62" has been corrected.

-Quest items can be handed in while they are in the backpacks. So no need to have them in the character inventory anymore.

For a full view of the changes made in v1.5 see the change log.

Solu9
 
Last edited:
Level 2
Joined
Sep 18, 2012
Messages
13
Downloading and testing... will give feedback soon.

Edit: This seems like a promising map, but I'm unable to play with my friends as FurryRage has pointed out in post #7. :ogre_frown:

I would like to give a feedback playing with friends; so let me know when you update this bad boy and solve this problem! :goblin_sleep:
 
Last edited:
Level 9
Joined
Sep 15, 2012
Messages
311
My feedback:

1. Stuck at Medicine quest. Either it's bugged, missing a quest item or I am blind and can't find it! :p
2. I think it would be better if there was some sort of Quest Log rather than the 'Notes' log you use since it gets spammed with other text (like if you can't use an item etc.)
3. Is Sniper Rifle working as intented? I found it way to powerful and 'Use' ability seems to not work.
4. Food is really hard to find. Maybe for you it's OK since you know where to find it when testing the map. For an average player (like me) it's really really hard.

That's all I think. Up to the spot I got stuck it was nice and I enjoyed it. :)
 
To Valenval:

(I havn't checked the map yet. Will do when I get home.)

1. I'm pretty sure this quest works. The item (items? what?) is pretty hard to spot. Is intended, but I'll look into it and check if it's too hard to find.
2. I know it get's spammed. A little problem I can see that. Though you should use the Story Log to check what you need to do next. Mainly the main chars dialog is stored there.
3. To be honest I don't use the Sniper myself that much. I'll look into it.
4. Food IS hard to find. Have you tried selling stuff for food? Fx. schematics can be sold for food along with other items. But of course I will check this as well.

Thanks a whole bunch for the feedback :) Cheers.
 
Downloading and testing... will give feedback soon.

Edit: This seems like a promising map, but I'm unable to play with my friends as FurryRage has pointed out in post #7. :ogre_frown:

I would like to give a feedback playing with friends; so let me know when you update this bad boy and solve this problem! :goblin_sleep:

I need a little more info I guess. From what I can see player 1 to 4 is enabled and is set to user. They are in the same team as well.

IF it is because player 2-4 can't see their character ingame in the beginning then it's because player 1 need to pick a difficulty first.
 
Level 1
Joined
Feb 2, 2012
Messages
5
Nope, that's not the problem
The problem is, to start a multiplayer game, you need at least 2 teams
All the players are in the same team, and so is the computer, meaning the game can't be launched in multiplayer
Add a computer player as team 2 and everything should be fine
Or put players in different teams and allow them to ally in-game, that works too

I hope you'll fix this soon, it does seem like a promising map and I'd love to see how it goes with other players
 
Nope, that's not the problem
The problem is, to start a multiplayer game, you need at least 2 teams
All the players are in the same team, and so is the computer, meaning the game can't be launched in multiplayer
Add a computer player as team 2 and everything should be fine
Or put players in different teams and allow them to ally in-game, that works too

I hope you'll fix this soon, it does seem like a promising map and I'd love to see how it goes with other players

You know I had no idea about that and I think I have a pretty good knowledge about the editor. You learn every day I guess :) I'll fix this tonight. Thanks.
 
Level 1
Joined
Feb 2, 2012
Messages
5
Multiplayer works now, but it's missing something.
Other players don't have a gun at start and thus can't do a thing for a few minutes, which is boring for them (even with three of them, the protagonist usually kill all the zombies before they even kill one on disease difficulty).
They don't need food (AND MUST NOT TAKE ANY, else they die rapidly), which make it possible for the protagonist to give them the rifle and let them do the first part while preserving food inside town.
They start at level 1, which isn't a big deal since they gain xp fast, but it still seems unfair compared to the protagonist.

A good map, but it's better in solo than with friends.
Even if only one guy can activate the events, everyone should be able to enjoy the game equally, which is not the case for now.

My suggestions would be :
At least give them a small gun at start (something like +5/+10 damage) so they can feel useful.
Add more food and scrap metal for each player in the game, and make them start with 10 food too.
More people = easier, so make more zombie appear too, or just keep it that way, I don't mind, if it becomes too easy, people can just play on harder difficulty.
The leveling thing isn't a bother either, but instead of keeping it that way or making everyone start at level 5, make the protagonist start at level 1, like the helpers
This way it's more fun to level the character, even if it's quick and not as interesting as other rpg, it's still better than only upgrading our stuff.

That's all for now, all in all it's enjoyable, but the multiplayer part should definitely be better.

Also, I haven't finished the map yet, so I'll probably give more feedback this week end.
 
That's great feedback thanks.

Player 2 to 4 WAS supposed to start with a Hunting Rifle as the Protagonist as well as start at level 5.

Add more food and scrap metal for each player in the game, and make them start with 10 food too.

I'll consider this. Remember you can sell stuff to gain food.

More people = easier, so make more zombie appear too, or just keep it that way, I don't mind, if it becomes too easy, people can just play on harder difficulty.
For the time being I'll leave the zombie count as it is. You are right about the difficulty so play Apocalypse IF it gets too easy ;)

This way it's more fun to level the character, even if it's quick and not as interesting as other rpg, it's still better than only upgrading our stuff.

Right, I can see were you are getting at.

I'll make some adjustments tonight and upload it as soon as possible.

Thanks again for the feedback.
 
Protagonist:

Although the character in the screenshots is the protagonist, that is his definition, not his name. Just pointing it out becuase it looked odd.

You are right. The reason his "name" is protagonist is because it is the player. I wanted a nameless character so the player gets to believe he is the main guy. A nameless character will at the same time add further to the mysticism (what happened? Who is HE? and so on). I could have called him Comrade Kasternikov but that would not have given the same feeling :)
 
Level 6
Joined
Dec 3, 2012
Messages
243
I'm stuck at the tank quest. Found him in the industrial zone and he don't want to move. What should I do now?

Anyway, the map is great. I hope there are more updates for it. Good luck. :)
 
I'm stuck at the tank quest. Found him in the industrial zone and he don't want to move. What should I do now?

Anyway, the map is great. I hope there are more updates for it. Good luck. :)

Yeah another guy had the same problem. I find it strange since when I tested it after he told me the quest worked fine and the tank began to move.

How long did you wait after the fat dude appeared? You are supposed to wait around 20-25 seconds before he jumps into the tank and moves.
 
Level 6
Joined
Dec 3, 2012
Messages
243
Yeah another guy had the same problem. I find it strange since when I tested it after he told me the quest worked fine and the tank began to move.

How long did you wait after the fat dude appeared? You are supposed to wait around 20-25 seconds before he jumps into the tank and moves.

So, the first time I went there, it was only the tank and no Hank around. When I approached the tank, the note of the quest appeared, then he appeared and I'm staying near him for over a minute and nothing happens. I guess it is a bug?
Btw, I'm playing right now on Apocalypse and I'm heading towards the tank, so I'll give you some feedback if anything goes wrong again.

P.S. Difficulty on 1st time playin was the easiest... forgot the name but it might counts... somehow.
P.S.1 Again the same story. I'm staying close to him for over a minute or so and nothing happens. Should I be somewhere in particular or it doesn't matter?
 
Level 6
Joined
Dec 3, 2012
Messages
243
In the meanwhile when OP is fixing this, does anyone have a working save game after the tank quest ?

P.S. Should've asked earlier.
 
Sorry for the long wait. I have been both busy and the computer with the newest version crashed badly. I am, however, in the position of the version 1.2 again. I am working on a few adjustments now.

@Burndead: I need to know if you have played the 1.2 version of the game where I changed the way the quest works.

On a note. When you get near to the tank, Hank should appear. The trigger is set to wait 20 seconds then make Hank jump into the tank again.
Here the trigger is told to run the next trigger where the tank is picked and told to move-to the destination.

Again. The quest works for me :S
 
Level 6
Joined
Dec 3, 2012
Messages
243
"The Reldwood Horror v1.2 -opt" - this is the full name of the map that I'm playing.
Is there any new update that I'm unaware of?

Edit: If it's working for you, can you send me a save just right after this moment?
 
Last edited:
Any news? Been waitin for so long now... -.-

Sorry for the way too long wait time. Several reasons though where the most prominent was I lost my harddrive with the map on...

I have uploaded a hotfix (v1.2.1) and the tank quest works when I play the map.
The reason I only upload a hotfix and not a new version is that I have just now gotten the map back, and I want to go through all the triggers for an overhaul.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I totally forgot about this map. Nice to see there's an update to it. I'm gonna play it once again and I'll give my feedback if I notice something weird/buggy etc.

Cheers.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I can't believe this.
The bug happened again while I was playing 1.31 version. The tank won't move. Hank is sitting right next to it and... nothing happens. I'm waiting for 4-5 mins already... -.-
Damnit. I'm angry at the fact that I won't complete this map. So sad...
Also, I do realize that there's something wrong in me playing the map and not you since you've fixed it.


P.S. If the quest is working just fine for you, please save a game where the tank is just arriving in the town and send it to my mail: [email protected]. This sounds like a last resort for me to complete the map. -.-
 
That is really really odd. As you can see in the trailer in the last clip that's when the tank quest ends.

I will send you a save. But first I need some info.

-When you get near the tank. Does Hank appear?
-If yes. Is the text shown? (The one where the protagonist shakes Hank and talk about the rusty piece of garbage the tank is)
-If yes. Does Hank go closer to the Tank? (Should be after 20 seconds)
-If yes. Does Hank disappear and the tank moves (I guess this is where it goes wrong).

Tell what you do after you go up the ramp to the Industrial Area.
If you can record what you are doing that would be the best.

Lastly. Send me a screen shot so I can see what equipment you have to I can tweak the inventory for you. (Take a screen shot of the Stash, the two backpacks and the character inventory). And do you want the utility equipment as seen in version 1.3.1 or 1.4? (see screen shot section, last and second last picture to see the difference.

Sorry for the trouble.

Send the screen shots to: with the topic "The Reldwood Horror".

Triggers involved:
  • Story Part 4 Hank the Tank
    • Events
      • Unit - A unit enters Rusty Old Tank <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Protagonist
    • Actions
      • Trigger - Turn off (This trigger)
      • Unit - Create 1 Log (1) for Neutral Passive at (Center of Create Log <gen>) facing Default building facing degrees
      • Destructible - Pick every destructible in Kill Tree <gen> and do (Actions)
        • Loop - Actions
          • Destructible - Kill (Picked destructible)
      • Unit - Create 1 Hank "The Tank" for Player 12 (Brown) at (Center of Hank 1 <gen>) facing (Position of (Entering unit))
      • Game - Display to (All players) the text: "The little fat per...
      • Wait 20.00 seconds
      • Trigger - Run Story Part 4 Breakdown <gen> (ignoring conditions)
  • Story Part 4 Breakdown
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units of type Hank "The Tank") and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Move To (Center of Enter Tank <gen>)
      • Wait 5.00 seconds
      • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 1 (Red)
      • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 2 (Blue)
      • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 3 (Teal)
      • Unit - Grant shared vision of Old Rusty Tank 0027 <gen> to Player 4 (Purple)
      • Unit Group - Pick every unit in (Units of type Hank "The Tank") and do (Actions)
        • Loop - Actions
          • Unit - Remove (Picked unit) from the game
      • Unit Group - Pick every unit in (Units of type Old Rusty Tank) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Move To (Center of Move Rusty 1 <gen>)
      • Trigger - Turn on Story Part 4 Breakdown On The Move 1 <gen>
      • Trigger - Turn off (This trigger)
It's badly coded and leaks but look beside that. The only thing I can see should cause a problem is the 20 second wait before the "Story Part 4 Breakdown" trigger is run and the fact that the trigger is turned off in the beginning. But since it works for me I find it odd that it does not for you.

P.s: If anyone else is experience the same issue please let me know.
 
Last edited:
Level 6
Joined
Dec 3, 2012
Messages
243
I just read your comment and I find it really helpful.
I'll post detailed feedback as you requested later, cause I'm going out in a moments.
Cheers.


EDIT

1. -When you get near the tank. Does Hank appear?
I get near the tank after cleaning the northen section of Industrial zone. Hank does appear.

2. -If yes. Is the text shown?
Yes, it is shown perfectly for more than 20 seconds duration.

3. -If yes. Does Hank go closer to the Tank?
This is the tricky part. He stays there near the tank at one spot and not moving at all.

4. -If yes. Does Hank disappear and the tank moves.
No. He does not disapear and the tank does not move further on.

5. Tell what you do after you go up the ramp to the Industrial Area.
I have tried many different approaches to Hank. Some examples:
- directly heading towards him - same result
- waiting for couple of seconds and the to him - same
- not heading towards him, but first explore the building around him (marketplace, tavern, anvil, etc) - same

6. If you can record what you are doing that would be the best.
I know but right now I can't do that. Sorry.


7. Send the screen shots to: [email protected]
I will. Give me a sec to do that.

9. But since it works for me I find it odd that it does not for you.
I was wondering what if the WC3 version matters, cause I'm playing the map on 1.26c or whatever the latest version is.
 
Last edited:
Just want to give you guys a heads up about v1.5 (Note that it is not the expansion).

Changes to come so far is:
-Quest items can now be handed in from the backpacks. No need to have the items in the character's inventory.

-Additional triggers have been optimized.

-The tank quest has been changed and optimized, and now finally works as intended after extensive testing by Burndead!

-The endings have been optimized and works as intended (thanks again Burndead).

-Added the command line -clear to clear the chat.

-AntiCheat has been introduced. The cheats: iseedeadpeople, whosyourdaddy and thereisnospoon will either cause you to lose or simply not work.

-RED_BARON and Burndead are now also credited in-game.
 
quite, simple and so much boring...
PS: sorry for offensive...

Hey man it's alright. We all have different tastes in games. The map I made here does not fall to your taste, and that's fine. No harms done.
/end

On a different subject: Expansion. I have a few new features I'm going to implement.

-Score: When you complete the map you will receive a score based on: Zombies killed, difficulty, the time to complete the map, achievements done and more.

-Achievements: I take most of you know what this means but to those who does not - Doing specific things in the game will trigger an achievement. That can be fx. finding a specific item or killing a bunch of zombies in a short amount of time.

These achievements adds to the total score.
 
Level 6
Joined
Dec 3, 2012
Messages
243
I'll explain to both of you since it happens to me like 3-4 times as well.
If you manage somehow to attack zombies and they chase you back to town, and then you can't kill them -> it's over. I think they kill NPCs and that's why the Safe zone is no more safe... Which is another issue - if this is intended or not but I guess it is.
 
I'll explain to both of you since it happens to me like 3-4 times as well.
If you manage somehow to attack zombies and they chase you back to town, and then you can't kill them -> it's over. I think they kill NPCs and that's why the Safe zone is no more safe... Which is another issue - if this is intended or not but I guess it is.

If that is the case then Burndead explained it very well.

The Safezone is safe for a reason = zombie free. The safe status is then compromised if a zombie gets in there. Imagine the zombies now know about the Safezone because of loud noise and probably the scent of blood. Which leads to defeat.

Edit:
No offense. But if you took your time and read the notes you would have figured this out before it happened the first time.
 
Top