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VirusO1
Joined: Tue Feb 22, 2011 1:18 pm Posts: 19
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Re: Zombie Survival
Hey, can somone please help me understand how to install this mod?
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Tue Feb 22, 2011 1:45 pm |
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yoyoman
Joined: Sun Jan 30, 2011 6:02 pm Posts: 34 Location: Cold and dark Finland
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Re: Zombie Survival
I'd like to see how this will expand it could be fun
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Tue Feb 22, 2011 1:58 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Zombie Survival
I was expecting something like two guys in a bunker holding off hordes of zombies and receiving airdropped supplies level after level.
While this mod here is also a good idea, there are too many bugs.
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Tue Feb 22, 2011 2:31 pm |
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WolfosoBastardo
Joined: Fri Dec 24, 2010 3:17 am Posts: 21
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Re: Zombie Survival
Good news! Now uploading these fixes: *Player spawn - no problems after the fix so far *Boss difficulty *Actors have grenades *Weapons aren't heavy anymore *New musics VirusO1 wrote: Hey, can somone please help me understand how to install this mod? Put "ZombieSurvival.rte" in your Cortex Command folder.
UPDATED!
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Tue Feb 22, 2011 4:02 pm |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombie Survival
Ah, i missed the bit about it being a 2-player map. I feel a lot less attached to that other character now. redownloading the patch.
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Tue Feb 22, 2011 11:12 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Zombie Survival
Hmm. Alright, I tried it already. Okay, the weapons new masses make it great. It reminds me of old deathmatches in Quake or Doom, because you can grab a lot of weapons and stuff. Now, the players don't start with grenades, in fact, the browncoat doesn't even start with a secondary weapon. Before it came with a nailgun and a shovel in medium, now it only has the nailgun. I Ctrl+R'ed a lot of times to see if there were any bugs on spawning, and it works fine. No more spawning in middle of the soil. The new weapons for the boss made it harder to beat, that was great. It was kinda hard to beat him in medium, as the scene is very close-combat, fighting near him with his nailgun was more challenging.
It evolved ok, except of the part of the characters not having some weapons.
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Tue Feb 22, 2011 11:29 pm |
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WolfosoBastardo
Joined: Fri Dec 24, 2010 3:17 am Posts: 21
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Re: Zombie Survival
Asklar wrote: It evolved ok, except of the part of the characters not having some weapons. Thank you for your precious feedback As for that grenades thing.. yeah I forgot to mention I cannot find the grenade Lua Class... "Frag Grenade", "Grenade", "Coalition/Grenade" won't work.. and I can't find it in any folder!
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Wed Feb 23, 2011 12:29 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Zombie Survival
Wasn't the code something like Code: AddInventoryItem(CreateTDExplosive("Coalition/Grenade")) ??
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Wed Feb 23, 2011 12:33 am |
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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombie Survival
a lot of zombies still spawn in the dirt for me. I look around the map for the last one i need to kill so i can move on, then realize that i've wasted my time and they're unreachable. Then Ctrl-R. I don't spawn there anymore, and that's good progress. I've spent a lot more enjoyable time with this iteration than the last.
The bits of floor that aren't really there: is that a bug? is that intentional? If it is then there might be better ways to surprise the player, like rendered cave-ins or something. I dunno.
I'm still not sure why the robots are there. i keep looking for a tool with which to dig them out and use them. Are they purely aesthetic?
Toward the end of every time i win, a large number of zombies spawn on top of one another and i win by default. Getting there is a lot more fun this time around, but i'm always surprised that i win when i do. Focusing the end to where the player can take credit for it would make it quite a bit better. The last two levels which are meant to be the hardest are actually the easiest by far.
Other suggestions: Having the zombies move around a bit, hunt the player or patrol around. This would make it harder, but then it might cause the zombeis to inadvertently kill themselves which might add to the player's lack of control over the victory conditions. Could be worth messing with, i dunno.
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Wed Feb 23, 2011 1:47 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Zombie Survival
Maybe the map should be more open. This map is not small, but closed. It should have outdoors areas too.
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Wed Feb 23, 2011 1:52 am |
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WolfosoBastardo
Joined: Fri Dec 24, 2010 3:17 am Posts: 21
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Re: Zombie Survival
Allen wrote: a lot of zombies still spawn in the dirt for me. I look around the map for the last one i need to kill so i can move on, then realize that i've wasted my time and they're unreachable. Then Ctrl-R. I don't spawn there anymore, and that's good progress. I've spent a lot more enjoyable time with this iteration than the last.
I'm still not sure why the robots are there. i keep looking for a tool with which to dig them out and use them. Are they purely aesthetic? About that bug, I still don't know why that happens, there's no such spawn, though, I made 1 more zombie per round so just in case one is broken you can kill the new one, you haven't wasted your time looking for him, he was really somewhere in the map. The bots are aesthetic, yes. So long story short what you want me to do is fixing zombies spawning on zombies? Grenades: What do ya all think if I spawn like, 20 zombies in a round and when you kill them all 20 more zombies spawn?
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Wed Feb 23, 2011 1:57 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Zombie Survival
Only if you make them not appear in masses and crush themselves making an instant-win. That is another problem there is when too many zombies are spawned.
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Wed Feb 23, 2011 2:13 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Zombie Survival
Quote: problems with zombies spawning together If you make custom zombies with HitsMOs = 0, shouldn't be an issue.
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Wed Feb 23, 2011 2:17 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Zombie Survival
And guns would still hit them?
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Wed Feb 23, 2011 2:19 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Zombie Survival
Yep, as long as GetsHitByMOs is still 1.
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Wed Feb 23, 2011 2:29 am |
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