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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: Cemetery - B22 Beta - 3/13/09
After testing your beta, i just began to love it more and more! After a custom actor and some weapons, this is going to be great, maybe one or two zombie classes, ie. coalition, ronin etc. Also, i hope you change the zombie hit sound, because when you got like 12 of em, it will rape your ears, otherwise good job man, i cant wait for this to come out!!
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Sun Mar 15, 2009 3:01 pm |
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Spartan M43
Joined: Sat Jan 24, 2009 12:16 am Posts: 76 Location: Define: location.....
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Re: Cemetery - B22 Beta - 3/13/09
I believe(assumeing your not useing activities while playing this), ther should be 2 or 3 zombie spawners for extra crunchyness. i ended up spawn killing the zombie untill one of them jumped and ripped my face off.
btw great so far cant wait for it to be finished.
oh yeah, make the zombies like the clones in klone soccer, like you can rip them apart and very detailed. i love spawn camping in clone soccer with a minigun or two.
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Sun Mar 15, 2009 5:56 pm |
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Marloss
Joined: Fri Oct 10, 2008 12:39 pm Posts: 111 Location: Finland, where else?
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Re: Cemetery - B22 Beta - 3/13/09
I just noticed that when i left my computer run for a while after stucking zombies in with a concrete gun, they stopped spawning, and the fountains stopped spraying water, so after a short wtf-moment i just restarted
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Sun Mar 15, 2009 6:16 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Cemetery - B22 Beta - 3/13/09
Make the person have a few patrolling grave keeper bots with spades, that fight the zombies. Make it so in lua you can't select them but they're on your team (TLB did it somehow). And make it so you have a bunch of specialists and need each one to finish the mission. Like one who's a sniper, and one who can blow up the crypt. Maybe give him a bomb that sprays concrete shards to block off the entrance, as in to simulate the roof of the entrance being blown up?
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Sun Mar 15, 2009 6:35 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Cemetery - B22 Beta - 3/13/09
So, uh, you may want to make the placeable zombie spawner emit ENEMY zombies, not those of your team. Also fix the lifetimes, the default zombie emitter & the fountain stop emitting stuff just when it gets really fun.
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Sun Mar 22, 2009 7:56 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Cemetery - B22 Beta - 3/13/09
1) They're neutral. 2) AGREED.
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Sun Mar 22, 2009 8:07 pm |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Cemetery - B22 Beta - 3/13/09
Flammablezombie wrote: 1) They're neutral. 2) AGREED. Uh, they have a red heart, and kill the enemy zombies when they spawn. Yeah.
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Sun Mar 22, 2009 9:58 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Cemetery - B22 Beta - 3/13/09
They don't for me.
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Sun Mar 22, 2009 11:08 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Cemetery - B22 Beta - 3/13/09
Macs are weird... And neutrality is achieved via a simple line. EDIT: I'm an idiot. Forgot about the minus sign.
Last edited by mail2345 on Mon Mar 23, 2009 7:45 pm, edited 1 time in total.
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Mon Mar 23, 2009 2:43 am |
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Kallemort
Joined: Tue Aug 21, 2007 2:55 pm Posts: 948
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Re: Cemetery - B22 Beta - 3/13/09
mhmm
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Mon Mar 23, 2009 7:56 am |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: Cemetery - B22 Beta - 3/13/09
For neutrality, it's Team = -1... although if you don't want them to attack eachother, you might need to make it Team = 5 or Team = 378...
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Mon Mar 23, 2009 8:11 am |
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uberhen
Joined: Wed Jan 24, 2007 11:53 pm Posts: 589 Location: Silicon Valley, California
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Re: Cemetery - B22 Beta - 3/13/09
You're right Kallemort; if you place a zombie emitter during base-building, it will only emit friendly zombies. It's there for testing purposes only, as it will only emit enemies when it's placed (w/ coordinates) in the .ini file. Guess I should have remembered to make it Buyable = 0, huh? From the pic you posted, it looks like you could make the cemetery an arena for some (almost) endless zombie vs zombie duels, though. Also, thanks for telling me about the emitters cutting out. I'll have that fixed for sure in v1.0.
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Tue Mar 24, 2009 1:47 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Cemetery - B22 Beta - 3/13/09
Can't you comment the lifetime out to make it last forever?
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Wed Mar 25, 2009 6:10 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Cemetery - B22 Beta - 3/13/09
Emitters stop working after a while. Probably some limit on non-actor MOs'. My gold spheres have the same problem, perhaps LordTim's waterfall map too. Unless sticking the emitter on a pinned MOSRotating fixes it...
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Wed Mar 25, 2009 8:08 pm |
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RyaWolf
Joined: Sat Apr 05, 2008 11:54 pm Posts: 116 Location: In your basement
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Re: Cemetery - B22 Beta - 3/13/09
Could someone make another download link for this map, since the download link doesn't work anymore. (Blasted Hacker!)
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Sat Apr 04, 2009 12:11 am |
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