Zs_obj_enervation_v14



  • I would’ve packed in the latest changes in with v13, but I was unavailable shortly after publishing v13. v14 is essentially the same enervation as intended, but with a lot of fixes to ensure smooth playing for both zombies and humans. A major issue addressed in v14 is the truck ride.

    v14 changelog (includes v13)

    • Prevented humans from breaking the func_door_rotating in the batteryroom walkway portion

    • Re-worked the ending sequence, including the trigger_vphysics_motion that doesn’t work well in multiplayer

    • Pushed a carpenter’s hammer a few feet away since it was able to be picked up through a fence

    • Added a trigger_push to keep zombies out for a very short time as the humans pass through the second blue van

    • Re-added the stunbaton that was present in v11

    • Re-added the canopy that was present in v10 to prevent humans from being pushed off the truck

    • Increased the zombie gas in their spawn at the train station

    • Re-worked the sewer holdout, it now requires barricading– also prevents humans from being locked out

    • Re-worked several message hints and messages to provide better instructions and visibility

    • Obstacles (barnacles) are now present after leaving the train station; tosser also added with the obstacles

    • Changed the available props at certain holdout locations to provide better balanced gameplay (some may still be brought along to barricade)

    • Added a transformer for bloated zombies in the sewers, after the water pump

    • Added a transformer for poison zombies in the ravenholm section

    • Added a combine APC tire near the second blue van to facilitate humans going through it

    • Added a fourth baby in the room with the magnum as a backup baby

    v14 DL: http://www.mediafire.com/download/qdzcmuylg3d33r3/zs_obj_enervation_v14.bsp
    final ver


    map credits go to Striker



  • I would’ve packed in the latest changes in with v13, but I was unavailable shortly after publishing v13. v14 is essentially the same enervation as intended, but with a lot of fixes to ensure smooth playing for both zombies and humans. A major issue addressed in v14 is the truck ride.

    v14 changelog (includes v13)

    • Prevented humans from breaking the func_door_rotating in the batteryroom walkway portion

    • Re-worked the ending sequence, including the trigger_vphysics_motion that doesn’t work well in multiplayer

    • Pushed a carpenter’s hammer a few feet away since it was able to be picked up through a fence

    • Added a trigger_push to keep zombies out for a very short time as the humans pass through the second blue van

    • Re-added the stunbaton that was present in v11

    • Re-added the canopy that was present in v10 to prevent humans from being pushed off the truck

    • Increased the zombie gas in their spawn at the train station

    • Re-worked the sewer holdout, it now requires barricading– also prevents humans from being locked out

    • Re-worked several message hints and messages to provide better instructions and visibility

    • Obstacles (barnacles) are now present after leaving the train station; tosser also added with the obstacles

    • Changed the available props at certain holdout locations to provide better balanced gameplay (some may still be brought along to barricade)

    • Added a transformer for bloated zombies in the sewers, after the water pump

    • Added a transformer for poison zombies in the ravenholm section

    • Added a combine APC tire near the second blue van to facilitate humans going through it

    • Added a fourth baby in the room with the magnum as a backup baby

    v14 DL: http://www.mediafire.com/download/qdzcmuylg3d33r3/zs_obj_enervation_v14.bsp
    final ver


    map credits go to Striker



  • yay



  • @ritzbits:

    Changes in v13

    • Two transformers are now present for bloated zombies and poison zombies

    Where?

    @ritzbits:

    • The loose car after the walkway portion has been frozen (killed a weak Nukkun after he had been hit twice by zombies)

    :wub:

    Edit: Also, the door should stay, and just be made impossible to nail. It’s an incentive to stay inside.



  • I would’ve liked to keep the door, but it didn’t permit slowpokes to ghost inside, once closed, they’d have to dodge zombies for two minutes. (eg Duff)





  • Any ideas for what you want in v15?



  • snip


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