.:`=-~rANdOm~`-=:. Game Servers

Support (Read Only) => Suggestions => Topic started by: Deathie on February 15, 2012, 02:40:20 PM

Title: asdaf temp zs suggestions thread
Post by: Deathie on February 15, 2012, 02:40:20 PM
So yeah. Easier to keep track of shit n' stuff.


Current to-do list:

Pending suggestions:
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 15, 2012, 02:48:15 PM
Fast zombies should do less damage or their hit rate should be lowered down because it's almost twice as fast as it was in the old Zs.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 15, 2012, 03:14:06 PM
Could we perhaps update the current zs to the new one released by noxiousnet that contains quite a few additions and bug fixes?
http://heavy.noxiousnet.com/zombiesurvival_v363.zip (http://heavy.noxiousnet.com/zombiesurvival_v363.zip)

Otherwise can we remove:
zs_insane_aslyum (forgot which version... the one with blood textures for the walls) as it is poorly made and as said before uses transperant blood textures for walls...
zs_fear_tower as you can't even climb it anymore due to the gravity or gamemode changes to jumping

Also it seems to me that my melee weapons all apart from the carp hammer seem to be called scripted weapon and have bugged animations like in the old zs. Anyone else having this or do i have to reinstall my Weapons...

Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 15, 2012, 03:19:40 PM
Could we perhaps update the current zs to the new one released by noxiousnet that contains quite a few additions and bug fixes?
http://heavy.noxiousnet.com/zombiesurvival_v363.zip (http://heavy.noxiousnet.com/zombiesurvival_v363.zip)

Otherwise can we remove:
zs_insane_aslyum (forgot which version... the one with blood textures for the walls) as it is poorly made and as said before uses transperant blood textures for walls...
zs_fear_tower as you can't even climb it anymore due to the gravity or gamemode changes to jumping

Also it seems to me that my melee weapons all apart from the carp hammer seem to be called scripted weapon and have bugged animations like in the old zs. Anyone else having this or do i have to reinstall my Weapons...


Since the animations are stored within the model itself, maybe you should try to delete your model files.

And I'll remove insane asylum and fear tower on the next map change.

Next time i restart the server, I'll update the SVN.
Title: Re: asdaf temp zs suggestions thread
Post by: Osme on February 15, 2012, 04:24:59 PM
Remove pacman map... Its a joke
Title: Re: asdaf temp zs suggestions thread
Post by: Cake Faice on February 15, 2012, 06:10:37 PM
Since the animations are stored within the model itself, maybe you should try to delete your model files.

And I'll remove insane asylum and fear tower on the next map change.
B...b...but, Insane Asylum was a big chunk of me in the grand days of RND ZS.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 15, 2012, 06:28:19 PM
Since the animations are stored within the model itself, maybe you should try to delete your model files.

And I'll remove insane asylum and fear tower on the next map change.

Next time i restart the server, I'll update the SVN.

Insane Asylum is good and you should feel bad.

My avatar properly displays my face when you say that.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 15, 2012, 06:47:47 PM
Insane Asylum is good and you should feel bad.

My avatar properly displays my face when you say that.

B...b...but, Insane Asylum was a big chunk of me in the grand days of RND ZS.

Insane asylum was the first map I ever played Zs on.

And yes, twas the epic days of rNd.
Title: Re: asdaf temp zs suggestions thread
Post by: Travelsonic on February 15, 2012, 06:52:43 PM
ANNOYING problem that needs fixing:

Pre-1st-wave:
- Go into shop, get degradation of stats for more worth
- check out
-Go to buy weaps and tools with worth
- Told stuff can only be checked out before wave one, when WAVE 1 HADN'T FUCKING STARTED YET
-Start wave 1 w/ no guns or tools at all.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 15, 2012, 07:10:56 PM
OH WAI-

is zm_4ngry_quarantine in the map roster? please tell me it's on the map roster
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 15, 2012, 07:21:26 PM
OH WAI-

is zm_4ngry_quarantine in the map roster? please tell me it's on the map roster

I have no clue. I just dumped all my zs_ maps into the server, which is why there was a few bad maps that were removed on the original server previously.

I'll check, and if it's not, I'll add it.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 15, 2012, 07:27:34 PM
I have no clue. I just dumped all my zs_ maps into the server, which is why there was a few bad maps that were removed on the original server previously.

I'll check, and if it's not, I'll add it.

Fear station kthx.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 15, 2012, 07:34:51 PM
Fear station kthx.
Be more specific.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 15, 2012, 07:58:01 PM
Be more specific.

...You don't remember Fear st-

Wait, you were here when we had it, right?
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 15, 2012, 07:59:29 PM
...You don't remember Fear st-

Wait, you were here when we had it, right?

I mean I don't know if you want me to add it or remove it.

._.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 15, 2012, 08:09:51 PM
I mean I don't know if you want me to add it or remove it.

._.

If it was in there, a shitload of people would be co-


Wait, ammo crates are removed.

ADD FEAR STATION KTHX
Title: Re: asdaf temp zs suggestions thread
Post by: yoshi on February 16, 2012, 03:53:52 AM
deathmaps deathmaps deathmaps please tell me they're there.
Title: Re: asdaf temp zs suggestions thread
Post by: Don on February 16, 2012, 03:55:09 AM
deathmaps deathmaps deathmaps please tell me they're there.
I know deathlab is there.
Not sure about the others.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 16, 2012, 08:59:09 AM
There are several versions of insane asylum. One of them has blood textures for the walls and looks incomplete while there is another nice complete version
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 16, 2012, 09:35:29 AM
Removed fear tower, insane asylum (the old one), and checkpoint (due to a bug).

All the deathmaps ARE on the server.

//edit

Also updated to latest version of the gamemode.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 16, 2012, 11:08:25 AM
Just wondering... why do we have so many zs_fort variations. It really irratates me when we play the same type of map for 5 rounds. same goes to the raunchy house series and the storm series. Why do we have so many of them  ???
Maps that i want removed...
zs_juans_house_v4 (Due to oversized level proportians and multiple carpenter hammers and Melee weapons such as shovels)
zs_corruption_v3 (Due to the fact i need to redo it and having multiple complaints about the grass FPS lag)
zs_nacht_der_untoten (Good idea... Bad map. No where enough props to cade, Boards have Unusual amount of health and generally zombies ragequit)
zs_pacman (No... just no... a big headache for generally everyone)
zs_youarethevirusinsidejoe (Op for humans)
And when can a map vote be implemented? or will it encourage the voting of overused maps? at least make it so we can see what map is coming next.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 16, 2012, 11:30:56 AM
Just wondering... why do we have so many zs_fort variations. It really irratates me when we play the same type of map for 5 rounds. same goes to the raunchy house series and the storm series. Why do we have so many of them  ???
Maps that i want removed...
zs_juans_house_v4 (Due to oversized level proportians and multiple carpenter hammers and Melee weapons such as shovels)
zs_corruption_v3 (Due to the fact i need to redo it and having multiple complaints about the grass FPS lag)
zs_nacht_der_untoten (Good idea... Bad map. No where enough props to cade, Boards have Unusual amount of health and generally zombies ragequit)
zs_pacman (No... just no... a big headache for generally everyone)
zs_youarethevirusinsidejoe (Op for humans)
And when can a map vote be implemented? or will it encourage the voting of overused maps? at least make it so we can see what map is coming next.

Most of those were already removed except for pacman and virusinsidejoe.

If some other people want those two removed, I will. I also need more maps, so if people want to give me download links, I'll start adding more.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 16, 2012, 12:12:48 PM
Working on a gaint ass map pack right now that was meant to be released a week ago
Title: Re: asdaf temp zs suggestions thread
Post by: Alkaline on February 16, 2012, 12:50:54 PM
Remove the cosmic lounge already on there and add the old one back.

(http://www.garrysmod.org/img/?t=dll&id=105063) (http://www.garrysmod.org/downloads/?a=view&id=105063)
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 16, 2012, 06:13:53 PM
Just wondering... why do we have so many zs_fort variations. It really irratates me when we play the same type of map for 5 rounds. same goes to the raunchy house series and the storm series. Why do we have so many of them  ???
Maps that i want removed...
zs_juans_house_v4 (Due to oversized level proportians and multiple carpenter hammers and Melee weapons such as shovels)
zs_corruption_v3 (Due to the fact i need to redo it and having multiple complaints about the grass FPS lag)
zs_nacht_der_untoten (Good idea... Bad map. No where enough props to cade, Boards have Unusual amount of health and generally zombies ragequit)
zs_pacman (No... just no... a big headache for generally everyone)
zs_youarethevirusinsidejoe (Op for humans)
And when can a map vote be implemented? or will it encourage the voting of overused maps? at least make it so we can see what map is coming next.



Hmmmm.. i didnt really feel like mapping for a while, but i guess since people actually did like my map, ill remove the weapons, what exactly do you mean by oversized level proportions?
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 16, 2012, 09:03:40 PM
Remove the cosmic lounge already on there and add the old one back.

(http://www.garrysmod.org/img/?t=dll&id=105063) (http://www.garrysmod.org/downloads/?a=view&id=105063)

Done per-your request.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 17, 2012, 03:48:09 AM


Hmmmm.. i didnt really feel like mapping for a while, but i guess since people actually did like my map, ill remove the weapons, what exactly do you mean by oversized level proportions?
Map layout is fine but certain aspects and size ratios are a bit off... such as the windows are massive and the spawn room is a bit too big and requires a bit more detail...
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 17, 2012, 03:49:27 AM
Hmmmm.. i didnt really feel like mapping for a while, but i guess since people actually did like my map, ill remove the weapons, what exactly do you mean by oversized level proportions?

Dev textures doesn't real.
Title: Re: asdaf temp zs suggestions thread
Post by: Apie2 on February 17, 2012, 12:40:13 PM
Is it possible to set the list of all maps on the server?
Title: Re: asdaf temp zs suggestions thread
Post by: Сєşάя on February 17, 2012, 01:42:00 PM
Upload my map: zs_mini_house

Topic: http://forum.randomgs.com/index.php/topic,11100.0.html (http://forum.randomgs.com/index.php/topic,11100.0.html)

Thx bro.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 18, 2012, 12:41:32 AM
Quick update,

fixed some issues with the maps not downloading.
Nerfed FAST HEADCRABS to 5 damage. Normal headcrabs still do 8.
Made buying carp hammer and medkit a little more rewarding.

I'm still contemplating nerfing fast zombies, but not sure yet. On average, humans only survive to the end of wave 1, or midway wave 2. I want them to at least get to wave 4 before getting fucked ._.
Title: Re: asdaf temp zs suggestions thread
Post by: Don on February 18, 2012, 01:43:36 AM
Can you remove zs_abstraction?

I know it's a beautiful map and everything, but humans just camp at that living room and it takes years for the zombies to ever break through.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 18, 2012, 03:22:57 AM
Can you remove zs_abstraction?

I know it's a beautiful map and everything, but humans just camp at that living room and it takes years for the zombies to ever break through.

Done.
Title: Re: asdaf temp zs suggestions thread
Post by: Apie2 on February 18, 2012, 04:23:20 AM
http://www.garrysmod.org/downloads/?a=view&id=70730 (http://www.garrysmod.org/downloads/?a=view&id=70730)

http://www.garrysmod.org/downloads/?a=view&id=90210 (http://www.garrysmod.org/downloads/?a=view&id=90210)

http://www.garrysmod.org/downloads/?a=view&id=111083 (http://www.garrysmod.org/downloads/?a=view&id=111083)

That are some maps that I think that are good.
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 18, 2012, 08:43:53 AM
I think that regular headcrab's damage should be lowered to at least 6 or 7 and perhaps lower the hit rate of normal zombies too?
I mean people get killed so fast and easily by them especially when they become slower once their health becomes lower.
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 18, 2012, 08:56:14 AM
Map layout is fine but certain aspects and size ratios are a bit off... such as the windows are massive and the spawn room is a bit too big and requires a bit more detail...
The reason why i have it big and not small like the other house maps is because in almost (note, i said almost) all the house maps, humans get raped because the house is extremely small and its like the humans are cluster fucking each other..
But thats why i have the map big....

I DIDNT however scale the Textures which makes it look huge, and yeah the windows and sliding door were way to big. I will fix these when i can, and hope that its a better map..
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 18, 2012, 11:14:16 AM
Wait, what's the IP?

/derp
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 18, 2012, 11:22:23 AM
199.30.49.45:27015
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 19, 2012, 02:47:54 AM
The new ZS is nice and everything, but I really liked the old weapon system. The weapons felt more powerful, more earned.
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 19, 2012, 03:44:51 AM
Not all of the props(i.e. shelves) are appearing in the maps. I know that I've been bugging you about this a lot and that you said you're going to look at the settings of this game mode but could you take a look at them again because on some maps these props are vital to survive.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 19, 2012, 03:50:53 AM
http://www.garrysmod.org/downloads/?a=view&id=70730 (http://www.garrysmod.org/downloads/?a=view&id=70730)

http://www.garrysmod.org/downloads/?a=view&id=90210 (http://www.garrysmod.org/downloads/?a=view&id=90210)

http://www.garrysmod.org/downloads/?a=view&id=111083 (http://www.garrysmod.org/downloads/?a=view&id=111083)

That are some maps that I think that are good.

I'll try adding these tomorrow.

I think that regular headcrab's damage should be lowered to at least 6 or 7 and perhaps lower the hit rate of normal zombies too?
I mean people get killed so fast and easily by them especially when they become slower once their health becomes lower.

I think they're fine the way they are right now.
The reason why i have it big and not small like the other house maps is because in almost (note, i said almost) all the house maps, humans get raped because the house is extremely small and its like the humans are cluster fucking each other..
But thats why i have the map big....

I DIDNT however scale the Textures which makes it look huge, and yeah the windows and sliding door were way to big. I will fix these when i can, and hope that its a better map..
It's not that, it's just has overall bad design :X

The disproportional textures and brushes are only a small part of the problem.

The new ZS is nice and everything, but I really liked the old weapon system. The weapons felt more powerful, more earned.

From the start, I've had the ability to disable the worth menu and only make items buyable from the shop.

Thing is though, it's tough enough as it is for the humans. Unless I scaled down the prices in the shops to fit the fact that people get no starting gear aside from a random pistol and melee, then it'd probably be best to leave it as is.

Not all of the props(i.e. shelves) are appearing in the maps. I know that I've been bugging you about this a lot and that you said you're going to look at the settings of this game mode but could you take a look at them again because on some maps these props are vital to survive.

Somewhere in the gamemode, theres a list of blacklisted props.

Maybe I'm just stupid, but I've had some real difficulty finding it ._.
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 19, 2012, 04:46:20 AM
Somewhere in the gamemode, theres a list of blacklisted props.

Maybe I'm just stupid, but I've had some real difficulty finding it ._.
Maybe you should try to contact the creator of this game mode or someone else who would possibly know.
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 19, 2012, 02:13:28 PM
Maybe you should try to contact the creator of this game mode or someone else who would possibly know.

nah, you'd just be called an idiot
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 19, 2012, 04:47:55 PM
Can we try to make it so that we don't get stuck in zombies as much? ._.

If you jump into a zombie you get stuck in them and you die by the time you get to shoot them.
Title: Re: asdaf temp zs suggestions thread
Post by: semy32 on February 20, 2012, 05:10:40 AM
Can we try to make it so that we don't get stuck in zombies as much? ._.

If you jump into a zombie you get stuck in them and you die by the time you get to shoot them.

Make zombies hit/move slower?
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 20, 2012, 05:45:47 AM
Normal zombies move so fucking fast.
>see's zombies
>runs away
>turns around to see it bash your head in
:<
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 20, 2012, 06:46:59 AM
Normal zombies move so fucking fast.
>see's zombies
>runs away
>turns around to see it bash your head in
:<
Not even. A human can easily outrun the normal zombie with almost all weapons on.
Title: Re: asdaf temp zs suggestions thread
Post by: semy32 on February 20, 2012, 07:47:32 AM
Not even. A human can easily outrun the normal zombie with almost all weapons on.

If you go under 50 health then you can't do anything.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 20, 2012, 11:25:20 AM
Normal zombies move so fucking fast.
>see's zombies
>runs away
>turns around to see it bash your head in
:<

You'll start running slower if you're low on health. Get some speed perks if you don't want that to happen.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 20, 2012, 11:30:10 AM
You'll start running slower if you're low on health. Get some speed perks if you don't want that to happen.

^That

Is there any way for someone to code something that automatically unsticks two people within each other? It still kinda bugs me a lot.
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 20, 2012, 12:38:11 PM
^That

Is there any way for someone to code something that automatically unsticks two people within each other? It still kinda bugs me a lot.

Yeah it's a total fucking bitch especially if your going up or down a ladder.
Title: Re: asdaf temp zs suggestions thread
Post by: yoshi on February 20, 2012, 12:40:12 PM
I wasn't able to play the new ZS yet but from i see, i think i'm not going to like it.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 20, 2012, 02:46:50 PM
Is there any way for someone to code something that automatically unsticks two people within each other? It still kinda bugs me a lot.

Don't humans already clip through each other?
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 20, 2012, 02:52:45 PM
Don't humans already clip through each other?

I meant zombies.

It's EXTREMELY easy to get stuck in them. Simply be mid-air while one is walking towards you and you're instantly stuck on them. Even if you're about a inch from the ground.
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 20, 2012, 11:41:56 PM
I meant zombies.

It's EXTREMELY easy to get stuck in them. Simply be mid-air while one is walking towards you and you're instantly stuck on them. Even if you're about a inch from the ground.

Stop trying to bhop in a server with default airaccelerate values then.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 20, 2012, 11:44:32 PM
Stop trying to bhop in a server with default airaccelerate values then.

I wasn't even.

It literally happens out of nowhere. Sometimes you don't even have to be in mid-air. The zombies just sorta clip into you.
Title: Re: asdaf temp zs suggestions thread
Post by: semy32 on February 21, 2012, 04:32:31 AM
I wasn't even.

It literally happens out of nowhere. Sometimes you don't even have to be in mid-air. The zombies just sorta clip into you.

Never saw that happening.
It only happens when you jump on their head and they jump too or when using a ladder.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 21, 2012, 11:23:08 AM
It's EXTREMELY easy to get stuck in them. Simply be mid-air while one is walking towards you and you're instantly stuck on them. Even if you're about a inch from the ground.

Oh well, uh
That's a little beyond my skill ._.
I don't even know how Jetboom's collision system works, much less the ability modify it.

Also, I'm not sure if any of you have noticed, but I tweaked the current melee's to be a bit more dynamic. Feel free to give me suggestions if you still think some are too OP/underpowered.

Right now, I feel that the balance is /perfect/. Initially, humans almost never made it past wave 1, maybe halfway through wave 2. Now, on average, humans can survive to waves 3-4 which is what I feel to be perfectly balanced. You have to do really good to win, and you'd have to do really shitty to lose early on.

Also, heres my request to you guys:

GIEF MOAR MAPS.
Title: Re: asdaf temp zs suggestions thread
Post by: Apie2 on February 21, 2012, 11:38:01 AM
-snap-
Are my maps already in ZS? o_O
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 21, 2012, 11:47:14 AM
Are my maps already in ZS? o_O

Yayayaya. Added them only a couple minutes ago, so it might take a few maps before you'll play one of them .-.
Title: Re: asdaf temp zs suggestions thread
Post by: Сєşάя on February 21, 2012, 01:05:05 PM
Someone uploaded my zs_mini_house ?
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 21, 2012, 01:40:28 PM
Can we vote for maps? I wanna play angry quarantine.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 21, 2012, 01:43:17 PM
Can we vote for maps? I wanna play angry quarantine.

Not on the list I don't think.

And to be completely honest, I think the random map rotation is the best choice. We don't have "overplayed maps" and the shitty maps get removed right away, so we're always playing the "good" maps.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 21, 2012, 01:50:48 PM
Not on the list I don't think.

And to be completely honest, I think the random map rotation is the best choice. We don't have "overplayed maps" and the shitty maps get removed right away, so we're always playing the "good" maps.

It's not on the list?

Why isn't it on the list?

Please add it to the list, everybody loves it and it's the perfect example of a good ZS map.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 21, 2012, 01:54:27 PM
It's not on the list?

Why isn't it on the list?

Please add it to the list, everybody loves it and it's the perfect example of a good ZS map.

Upload it

So I can add it to the list.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 21, 2012, 01:56:00 PM
Upload it

So I can add it to the list.

I reformatted, it ain't there capp'n.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 21, 2012, 02:14:18 PM
I reformatted, it ain't there capp'n.

I dun't have it either privt'.

Which is why it's not on the list.
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 21, 2012, 03:09:07 PM
I dun't have it either privt'.

Which is why it's not on the list.

I shall upload it for ya if you want me to? :>
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 21, 2012, 03:23:33 PM
I shall upload it for ya if you want me to? :>
If you upload it, I'll add it .-.

Anyways, Seb suggested a while back that it would be better if I try upping the slots to 32. Anyone else second his notion?
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 21, 2012, 03:25:03 PM
If you upload it, I'll add it .-.

Anyways, Seb suggested a while back that it would be better if I try upping the slots to 32. Anyone else second his notion?

If it doesn't go EXTREMELY laggy, sure.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 22, 2012, 03:03:52 AM
If you upload it, I'll add it .-.

Anyways, Seb suggested a while back that it would be better if I try upping the slots to 32. Anyone else second his notion?
Aye. (on the noxious net servers it starts to get FPS drops at 40 players or more so it shouldn't be a problem
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 22, 2012, 03:41:01 AM
Upped to 32 slots, we'll see how it performs over the weekend when it gets fully populated like last time ._.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 22, 2012, 05:56:29 AM
One of the things that i do want is maybe decrease the amount of points needed for certain items.
I'm not sure but i do think the cost of weapons are slightly overpriced. Pistols are fine, and so are the sub machine guns. Certain weapons such as the shotguns and powerful weaponry that are in the 150 - 225 point range is a bit hard to gain.
What i know is that the Boomstick is too overpriced (125 points) for its General Effectiveness, The Ender automatic shotgun is a very over powered weapon for its cost (A pittance of 85 points). Perhaps we should rethink the buying system?
The amount you have to pay for Extra health kit juice is a bit expensive for how much you get (25 points for 50 health) As 15 health healed = 4 points. max 15 points are earned. I would think a nice perk would be that your medkit can recharge 10 Points per minute at the cost of 30 worth. (and you can get 20 health kit juice from resupply crates)
Another thing is that I think the Tosser SMG and Crackler Assualt rifle should be only worth 50 worth as apposed to 55 worth since they are slightly weaker than their other starter weapon counterparts.
I think there should be the ability in the worth menu to buy 3 more Boards at the cost of 30 worth and the ability to buy them from the arsenal crate for 50 Points.
You can disagree with me and say "no" but please give a reason. These are mere suggestions
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 22, 2012, 06:35:16 AM
One of the things that i do want is maybe decrease the amount of points needed for certain items.
I'm not sure but i do think the cost of weapons are slightly overpriced. Pistols are fine, and so are the sub machine guns. Certain weapons such as the shotguns and powerful weaponry that are in the 150 - 225 point range is a bit hard to gain.
What i know is that the Boomstick is too overpriced (125 points) for its General Effectiveness, The Ender automatic shotgun is a very over powered weapon for its cost (A pittance of 85 points). Perhaps we should rethink the buying system?
The amount you have to pay for Extra health kit juice is a bit expensive for how much you get (25 points for 50 health) As 15 health healed = 4 points. max 15 points are earned. I would think a nice perk would be that your medkit can recharge 10 Points per minute at the cost of 30 worth. (and you can get 20 health kit juice from resupply crates)
Another thing is that I think the Tosser SMG and Crackler Assualt rifle should be only worth 50 worth as apposed to 55 worth since they are slightly weaker than their other starter weapon counterparts.
I think there should be the ability in the worth menu to buy 3 more Boards at the cost of 30 worth and the ability to buy them from the arsenal crate for 50 Points.
You can disagree with me and say "no" but please give a reason. These are mere suggestions
I am not sure if all the 150 - 225 point weapons are overpriced but so far all of those guns I tried(including Adonis pulse rifle)seemed like they were worth the price. Keep in mind that you can get 20% discount when buying stuff between waves.
So basically right now I think that all the gun prices are fine.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 22, 2012, 12:09:06 PM
Keep in mind that you can get 20% discount when buying stuff between waves.
So basically right now I think that all the gun prices are fine.

What Prox said. About specific weapons being worth more, but are weaker than the cheaper ones though deserves a look over. I'll keep them in the same range, but I'll edit a few values to match their actual effectiveness.

And healing with medit's give you 1 point per 3hp,

50 Medkit juice for 20 (buying mid-wave)
You'll get about 16 points for all of it.

I think it's better that way since medics aren't able to run around with (essentially) unlimited kit juice, and will start getting low on supplies in the later waves.
Title: Re: asdaf temp zs suggestions thread
Post by: Travelsonic on February 22, 2012, 08:16:57 PM
Map removal request:  Oldhouse.

It is unbalanced as fuck in favor towards humans - all camp in one room with a health station [including whatever number become medics].
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 22, 2012, 08:29:38 PM
Map removal request:  Oldhouse.

It is unbalanced as fuck in favor towards humans - all camp in one room with a health station [including whatever number become medics].


But said room has about four different access points.
Title: Re: asdaf temp zs suggestions thread
Post by: Travelsonic on February 22, 2012, 08:45:05 PM
But said room has about four different access points.

Unless I AM thinking of the wrong map, in which excuse me while I look for the right name, there are many ways into the house, but there is a serious bottleneck to the basement room, which only has one entrance.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 22, 2012, 08:47:49 PM
Unless I AM thinking of the wrong map, in which excuse me while I look for the right name, there are many ways into the house, but there is a serious bottleneck to the basement room, which only has one entrance.

Oh oh

I think I know which room you're talking about.

._.

I'll remove it. Even though I like the map.

WE STILL NEED MOAR MAPS THO :X
Title: Re: asdaf temp zs suggestions thread
Post by: The Ghost Of Anony Mouse on February 23, 2012, 02:37:10 AM
i wonder how you could remove that "humans close to zombie spawn will spawn as zombies" thing :nomnom:

Spoiler (click to show/hide)
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 23, 2012, 02:59:48 AM
i wonder how you could remove that "humans close to zombie spawn will spawn as zombies" thing :nomnom:

Spoiler (click to show/hide)

I noticed that too.

Will either be fixed, or everything will be broken on map change. We'll see ._.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 23, 2012, 03:05:30 AM
Map pack is 75% done  ^-^
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 23, 2012, 03:13:01 AM
Map pack is 75% done  ^-^

Awaiting it. Once I upload it, I'm going to bed :x
Title: Re: asdaf temp zs suggestions thread
Post by: Сєşάя on February 23, 2012, 04:00:40 AM
Snivy, did you upload my map ? Please add, I hope you enjoy :)

http://forum.randomgs.com/index.php/topic,11100.0.html (http://forum.randomgs.com/index.php/topic,11100.0.html)
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 23, 2012, 04:07:59 AM
Oh oh

I think I know which room you're talking about.

._.

I'll remove it. Even though I like the map.

WE STILL NEED MOAR MAPS THO :X

Wait, what? Don't remove that, it's not entirely impossible to get into that room. All cades fall eventually, it is definitely balanced.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 23, 2012, 05:37:41 AM
The fact that nails are a lot weaker in the newer zs gives me smiles and makes me want play zombies even more. I geuss that's why they made it so you could repair nails.

Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 24, 2012, 03:57:58 AM
Quick changelog.

- Ghouls have slightly increased health and speed. (Speed 140 > 150, HP 125 > 150)
- Wraiths have slightly more health. (75 > 100)
- Poison zombies have increased health. (400 > 500)
- Lowered prices of all upper tier guns in the points shop by 30%, along with a few more price changes.
- Added bundle of nails (3 for the price of 2) and higher quantity of medkit recharge (100HP for 40 points).
- Added additional boards, which give you 3 boards for use with the Aegis Barricade Kit, or "Pack of Boards". Can be bought for 20 worth at the start, or 50 points mid-game.
- Increased worth gained from the "Banned for Life" perk (-20 > -30)
- Increased worth gained from the "Palsy" perk (-5 > -15)
- Blaster Shotgun does significantly more damage. (13 > 20)

If it seems things are a little out of balance, changes can always be made.

New suggestions are always welcome.

I'm off to bed now, so yeah. ._.
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 24, 2012, 04:42:43 AM
'Adonis' Pulse Rifle 225 > 160
That is way too cheap for a gun like that. The price of it should be at least 180 points.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 24, 2012, 05:30:49 AM
That is way too cheap for a gun like that. The price of it should be at least 180 points.

I'll see how it goes for a bit. If it becomes gamebreaking to the point where people can buy it and are pretty much garenteed to win, then I'll nerf the gun itself.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on February 24, 2012, 05:53:01 AM
Quick changelog.

- Ghouls have slightly increased health and speed. (Speed 140 > 150, HP 125 > 150)
- Wraiths have slightly more health. (75 > 100)
- Poison zombies have increased health. (400 > 500)
- Lowered prices of all upper tier guns in the points shop by 30%, along with a few more price changes.
- Added bundle of nails (3 for the price of 2) and higher quantity of medkit recharge (100HP for 40 points).
- Added additional boards, which give you 3 boards for use with the Aegis Barricade Kit, or "Pack of Boards". Can be bought for 20 worth at the start, or 50 points mid-game.
- Increased worth gained from the "Banned for Life" perk (-20 > -30)
- Increased worth gained from the "Palsy" perk (-5 > -15)
- Blaster Shotgun does significantly more damage. (13 > 20)

If it seems things are a little out of balance, changes can always be made.

New suggestions are always welcome.

I'm off to bed now, so yeah. ._.
(http://s2.favim.com/orig/28/cute-i-love-you-love-lovely-patrick-Favim.com-233233.gif)

Could you also decrease the fast zombies health a bit? Alongside with the wraith at 100hp perhaps?
Title: Re: asdaf temp zs suggestions thread
Post by: Yellow Killer on February 24, 2012, 05:59:51 AM
And to be completely honest, I think the random map rotation is the best choice. We don't have "overplayed maps" and the shitty maps get removed right away, so we're always playing the "good" maps.
Is it possible to add what map is being randomly chosen next after the game ended?
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 24, 2012, 08:38:28 AM
I'll see how it goes for a bit. If it becomes gamebreaking to the point where people can buy it and are pretty much garenteed to win, then I'll nerf the gun itself.
Wouldn't it be better to increase it's price instead? I mean, it's the best weapon in the game so it has to be powerful. I would be really disappointed if that gun would get nerfed while fasties wouldn't.
Title: Re: asdaf temp zs suggestions thread
Post by: Don on February 24, 2012, 11:34:31 AM
I don't know if you got any maps from Hank or not, but I went ahead and uploaded the ones in my old folder. I had to cut a lot of maps to get it to 200 mb, if you want, I can upload those as well.
And no, I refuse to upload the piece of shit that is fear tower.

List:
Spoiler (click to show/hide)

Will edit in DL link once it actually decides to finish uploading.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 24, 2012, 11:47:50 AM
I don't know if you got any maps from Hank or not, but I went ahead and uploaded the ones in my old folder. I had to cut a lot of maps to get it to 200 mb, if you want, I can upload those as well.
And no, I refuse to upload the piece of shit that is fear tower.

List:
Spoiler (click to show/hide)

Will edit in DL link once it actually decides to finish uploading.

Most are on the server.

Maps based on waves also had to be removed, like chambers because of the way the new ZS uses entities.

And dont worry about fear tower. The gamemode has limitations that keep you from getting to the top. c:

Also, Prox. I nerfed fasties a week ago ._.
claws only do 5 damage instead of 8.
Title: Re: asdaf temp zs suggestions thread
Post by: Don on February 24, 2012, 11:58:48 AM
Most are on the server.

Maps based on waves also had to be removed, like chambers because of the way the new ZS uses entities.

And dont worry about fear tower. The gamemode has limitations that keep you from getting to the top. c:

Also, Prox. I nerfed fasties a week ago ._.
claws only do 5 damage instead of 8.
What maps don't you have yet?


(http://i.imgur.com/h1mlE.png)
(http://i.imgur.com/rpFDZ.png)
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 24, 2012, 12:02:11 PM
Longer round times, PLEASE. The games and rounds are just too short. Good old ZS games (I know, I'm being annoying about that) used to last at least half an hour, and when the games were lost everybody was laughing and having a good time, instead of "oh come on i'm a zombie already". Perhaps five minutes a wave will suffice, as well as adding another three waves?
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 24, 2012, 02:50:59 PM
"oh come on i'm a zombie already". Perhaps five minutes a wave will suffice, as well as adding another three waves?

I've never heard anything like that ._.

The shorter waves mean that you won't be a zombie for long, and it generally makes people ENJOY playing as a zombie since you'd only be it for a couple minutes.
Before, people would just quit when they're the initial zombie, or go AFK when they die.
Since making a kill is so easy now, people are more determined to eliminate the humans.

Plus, extending the rounds won't do anything but make it HARDER for the humans to win.

And Don,

Spoiler (click to show/hide)
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 24, 2012, 03:26:31 PM
I've never heard anything like that ._.

The shorter waves mean that you won't be a zombie for long, and it generally makes people ENJOY playing as a zombie since you'd only be it for a couple minutes.
Before, people would just quit when they're the initial zombie, or go AFK when they die.
Since making a kill is so easy now, people are more determined to eliminate the humans.

Plus, extending the rounds won't do anything but make it HARDER for the humans to win.

Can't be that hard to change it back once we get a opinion on the change, can it?
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 24, 2012, 03:57:26 PM
Can't be that hard to change it back once we get a opinion on the change, can it?

If more people back you up, I'll try it.

Right now though, I think that'd be a really bad idea ._.
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 25, 2012, 05:37:14 AM
I think that the wave lengths are perfectly fine and there is absolutely no need to change them.
Title: Re: asdaf temp zs suggestions thread
Post by: Сєşάя on February 25, 2012, 06:24:05 AM
I just don't like that we need buy ammo and not get by minutes.  :(
Title: Re: asdaf temp zs suggestions thread
Post by: blαh2355 on February 25, 2012, 07:42:25 AM
Can we get rid of the map trippledecker? It's horrible and humans mostly die on the first/second wave. It's like ascent except it goes down.
Title: Re: asdaf temp zs suggestions thread
Post by: Travelsonic on February 25, 2012, 10:24:04 AM
IMO on waves:  It is really an interesting dynamic - between the # of waves, length of the waves, and length of between-wave.  Maybe shorten the time between waves, increase the time of each wave with the time taken away from the between-wave times, and keep the same # of waves?


IMO: It is very irritating starting the game as human post-wave-1, since you can't do shit with your worth, is there some way to modify this, OR convert it to points, or just not give us worth if starting after wave 1 begins? 
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 25, 2012, 10:46:11 AM
IMO on waves:  It is really an interesting dynamic - between the # of waves, length of the waves, and length of between-wave.  Maybe shorten the time between waves, increase the time of each wave with the time taken away from the between-wave times, and keep the same # of waves?


IMO: It is very irritating starting the game as human post-wave-1, since you can't do shit with your worth, is there some way to modify this, OR convert it to points, or just not give us worth if starting after wave 1 begins? 

Seconding this.

Anybody want 10 waves?
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 25, 2012, 10:51:26 AM
Seconding this.

Anybody want 10 waves?

10 waves would be nice, along with shorter waves.
Title: Re: asdaf temp zs suggestions thread
Post by: Lavenchie on February 25, 2012, 11:09:24 AM
10 waves would be nice, along with shorter waves.

Oh god this
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 25, 2012, 11:10:37 AM
IMO: It is very irritating starting the game as human post-wave-1, since you can't do shit with your worth, is there some way to modify this, OR convert it to points, or just not give us worth if starting after wave 1 begins?
If you join a bit late then you get a random set of weapons. While this doesn't allow you to pick guns by yourself but it might be useful if there are zombies nearby. I really don't see a problem with that.

10 waves would be nice, along with shorter waves.
Seconding this.

Anybody want 10 waves?
What's wrong with having 6 waves? I even think it's better because of the longer waves and longer breaks so that way zombies can play a long period of time non stop and humans have more time to prepare/buy stuff. 

Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 25, 2012, 11:38:34 AM
10 waves would be nice, along with shorter waves.
Oh god this

I- meant for games to be LONGER, not about the same time. Games just seem too short.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 25, 2012, 12:00:10 PM
I- meant for games to be LONGER, not about the same time. Games just seem too short.

I'm not saying a REALLY shorter wave time. I just mean about 10-30 seconds. Like it was in the old Zs
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 25, 2012, 01:27:54 PM
If you join a bit late then you get a random set of weapons. While this doesn't allow you to pick guns by yourself but it might be useful if there are zombies nearby. I really don't see a problem with that.

If you set a default loadout, it will chose that instead.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 25, 2012, 01:38:59 PM
If you set a default loadout, it will chose that instead.

How do we do that?
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 25, 2012, 01:41:13 PM
How do we do that?

In your worth menu, where you save loadouts. You know where the checkmark is? Theres a few other options. The heart makes it your default loadout.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 25, 2012, 05:27:51 PM
No matter how many players there are, it's still always two zombies. Can we change that so that we get a reasonable amount of zombies to players? I just joined to see 21 humans against two zombies.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 25, 2012, 05:35:30 PM
No matter how many players there are, it's still always two zombies. Can we change that so that we get a reasonable amount of zombies to players? I just joined to see 21 humans against two zombies.

It's 11%.

20 players would be 3 initial zombies.

The way the games been though, that's perfectly fine. Humans rarely ever get past waves 2 or 3.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 25, 2012, 05:36:45 PM
It's 11%.

20 players would be 3 initial zombies.

The way the games been though, that's perfectly fine. Humans rarely ever get past waves 2 or 3.

Not the games I've played. The game still seems easy towards humans, and even more so now.

Spoiler (click to show/hide)
Title: Re: asdaf temp zs suggestions thread
Post by: Cake Faice on February 25, 2012, 07:48:20 PM
I'm not sure if you attended to this problem or not, but the 1st tier shotgun still feels like it lacks a lot of strength while going up against a full zombie. I'd usually empty 5 or 6 rounds into one before someone assists me with the kill, just feels that it doesn't go up to its full potential at close range.
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 25, 2012, 08:02:16 PM
Lag compensation pisses me off.
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 25, 2012, 08:19:48 PM
I'm not sure if you attended to this problem or not, but the 1st tier shotgun still feels like it lacks a lot of strength while going up against a full zombie. I'd usually empty 5 or 6 rounds into one before someone assists me with the kill, just feels that it doesn't go up to its full potential at close range.

It currently does 20 damage per fragment. Each shell shoots 8 fragments. So if you're face-to-face with an enemy, and each shot lands, then it'll do 160 damage. Enough to take out most of the classes in a single shot.

It's fine the way it is ._. You were probably too far away.
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 26, 2012, 09:00:23 AM
People have probably said this but.. Here are my problems with the new ZS.

Headcrabs, do incredible ammount of damage, i know you nerfed them, but they just jump and jump and jump, their isnt even a second before they can jump again i just wish their were a delay, OR have it like the last version, where they can jump really high and Mildly fast, and only do some damage not, like 20% of your health...

Fast Zombies, Over Powerd sons a bitches, especially since they can now walk and hit, which i would have no problem with If we were in the older version of ZS

I think those are two of like the 6 things i dont like about this ZS...
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 26, 2012, 09:04:02 AM
People have probably said this but.. Here are my problems with the new ZS.

Headcrabs, do incredible ammount of damage, i know you nerfed them, but they just jump and jump and jump, their isnt even a second before they can jump again i just wish their were a delay, OR have it like the last version, where they can jump really high and Mildly fast, and only do some damage not, like 20% of your health...

Fast Zombies, Over Powerd sons a bitches, especially since they can now walk and hit, which i would have no problem with If we were in the older version of ZS

I think those are two of like the 6 things i dont like about this ZS...
But headcrabs do have a delay and fast zombies were nerfed and now do 5 damage(I think).
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 26, 2012, 09:37:26 AM
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 26, 2012, 09:47:22 AM
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.
Oh god yes.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 26, 2012, 10:54:34 AM
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.


I love you. But what the hell does that last thing mean?
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on February 26, 2012, 11:42:42 AM
Modify the gamemode. Set it to keep all content, make it play like the old version.

10 rounds.
Modify the point system to unlock guns randomly and automatically, but not by kills. (If we keep the points system, we can finally have the assist system we liked.
Zombies unlock by rounds.
Guns awarded at random.

I find this game mode much more balanced then the old one. People don't rage quit as much as they used to do in the old version when they were picked to be zombies so I think that we shouldn't make it exactly the same as the old one.
   Other then that, I don't see a problem with making the weapons randomly unlocked. Also zombies unlock by waves in this game mode as well.
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 26, 2012, 01:07:49 PM
Ok so here is what I think about the new ZS
What I dislike,

Only 6 waves, completely fucked up time based maps.

Fast head crabs can keep jumping and jumping without some sort of noticeable delay, and somewhat hard to kill them so they deal like 40-60 of your health....

Headcrabs seem a bit to powerful

Fast Zombies.... Fucking way too OP, not only do they hit while they walk, but it's like you collide into them so you can't move, usually they rape you as soon as they touch you...

Weapon buying and point system.- I liked how before you just had to worry about not getting raped, now you have to fucking pause, and buy weapons, which I know you might say "BUY IN-BETWEEN WAVES!!", well zombies are still around in mid-Waves, so they can still rape you.

A battery for your flashlight

No armor or ammo crates.
-----
What I like about ZS

Your screen shifts left when you turn left and same with right, I just think that looks really good, keep that..

A ghoul Zombie, finally something different from regular zombie

Animation Fixes

New weapons.

The assist system, now people can't really complain about "kill steals" and stuff
--------
Now where am I going with this?
Well as deacon mentioned we should try to make this like the older ZS, as I liked that...
Just that moment when to get grenades instead of cade kit and your like "FFFUUUUUUUUUUU" I miss that, when you humans ACTUALLY lived....
 :dukenukem:
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on February 26, 2012, 01:38:14 PM
Ok so here is what I think about the new ZS
What I dislike,

Only 6 waves, completely fucked up time based maps.
No, the current maps that are fucked up (checkpoint, chambers, ect) are because the way the gamemode triggers waves is different from the old ZS.

Fast head crabs can keep jumping and jumping without some sort of noticeable delay, and somewhat hard to kill them so they deal like 40-60 of your health....
They're easy to kill with a melee, but then again, that's an opinion. I'll reduce the time in-between pounces for headcrabs. They deal the same damage they did on the old gamemode though.

Fast Zombies.... Fucking way too OP, not only do they hit while they walk, but it's like you collide into them so you can't move, usually they rape you as soon as they touch you...

They're not. You can outrun them if you'd face the other way and start running. They only have 125 health, so most guns can take them out really easily. A shotgun blast to the face is all you need.

Weapon buying and point system.- I liked how before you just had to worry about not getting raped, now you have to fucking pause, and buy weapons, which I know you might say "BUY IN-BETWEEN WAVES!!", well zombies are still around in mid-Waves, so they can still rape you.

Buy in-between waves.

But no, seriously. That's what makes this gamemode different from the old, and what I love about it. You're not forced to weapons or tools that you don't want or can use. With the way it's structured right now, you're able to play to the style you like to play, and makes the entire thing funner since you're not just dragging on with whatever the game decided to give you.

A battery for your flashlight

It was requested a while ago ._.
Anyways, that can be disabled if more people want it. I think it's cool though.

No armor or ammo crates.

> Implying that's a bad thing.
--------
Just that moment when to get grenades instead of cade kit and your like "FFFUUUUUUUUUUU" I miss that, when you humans ACTUALLY lived....

The old ZS was extremely OP for humans. It just wasn't fun to play once you got turned into a zombie.

The "OP" zombie classes make it so theres a real fear element in the game. If you venture off by yourself, you're fucked and even 20 humans vs 3 zombies will get wiped out if they're not careful.
Title: Re: asdaf temp zs suggestions thread
Post by: Hotgreensoldier on February 26, 2012, 02:05:46 PM
For me, I'm completely fine with the new Zs, only thing I don't like is how hard it is to hit fast headcrabs...
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 26, 2012, 02:06:46 PM
I love you. But what the hell does that last thing mean?

i--er
goddammit

i mean, random guns are awarded for "kills"
like it used to be.
Title: Re: asdaf temp zs suggestions thread
Post by: Juan_Ambriz on February 26, 2012, 02:36:28 PM
The old ZS was extremely OP for humans. It just wasn't fun to play once you got turned into a zombie.

The "OP" zombie classes make it so theres a real fear element in the game. If you venture off by yourself, you're fucked and even 20 humans vs 3 zombies will get wiped out if they're not careful.


Im sorry for whining like a bitch, its because I played the old ZS 24/7, it's gonna take me a bit to adapt...
But thanks for fixing the head crabs.... And about the flashlight, I sort of find it cool but, in dark maps when you only have one battery, your fucked because then you can't see anything....
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 26, 2012, 03:52:14 PM
The old ZS was extremely OP for humans. It just wasn't fun to play once you got turned into a zombie.

But humans rarely actually won. The final push, in which the cade was broken and all hell broke loose, was probably the best part of the game for both sides. For the humans, they had been getting the kills and living with what they'd gotten, and that was the time to prove how long they could live, in the "every man for himself" stage. For the zombies, jumping through something that kept you back for so long and feeding on the soft meat inside was what made up for all the strategizing, failing, and occasional through-cade hits that had led up to that. I actually see the humans win much more often in the new ZS than the old one.

The new one is good, and has plenty of things above the old one. But, Juan has a point about that moment when to get grenades instead of cade kit and your like "FFFUUUUUUUUUUU". As frustrating as those were, they forced you to adapt instead of adopting a strategy of repetition like the new one does, where you choose your weapons.

If I headed this, I'd do something like this:
-raise ammo box prices, keeping the range around 10-15 points (pistol ammo only 6 points)
-35 points grants you tier-2 pistol at a cost of 10 points
-75 points grants you SMG at a cost of 20 points
-160 points grants you shotgun at a cost of 40 points
-hell knows after this

I don't know if this is possible, but I think it's a perfect blend of old and new.
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 28, 2012, 05:29:35 PM
Add a "tool": A lamp that gives off ambient light. Not as bright as a direct flashlight but enough to see around a small room in the dark
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 28, 2012, 08:15:25 PM
Add a "tool": A lamp that gives off ambient light. Not as bright as a direct flashlight but enough to see around a small room in the dark


don't like it
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 28, 2012, 08:18:02 PM
don't like it

Why not.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on February 28, 2012, 08:30:54 PM
Why not.


i dunno, i just don't
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on February 28, 2012, 08:48:06 PM
i dunno, i just don't
its something that is incredibly simple. for <___>  points you get a dim light. whats not to like?
Title: Re: asdaf temp zs suggestions thread
Post by: Lavenchie on February 29, 2012, 08:13:27 AM
I like the idea, It really helps out when we cade in a extremely dark area and can't see around us. As long as it's not as bright as a flare I don't see what's wrong with the idea.
 
Title: Re: asdaf temp zs suggestions thread
Post by: .:~RND`=- serialkillerBR -= on March 01, 2012, 09:00:43 AM
a suggestion

add the possibility to vote for next map and sometimes random map
like the old zs  :zombie:
Title: Re: asdaf temp zs suggestions thread
Post by: The Ghost Of Anony Mouse on March 01, 2012, 09:07:41 AM
a suggestion

add the possibility to vote for next map and sometimes random map
like the old zs  :zombie:

actually that's a pretty bad good idea.

...mr.smileyinallposts
Title: Re: asdaf temp zs suggestions thread
Post by: .:~RND`=- serialkillerBR -= on March 01, 2012, 09:30:19 AM
The new ZS is nice and everything, but I really liked the old weapon system. The weapons felt more powerful, more earned.

i agree
for me the "kill" system and ammo regeneration after 1 min is better
what i don't like in the new zs is:
-flashlight battery
-i think the crows are not nessessary
-no vote for next map
-remove all ammo crates of all maps (some maps like, maze, infected hospital... have "secret" places with ammo crates as a reward maze is not so good without ammo crates (ammo crates only work if the old weapons system is in use))

but sometings i like:

-when survivor pressing z you can pass the barricade
-medikit, turret, and another new tool
-the new modern appearance of the game
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on March 01, 2012, 11:21:50 AM
i agree
for me the "kill" system and ammo regeneration after 1 min is better
what i don't like in the new zs is:
-flashlight battery
-i think the crows are not nessessary
-no vote for next map
-remove all ammo crates of all maps (some maps like, maze, infected hospital... have "secret" places with ammo crates as a reward maze is not so good without ammo crates (ammo crates only work if the old weapons system is in use))

but sometings i like:

-when survivor pressing z you can pass the barricade
-medikit, turret, and another new tool
-the new modern appearance of the game
You cant be serious
Title: Re: asdaf temp zs suggestions thread
Post by: Loke on March 03, 2012, 09:00:55 AM
But headcrabs do have a delay and fast zombies were nerfed and now do 5 damage(I think).

That's what the old zs had. Fast zombies stopped when they clawed and did 4 dmg a hit with the claws
Title: Re: asdaf temp zs suggestions thread
Post by: Prox on March 03, 2012, 11:18:48 AM
That's what the old zs had. Fast zombies stopped when they clawed and did 4 dmg a hit with the claws
No, they did 5.
Title: Re: asdaf temp zs suggestions thread
Post by: Travelsonic on March 03, 2012, 02:45:39 PM
Suggestion:  un-do the nerfing that chem zombies got for this version of ZS and bring it back to old ZS/pre-rNd-shutdown levels - considering we can only get them last wave, and it just feels like the power they had [hurting people w/ the fog, boom killing everyone immediately around it] is gone when now more than before it'd make PERFECT sense to have.
Title: Re: asdaf temp zs suggestions thread
Post by: yoshi on March 03, 2012, 06:37:51 PM
For me the Old ZS was more balanced than now.
Title: Re: asdaf temp zs suggestions thread
Post by: Lavenchie on March 04, 2012, 11:31:34 AM
For me the Old ZS was more balanced than now.
This
Title: Re: asdaf temp zs suggestions thread
Post by: Cake Faice on March 05, 2012, 03:38:30 PM
Please, for the love of god, what ever changes you make, keep the point system where you can actually buy the weapons and ammo and choose your starting weapons. I can finally stop raging every time I get battle axe + plank and decide which weapon is going to get the ammo regen. That actually makes the game more fun and actually encourages you to go out and kill zombies without having to worry about using up all your ammo.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on March 06, 2012, 03:17:10 AM
The shop systeam gives more of a tactical aspect to the gamemode that makes me feel zs is more enjoyable.

(situation 1: Do you buy more nails to enforce the barricade? or do you buy a turret to provide Covering fire while you repair your remaining nails?)

(situation 2: Do you Buy a richochet magnum or save up for a SMG?)
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on March 06, 2012, 07:50:29 AM
The shop systeam gives more of a tactical aspect to the gamemode that makes me feel zs is more enjoyable.

(situation 1: Do you buy more nails to enforce the barricade? or do you buy a turret to provide Covering fire while you repair your remaining nails?)

(situation 2: Do you Buy a richochet magnum or save up for a SMG?)

I still have never had enough points to buy a new anything.
Title: Re: asdaf temp zs suggestions thread
Post by: .:~RND`=- serialkillerBR -= on March 06, 2012, 02:01:20 PM
make 2 servers
1° with the old zs
2° with the new zs

I think that can satisfy everyone  :idk:
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on March 06, 2012, 02:01:56 PM
make 2 servers
1° with the old zs
2° with the new zs

I think that can satisfy everyone  :idk:

No.
Title: Re: asdaf temp zs suggestions thread
Post by: Deacon on March 06, 2012, 04:47:51 PM
The old ZS is broken as hell. We can't get that code working except from coolz directly. I say we get used to the new one.
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on March 15, 2012, 08:08:18 PM
What's the IP? It;s disappeared from my history and favorites.
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on March 16, 2012, 02:43:29 AM
Yeah same for me. Is there downtime or something?
Title: Re: asdaf temp zs suggestions thread
Post by: Deathie on March 16, 2012, 04:24:11 AM
What's the IP? It;s disappeared from my history and favorites.

Yeah same for me. Is there downtime or something?

Odd. It's still showing up in my favorites. I haven't changed the IP or anything either. The subdomain azuremc.dyndns.org should always work.
Title: Re: asdaf temp zs suggestions thread
Post by: Travelsonic on March 16, 2012, 07:55:18 AM
Odd. It's still showing up in my favorites. I haven't changed the IP or anything either. The subdomain azuremc.dyndns.org should always work.

It's not showing up in my favorites either. 
Title: Re: asdaf temp zs suggestions thread
Post by: Fenix on March 23, 2012, 09:13:47 PM
Not sure if i'm bumping, but...RANDOM MAP SYSTEM. Its been alphabetical and annoying me.
Title: Re: asdaf temp zs suggestions thread
Post by: Loke on March 25, 2012, 07:13:07 PM
rarely anyone is on zs, its really boring.
Title: Re: asdaf temp zs suggestions thread
Post by: Сєşάя on March 26, 2012, 05:32:04 AM
I never played ZS again. But we already have a votemap system or its random map system ?
Title: Re: asdaf temp zs suggestions thread
Post by: Alkaline on March 27, 2012, 04:09:02 PM
Aren't there a few recent updates for the ZS svn?
Other servers have bosses and the new F3 menu.
Title: Re: asdaf temp zs suggestions thread
Post by: Сєşάя on March 27, 2012, 04:42:52 PM
I would like if someone upload my map: zs_mini_house. I think I made this map for nothing, waste of time. :(
Title: Re: asdaf temp zs suggestions thread
Post by: TehHank on March 28, 2012, 01:30:58 AM
Aren't there a few recent updates for the ZS svn?
Other servers have bosses and the new F3 menu.
Yup
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on April 10, 2012, 12:05:40 PM
WAIT NO WHY WAS IT REMOVED

it just needed some extra things, but otherwise it was awesome!
Title: Re: asdaf temp zs suggestions thread
Post by: yoshi on April 10, 2012, 12:36:26 PM
WAIT NO WHY WAS IT REMOVED

it just needed some extra things, but otherwise it was awesome!

If you're talking about the new ZS. Well the system to get guns and shit really kinda sucked and didn't felt like ZS but anyways.
idk
Title: Re: asdaf temp zs suggestions thread
Post by: Seb on April 10, 2012, 12:38:02 PM
If you're talking about the new ZS. Well the system to get guns and shit really kinda sucked and didn't felt like ZS but anyways.
idk

We could've implemented some things from the old ZS, that's what it needed. Otherwise it was great.