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Zombie Fortress VScript tests on Valve maps 23w23f

LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
264
86
LizardOfOz updated Zombie Fortress VScript test on Dustbowl with a new update entry:

a5

Zombies:
* Improved melee hitreg.
* Zombies spawn at random location near the point available for capture.
* Medic now passively emits Amputator Aura.
** Probably doesn't stack with the real Amputator.
* Gas Passer now ignites enemies.
* Soldier starts with a full Banner.

Survivors:
* Last 3 Survivors get mini-crits. Last Survivor gets full crits.
* Medic's Uber Rate increased x1 -> x2.
* Natasha's change to slow was reduced 100 -> 15

Map:
* Removed the last point.
* Added anti-rush doors...

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
264
86
LizardOfOz updated Zombie Fortress VScript test on Dustbowl with a new update entry:

23w23a

* Now testing on: Barnblitz (not payload - just control points)
* Survivors are attacking and have to capture all points until the time (or survivors) runs out
* Survivors become Zombies as they die

23w23a:
* Zombies can't Random Crit anymore.
* Zombies can't pick up Health packs anymore.
* Fixed random Zombie selection being far from random.
* Last 3 survivors receive glow-through-walls effect.
* Each Zombie class has a fixed loadout:
** Scout: Sandman + Bonk
** Soldier: Equalizer + Any...

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
264
86
LizardOfOz updated Zombie Fortress VScript tests on Valve maps with a new update entry:

23w23d

* Back to Dustbowl!
* Now you need to carry the flag between the control points.
* Only the flag carrier counts towards point capture progress.
* Capture speed was reduced to compensate. (No, Scout doesn't get x2 cap speed)
* Zombies now spawn at fixed locations ahead of Survivors where they can't spawn camp.
* Starting with 8 zombies against 16 survivors, instead of previous 4.
* Zombies regen 10 health per seconds.
* Zombies run 20% faster.
* People connected during setup will join Survivors.

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LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
264
86
LizardOfOz updated Zombie Fortress VScript tests on Valve maps with a new update entry:

23w23f

  • Now back to Mountain Lab!
  • Bomb is now not required to capture a point, except for Last.
  • Fixed Pyro and Heavy not having ammo reduction (200->100).

Zombies:
  • 60% Resistance to Airblast
  • Removed Wall Climbing.
  • Can now use any melee of their choice and some secondaries.
  • Now 20% bigger and their melee range is 50% longer.
  • Heavy eats his Buffalo Steak 50% faster.
  • Demo can't have a Shield.

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
635
361
Is there any chance you could finish this project up and give it a minor release? This is easily one of my more favourite Zombie modes and I'd really hate to see the work done with it to just go to waste. Personally I find it a lot more enjoyable due to the nature of A/D being progression, and I find it a lot more fun to always be on the move than other Zombie modes. It doesn't have to be something super duper big if you don't want it to be, just like "Hey look, here's a different zombies option for you" would be cool. I think as it is, the mode is already pretty close to release in terms of balancing, if not already at that stage.
 

LizardOfOz

Hale's Own Programmer
aa
Sep 7, 2022
264
86
Yes, I hope to get back to it early Spring so that people could make maps for it for Halloween, once DM/gungame and VIP are ready to be used by mappers.
Although the mixed reception of Zombie Infection got me worried.