the zombie stuck thing isnt my fault. its just how it is with thier pathing and that.
i cant really change the start much cause id mess up the entire spawn system but anyways it allows huge tension to slowly build up
i cant really change the weapon things much but u should have a good computer anyways cause zombies will eventually mass up to 500
lmfao i dont care about the intro either but its something to have :P
i dont really know about the lag but it doesnt get worse once it starts so i just tend to ignore it
never played but i will check it out@SuperGS: Go
Hey love the map dude.. I was just wondering how you got it so the zombies spawn in the outside area and are able to come through, but the players can't walk outside the map?
I pm'd you the method, hopefully there is something that can be done about it..
This is inevitable. You cant encrpyt a bank enough, because theres a formula for obtaining cracked bank signatures and you can get the map out of the local files and decode the encryption in the bank itself...
Edit : i just played a game, an a zombie got stuck. Usually, they unstick but it never did and we all RQ...
I read your notes in the loading screen. Just so you know the water effects in your map will take up huge processing power. That is, the wave-fronts formed aren't optimized by the game itself so every 'wall' the water touches generates their own individual wave-fronts. This means that your map is possibly lagging because the extra models loaded onto the map is adding to the already hindered processor. Since the whole map is knee deep in water that could be the cause. I'm not quite sure I've read a tutorial on waters and it tells me that wave-fronts causes the most lag (glitching).
i agree with that and it is a pretty good idea so i will remove most of the water that you do not see and so on cause it still looks sick
ALSO i AM planning on making a Naz^Zombies 2 after a few more updates. Basically id be the same thing but a entirely new map style and theme that would almost be 2 times bigger than this one. I am thinking of making it a desert theme but im not sure yet so if you have any ideas PLEASE POST THEM! :D@jangsy: Go
Sorry couldn't help myself. It's just something I saw. Good idea though some fences, some houses and stuff, some lights, blam completely different from the first one.
Anyway I think you should have some kind of respawn or revive because most of the time early player deaths = everyone rage quitting.
Also just in case you want generic zombies that incrementally increase in strength you should just have 1 upgrade that can be researched constantly (by the AI for the zombies). It's pretty simple and is better than creating more units to have zombies that are just stronger than others but players may complain that it's bland.
Another thing to add. Within one map you could have 2 or 3 sub maps that players can choose to play instead of making a series of maps.
Also may be a replay feature if players don't want to rmk the game.
You might want to add a score board too.
Just shooting at stuff here but good luck man I hope others can be more helpful than me.
ya something along that theme but anyways revival is practically impossible because the *trigger* doesnt work, idk if ill add the strengthing ai zombies cause thatd eventually make game impossible to beat, sub maps would take so long to make and id take literally FOREVER to do thats y im going to make a new map, replay feature i cant make that cause theres no revival and id just get messed up, and for some reason when i tryd to make leaderboards well... lets just say it hates me and it does not work properly :P@jangsy: Go
Only way these work is if all your total kill bonuses are actually upgrades run by triggers instead of triggers that modify a specific unit.
Trigger 1 (makes a tomb for others to use to revive)
Any Unit dies
Check owner of triggering unit is an active player and NOT a computer
Set var i to player number of the triggering unit
Create unit (tomb : an invulnerable maker acting as a unit) owned by player var i at coordinates of triggering unit
Display message StringToText(PlayerName(var i))+" Has Been Incapacitated"
Move circular region X (specific to dead player) to coordinates of triggering unit.
Trigger 2 (unfortunately you have to make one for each player, there's a better way but this seems less convoluted)
Any Unit Enters region X
Check owner of triggering unit is an active player and NOT a computer and the owner of triggering unit owns 1 survivor (or triggering unit type is a survivor)
wait 5 seconds game time
kill/remove all units owned by player linked with region X (the dead player, removing their tomb via if-else loop)
Create unit (survivor) owned by player X at region X
Display message player X has been revived
(if you attached a pointer on a unit and the pointer are required I can't help you there)
^
Maybe I could add a few more to that like:
Move pointer to last created Unit
These triggers respawn dead players as long as what you're using as survivors are just common units... if not well... gl hf.
hmm... well i dont think ill add this though cause if i did people wouldnt give a at the start of the match and theyd go afk or be lazy cause theyd know theyd get revived soon. If i dont have it it makes everyone always alert and it keeps game more energetic and fun@jangsy: Go
anyways, so I enjoy this map. It is pretty fun. I am definitely looking forward to any updates that you come out with. I also am super curious about what the 'secret achievements' are. Do you have to do something specific to get them? (I'm thinking beat the boss, but that only seems to be one achievement) Mind giving any hints to those of us who read this? I'd also like to see a small forum if you could make one for this map. Maybe so people could collaborate about skills/tips/tricks/ect<sub> </sub>
For the reviving even if you are not putting it in, you can use the behavior 'valerian 02a incapacitated' and have a trigger that fires whenever this behaviour is applied, or a periodic one that checks for units with this behavior. On the other hand you can make a revive ability in the data editor also but i am not entirely sure how to do so.
i did try the incapa... thingy but it wasnt quite what i was looking for because the unit was still *alive* which had a major effect on my triggers. also im planning that the next update will be a entirely new map (aka Naz^Zombies 2) but it wont be out for a week or so because it will include teleporters, amaizing graphics, and stuff that will be added later on such as new weapons and stuff@TheTAZsc: Go
So i EDITED OUT FOR SPOILER and unlocked the achievement and a secret model. That's cool. I dont see anything toooooooo spectacular about the secret one, but it still is cool none the less. Question, does the achievement do anything for you? or is it just for bragging rights? And i hate to beg, but can i get a hint of what the other achievement/model is? I'm thinking it might be EDITED OUT FOR SPOILER, but i do not want to waste 2 hours just to find out that it doesn't give me anything :\
EDIT: I also noticed that the tauren no longer has the +5 health cap. was this an update? or is it a glitch from getting the secret model?
people were abusing the taurens marine cause its health bonus helead u so i sadly had to remove it, anyways the secret model is more less cool and all that but the benefit is it has the last models bonus. anyways any further updates will be in Naz^Zombies 2
im working on map right now and his is what the map looks like so far, MAX size >:)@i3uu: Go
Ahh cool, I hope it turns out well. This map is slowly losing it's interest to me. I still am thinking i need to get killed by HELL to get the achievement, but I am not going to waste my time just to test that theory :\ I dont have that much free time. Is the model anything new?
the zombie stuck thing isnt my fault. its just how it is with thier pathing and that. i cant really change the start much cause id mess up the entire spawn system but anyways it allows huge tension to slowly build up i cant really change the weapon things much but u should have a good computer anyways cause zombies will eventually mass up to 500 lmfao i dont care about the intro either but its something to have :P i dont really know about the lag but it doesnt get worse once it starts so i just tend to ignore it never played but i will check it out@SuperGS: Go
@N1T3SLAY3R: Go
Hey love the map dude.. I was just wondering how you got it so the zombies spawn in the outside area and are able to come through, but the players can't walk outside the map?
thats my secret xD but it does involve pathing and the secret is sadly shown if you watch map in replay form@GiveMeCake: Go
Im not sure if your aware but people are abusing the game by editing their kill count, if your not sure about it I can pm you how they do it..
how so?@SuperGS: Go
@N1T3SLAY3R: Go
I pm'd you the method, hopefully there is something that can be done about it..
This is inevitable. You cant encrpyt a bank enough, because theres a formula for obtaining cracked bank signatures and you can get the map out of the local files and decode the encryption in the bank itself...
Edit : i just played a game, an a zombie got stuck. Usually, they unstick but it never did and we all RQ...
@N1T3SLAY3R
I read your notes in the loading screen. Just so you know the water effects in your map will take up huge processing power. That is, the wave-fronts formed aren't optimized by the game itself so every 'wall' the water touches generates their own individual wave-fronts. This means that your map is possibly lagging because the extra models loaded onto the map is adding to the already hindered processor. Since the whole map is knee deep in water that could be the cause. I'm not quite sure I've read a tutorial on waters and it tells me that wave-fronts causes the most lag (glitching).
Try removing the water.
i agree with that and it is a pretty good idea so i will remove most of the water that you do not see and so on cause it still looks sick
ALSO i AM planning on making a Naz^Zombies 2 after a few more updates. Basically id be the same thing but a entirely new map style and theme that would almost be 2 times bigger than this one. I am thinking of making it a desert theme but im not sure yet so if you have any ideas PLEASE POST THEM! :D@jangsy: Go
You mean something like this? -> http://www.moddb.com/games/desert-zombie-last-stand @.@ except yours is bird's eye view?
Sorry couldn't help myself. It's just something I saw. Good idea though some fences, some houses and stuff, some lights, blam completely different from the first one.
Anyway I think you should have some kind of respawn or revive because most of the time early player deaths = everyone rage quitting.
Also just in case you want generic zombies that incrementally increase in strength you should just have 1 upgrade that can be researched constantly (by the AI for the zombies). It's pretty simple and is better than creating more units to have zombies that are just stronger than others but players may complain that it's bland.
Another thing to add. Within one map you could have 2 or 3 sub maps that players can choose to play instead of making a series of maps.
Also may be a replay feature if players don't want to rmk the game.
You might want to add a score board too.
Just shooting at stuff here but good luck man I hope others can be more helpful than me.
ya something along that theme but anyways revival is practically impossible because the *trigger* doesnt work, idk if ill add the strengthing ai zombies cause thatd eventually make game impossible to beat, sub maps would take so long to make and id take literally FOREVER to do thats y im going to make a new map, replay feature i cant make that cause theres no revival and id just get messed up, and for some reason when i tryd to make leaderboards well... lets just say it hates me and it does not work properly :P@jangsy: Go
How to revive a dead survivor
Only way these work is if all your total kill bonuses are actually upgrades run by triggers instead of triggers that modify a specific unit.
Trigger 1 (makes a tomb for others to use to revive)
Any Unit dies
Check owner of triggering unit is an active player and NOT a computer
Set var i to player number of the triggering unit
Create unit (tomb : an invulnerable maker acting as a unit) owned by player var i at coordinates of triggering unit
Display message StringToText(PlayerName(var i))+" Has Been Incapacitated"
Move circular region X (specific to dead player) to coordinates of triggering unit.
Trigger 2 (unfortunately you have to make one for each player, there's a better way but this seems less convoluted)
Any Unit Enters region X
Check owner of triggering unit is an active player and NOT a computer and the owner of triggering unit owns 1 survivor (or triggering unit type is a survivor)
wait 5 seconds game time
kill/remove all units owned by player linked with region X (the dead player, removing their tomb via if-else loop)
Create unit (survivor) owned by player X at region X
Display message player X has been revived
(if you attached a pointer on a unit and the pointer are required I can't help you there)
^ Maybe I could add a few more to that like: Move pointer to last created Unit
These triggers respawn dead players as long as what you're using as survivors are just common units... if not well... gl hf.
hmm... well i dont think ill add this though cause if i did people wouldnt give a at the start of the match and theyd go afk or be lazy cause theyd know theyd get revived soon. If i dont have it it makes everyone always alert and it keeps game more energetic and fun@jangsy: Go
So I joined this forum just to comment on this :)
anyways, so I enjoy this map. It is pretty fun. I am definitely looking forward to any updates that you come out with. I also am super curious about what the 'secret achievements' are. Do you have to do something specific to get them? (I'm thinking beat the boss, but that only seems to be one achievement) Mind giving any hints to those of us who read this? I'd also like to see a small forum if you could make one for this map. Maybe so people could collaborate about skills/tips/tricks/ect<sub> </sub>
For the reviving even if you are not putting it in, you can use the behavior 'valerian 02a incapacitated' and have a trigger that fires whenever this behaviour is applied, or a periodic one that checks for units with this behavior. On the other hand you can make a revive ability in the data editor also but i am not entirely sure how to do so.
i did try the incapa... thingy but it wasnt quite what i was looking for because the unit was still *alive* which had a major effect on my triggers. also im planning that the next update will be a entirely new map (aka Naz^Zombies 2) but it wont be out for a week or so because it will include teleporters, amaizing graphics, and stuff that will be added later on such as new weapons and stuff@TheTAZsc: Go
So i EDITED OUT FOR SPOILER and unlocked the achievement and a secret model. That's cool. I dont see anything toooooooo spectacular about the secret one, but it still is cool none the less. Question, does the achievement do anything for you? or is it just for bragging rights? And i hate to beg, but can i get a hint of what the other achievement/model is? I'm thinking it might be EDITED OUT FOR SPOILER, but i do not want to waste 2 hours just to find out that it doesn't give me anything :\
EDIT: I also noticed that the tauren no longer has the +5 health cap. was this an update? or is it a glitch from getting the secret model?
people were abusing the taurens marine cause its health bonus helead u so i sadly had to remove it, anyways the secret model is more less cool and all that but the benefit is it has the last models bonus. anyways any further updates will be in Naz^Zombies 2 im working on map right now and his is what the map looks like so far, MAX size >:)@i3uu: Go
Ahh cool, I hope it turns out well. This map is slowly losing it's interest to me. I still am thinking i need to get killed by HELL to get the achievement, but I am not going to waste my time just to test that theory :\ I dont have that much free time. Is the model anything new?
lol u dont die by hell, u have to die at a certain time. and u have to find the model xD@i3uu: Go