Oct 24 2012, 05:15 PM
Update: ZE server is up for ongoing testing.
10/24:
- 45 maps added (a few will need full testing due to lack of feedback from other communities)
- Admin added
- !block added
- Anti-cheat added
- various small gameplay/server tweaks and updates
10/25: (in progress)
- Uploading human and zombie models
- Adjusting zombie classes
------------------------------------------------
ZE server will be going into testing phase later today hopefully.
ZE will remain on CS:S seeing how CS:GO's ZE is not as developed and nowhere near as popular. Additionally, the vast majority of the nonsteam community is on CS:S
Stay tuned for more information to come on the status of the server. While I will be updating this thread with the mods we plan to test and implement, please feel free to post your own suggestions
Suggestions update on a mod that we plan to test and implement:
5. Powerups
Time to change up gameplay and make things a bit more interesting. Are you the top fragger on the server but feel like your score doesn't really mean anything? Do you feel that your efforts should be rewarded? Well, there's powerups for you. How will powerups work you say?
The tentative setup is to have human kills on zombies be worth 3 kills and zombie infections on humans be worth 1 kill. Each kill, as displayed on the scoreboard, will award you with one "boost point." If you kill yourself (deaths by map environment are not included), your points are reset to 0. If you fail to get a kill past your second consecutive death, you lose 1 point for each following death that you get without a kill. Winning the round as a human awards every human alive 5 points. You can then spend these points on temporary powerups that will last for the duration of the round. Powerups can stack if you have sufficient points to purchase several at the same time. Examples of these powerups include:
- trade a point for $1000
- increase your current health as a human by 2x, 1.5x as a zombie
- increase your current armor by 2x
- increase your bullet damage by 2x (human only)
- increase your knife damage by 10x (human only)
- gain 20% more speed for humans, 10% more speed for zombies
- gain 20% higher jump for humans, 10% more jump for zombies
- gain 20% knockback resistance (zombie only)
- 50% invisibility
- 10 hp regeneration every 3 seconds as human, 200 hp regeneration every 3 seconds as zombie (stacks with innate zombie regeneration)
- place a C4 that can be remotely detonated to damage zombies in a set radius (human only)
- knife hits will result in a one hit kill on zombies? (not sure if this can be coded in) (human only)
- deagle that has only one bullet but will kill any zombie in one hit? (not sure if this can be coded in) (human only)
- carry 2/4/6 grenades at once? (not sure if this can be coded in) (human only)
- immobilize target player for 3s? (not sure if this can be coded in)
- invulnerable to all damage (zombies can still be knockbacked), including zombie infection, for 5 seconds
- gain unlimited ammo (human only)
- bullets explode on impact? (not sure if this can be coded in) (human only)
and more to come pending suggestions and testing.
All powerups and values are not finally determined until further discussion with the roots and testing is done to verify balance. Obviously, the stronger the powerup is, the more points it will require to purchase. The highest end powerups may not be possible to achieve in the duration of one, two, or even three maps if you do not get many kills.
The one potential issue with this mod is the existence of score multipliers in certain maps such as [SIZE=12px]z[/SIZE][SIZE=12px]e_FFVII_mako_reactor, [/SIZE][SIZE=12px]ze_predator_ultimate, and especially [/SIZE][SIZE=12px]ze_LOTR_Minas_Tirith. Tentatively, I say we disable powerups altogether on maps with score multipliers unless Bison finds a way to isolate actual kills from "artificial" kills rewarded from winning a round in those maps.[/SIZE]
10/24:
- 45 maps added (a few will need full testing due to lack of feedback from other communities)
- Admin added
- !block added
- Anti-cheat added
- various small gameplay/server tweaks and updates
10/25: (in progress)
- Uploading human and zombie models
- Adjusting zombie classes
------------------------------------------------
ZE server will be going into testing phase later today hopefully.
ZE will remain on CS:S seeing how CS:GO's ZE is not as developed and nowhere near as popular. Additionally, the vast majority of the nonsteam community is on CS:S
Stay tuned for more information to come on the status of the server. While I will be updating this thread with the mods we plan to test and implement, please feel free to post your own suggestions
Double post
Suggestions update on a mod that we plan to test and implement:
5. Powerups
Time to change up gameplay and make things a bit more interesting. Are you the top fragger on the server but feel like your score doesn't really mean anything? Do you feel that your efforts should be rewarded? Well, there's powerups for you. How will powerups work you say?
The tentative setup is to have human kills on zombies be worth 3 kills and zombie infections on humans be worth 1 kill. Each kill, as displayed on the scoreboard, will award you with one "boost point." If you kill yourself (deaths by map environment are not included), your points are reset to 0. If you fail to get a kill past your second consecutive death, you lose 1 point for each following death that you get without a kill. Winning the round as a human awards every human alive 5 points. You can then spend these points on temporary powerups that will last for the duration of the round. Powerups can stack if you have sufficient points to purchase several at the same time. Examples of these powerups include:
- trade a point for $1000
- increase your current health as a human by 2x, 1.5x as a zombie
- increase your current armor by 2x
- increase your bullet damage by 2x (human only)
- increase your knife damage by 10x (human only)
- gain 20% more speed for humans, 10% more speed for zombies
- gain 20% higher jump for humans, 10% more jump for zombies
- gain 20% knockback resistance (zombie only)
- 50% invisibility
- 10 hp regeneration every 3 seconds as human, 200 hp regeneration every 3 seconds as zombie (stacks with innate zombie regeneration)
- place a C4 that can be remotely detonated to damage zombies in a set radius (human only)
- knife hits will result in a one hit kill on zombies? (not sure if this can be coded in) (human only)
- deagle that has only one bullet but will kill any zombie in one hit? (not sure if this can be coded in) (human only)
- carry 2/4/6 grenades at once? (not sure if this can be coded in) (human only)
- immobilize target player for 3s? (not sure if this can be coded in)
- invulnerable to all damage (zombies can still be knockbacked), including zombie infection, for 5 seconds
- gain unlimited ammo (human only)
- bullets explode on impact? (not sure if this can be coded in) (human only)
and more to come pending suggestions and testing.
All powerups and values are not finally determined until further discussion with the roots and testing is done to verify balance. Obviously, the stronger the powerup is, the more points it will require to purchase. The highest end powerups may not be possible to achieve in the duration of one, two, or even three maps if you do not get many kills.
The one potential issue with this mod is the existence of score multipliers in certain maps such as [SIZE=12px]z[/SIZE][SIZE=12px]e_FFVII_mako_reactor, [/SIZE][SIZE=12px]ze_predator_ultimate, and especially [/SIZE][SIZE=12px]ze_LOTR_Minas_Tirith. Tentatively, I say we disable powerups altogether on maps with score multipliers unless Bison finds a way to isolate actual kills from "artificial" kills rewarded from winning a round in those maps.[/SIZE]