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1
Milk Carton General / Official "Post your gun thread"
« on: August 15, 2012, 02:42:25 PM »
Official post your gun thread
Post your favorite weapon configurations.

2
Milk Carton General / Patch/Update info
« on: August 15, 2012, 02:40:02 PM »
Milk Carton Patches


BETA 1.1
13/8/2012
----------------------------------------------------
Gameplay changes
----------------------------------------------------
-Changed heavy barrel stats (-3rec, was -1rec)
-Removed accuracy penalty for glaser ammo
-Added + AP level to armor piercind ammo, P++ rounds, certain larger calibers
-Decreased armor cost (300/600 was 500/1000)
-Increase recoil penalty for standard frame (+1rec)         
-Added suppressors
-Lowered special ammo cost (20-30%)
-Increased .22 damage to 16 (was 8)
-Added accuracy bonus to match grade ammo, also increased cost
-Increased accuracy resolution to 5 levels (was 3)
-Decreased rate of fire for standard frame
-Decreased heavy frame cost (-100$)
----------------------------------------------------
Fixes
----------------------------------------------------
-Fixed magazine upgrade cost (buy menu accidently calculated 2x of the price listed)
-Fixed audio bug (weapon sounds from other players now play correctly)                  
-Fixed glaser HP modifier not working (thx Lordguy)
-Fixed player speed not being set properly after switching from crowbar to GSPistol (thx braindawg)



WIP BETA v1.2
(Not released, this list will get larger as I add more to it)

[NEW]   -Hit indicator. Shows what your last shot hit (damage, distance, bodypart)
[NEW]   -Death indicator. Shows what killed you (type of ammo used)
[NEW]   -Fall damage. Very increased. Falling from 3m+ will seriously hurt and 6m+ will kill you.


3
ZMBE General / Critical Hit Damage Poll
« on: June 17, 2012, 03:05:00 PM »
//Critical hit system
Based on random possibility, each shot has the chance of causing much more damage.
Vote and post your opinion.

4
ZMBE General / Gun jam probability poll
« on: June 08, 2011, 02:37:26 PM »
The official gun jamming poll
How often would you like to have your gun jam?

5
ZMBE General / Official monster suggestion thread
« on: November 10, 2010, 02:00:08 AM »
ZMBE Official Zombie/Monster suggestion thread
Feel free to suggest anything related to things that are supposed to attack the players. Anything goes.

6
Zombie Master: Black Edition
Mapping guidelines
written by fifi
As of Public Release 1.2
Note:
Only use the zombiemaster.fgd found in the ZMBE folder.


1. The Mod makes use of the same functionality of existing HL2 and ZM-specific entities.
Refer to this guide for ZM specific guidelines:
http://www.zombiemaster.org/smf/index.php?topic=307.0


2. Weapon considerations


Some of the new weapons use the same entity names in order to allow backwards support for
existing maps.

weapon_zm_pistol = Colt1911
weapon_zm_mac10 = TEC9
weapon_zm_Shotgun = Remington Shotgun
weapon_zm_rifle = SKS


These weapons are using new entities:

weapon_zm_baikal = Sawn-off Baikal Shotgun
weapon_zm_baikallong = Baikal Shotgun
weapon_zm_mossberg = Mossberg 500
weapon_zm_winchester = Winchester 73
Ammo:
All weapons use their matching counterpart ammo (i.e. 357 ammo is used for SKS, all shotguns use buckshot).

The following weapons have been removed from ZMBE without replacement:

weapon_zm_revolver
weapon_zm_molotov
weapon_zm_sledge
weapon_zm_improvised

If a map tries to load these, they will simply not appear.




3. Zombies


Zombie Spawns
Like the weapons, the zombies match existing entity names.

"Zombie" = Shambler
Blob = Banshee
Wobbler = Hulk

There are no replacement zombies for the drifter and the immolator. These have been removed from all spawn menus.
However they might still appear if spawned by a trap. But their effectivity is greatly reduced because their stats
(health, damage etc) were not "refitted" to ZMBE.

New in 1.2:
Blobs now only spawn when hiddenspawned. They are completely removed from every normal spawn point.

4. Map design considerations

- Keep zombies spawns away from direct contact with players. Due to the extreme damage capabilities, any zombie spawning
directly on "top" of a player means instant death.

- Give out plenty of low grade weapons and ammo. Since melee is extremly... uncomfortable for players now, make sure they
get enough pistols and ammo for basic defense.

- Keep all zombie spawn flags at 0 (= every type spawnable)

- Weapon damage is increased by 2x-5x compared to stock ZM weapons. Keep this in mind when designing "delaying" obstacles.

- Do not use the Immolator and/or Drifters in any custom spawns. We left them in functional with a fallback model in order to not change the balance of old maps still using them.

- It is advised to give the ZM some extra money at the start of the map (via logic_auto + func_giveresources). This is important for games will low player numbers. Recommended amount is 400.

7
Servers / Hosting / Map suggestion thread
« on: July 08, 2010, 04:17:57 PM »
Suggest maps that you would like to play on our official server. Any ZM maps works in theory. However some weapons might not appear and because they were designed for different zombies, they might play very different.


If you plan to convert a map to ZMBE, check out the conversion guide:
http://zmbe.theicecave.net/index.php?topic=16.0

8
ZMBE General / ZMBE Twitter channel
« on: July 06, 2010, 10:38:18 AM »
The official ZMBE twitter channel
by twits, for twits


You can find our new Twitter channel here:
http://twitter.com/ZMBLACK

9
ZMBE General / Developer update thread
« on: June 20, 2010, 11:01:31 PM »
The official dev blog

In this thread we will present random and completely unassorted writings and screengrabs of the mod development. Sort of a development blog (When I was young, this word was not even invented).


So here we go, the first cryptic sneak peek of one of our new features:

10
ZMBE General / Official weapon suggestion thread / The ABC List
« on: June 16, 2010, 11:15:47 PM »
Official weapon suggestion thread

Post your weapon suggestions for ZMBE. Firearms are preferred.

The ABC list - Planned weapons
"A" list - Things that are high priority and must be complete for the first release.
"B" list - High priority but not necessarily in 2.0. They might however be in a further version.
"C" list - Things I would like to have in the game but I am not sure of wether to add in.


A
- Makarov pistol
- 1897 shotgun
- Fists

B
- Automatic weapons
- Melee weapons
- Single-action revolvers
- Bolt-action rifles

C
- Different ammo types for all firearms (armor-piercing / hollow-point)
- Different reliability levels for weapons

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