COD: Zombies Adaptation Collab

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Re: Natzi Zombies: Hard Down [BETA 0.6.5]

Postby Execute » 8 January 2018, 16:55

Carpenter doesnt seem to rebuild the barricades at all from when I tested it this morning. I broke the right barricades from (I think) attempting to rebuild them when the zombies began to damage the barricades, and after the wave I couldnt rebuild them. 2 barricades were locked in the original state (upright) but one was laying on the ground (unrepairable), so no zombies could attack from the right side of first room.
The left side barricades werent repairable but werent stuck in the upright position (they were laying flat). I did the same thing to these as I did with the right barricades,as soon as zombies spawned and broke them down, I tried repairing them. This worked a few times before breaking.

I'm Stryde btw, just posting this from phone which isnt logged into Stryde

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Re: Natzi Zombies: Hard Down [BETA 0.6.5]

Postby Resi » 8 January 2018, 18:09

Execute wrote:Carpenter doesnt seem to rebuild the barricades at all from when I tested it this morning. I broke the right barricades from (I think) attempting to rebuild them when the zombies began to damage the barricades, and after the wave I couldnt rebuild them. 2 barricades were locked in the original state (upright) but one was laying on the ground (unrepairable), so no zombies could attack from the right side of first room.
The left side barricades werent repairable but werent stuck in the upright position (they were laying flat). I did the same thing to these as I did with the right barricades,as soon as zombies spawned and broke them down, I tried repairing them. This worked a few times before breaking.

I'm Stryde btw, just posting this from phone which isnt logged into Stryde


I see, thanks.

I'll give it another look later tonight, I want to play games before that.

Also, the other problems were fixed, thanks.

- Fixed One More Shot Beer added money. (Thanks to Stryde for reporting!)
- Fixed Sniper Rifle couldn't be bought (Thanks to Stryde for reporting!)
- Removed Shield Nade fund checker, wave number and money is shown via "hints" (Texts get an additional empty message to move messages above, making them easier to with hints around)
- Increased Zombie HP multiplier (X1.15 without cap X1.25 without cap)
- You now start with +2 Nades (4)
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: Natzi Zombies: Hard Down [BETA 0.6.5]

Postby Dandamage » 10 February 2018, 02:21

Bump granted. Also, well made map, specially with the updates. I wouldn't expect any less from you though.
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Re: Natzi Zombies: Hard Down [BETA 0.6.5]

Postby Resi » 10 February 2018, 12:50

Dandamage wrote:Bump granted. Also, well made map, specially with the updates. I wouldn't expect any less from you though.


Hey, thanks a lot Dan.

Anyway, here's some of the updates I haven't posted:

JANUARY 18 2018

- Repairing barricades now gives you +1 money, barricades are slower (1 speed from 2) when being destroyed.
- If you cheat with Root capabilities, your skin changes to an Usurpation Soldier, your name to CHEATER!!! and your score won't be shown when you die.
- Killing zombies now gives +3 money (instead of +1).
- Removed mystery box due to being troublesome with the pb2 limitations, a perk-a-cola machine will be added later to compensate.
- Slowed down lite railgun firerate to 50%.

JANUARY 19 2018

- Fixed some things used texts and hints where they shouldn't, fixed some barricades didn't add money and updated the hint.
- Fixed barricades gave money when broken, increased delay to allow breaking after repairment from 5 seconds to 8 seconds.
- Increased zombie health multiplier (125% without cap 150% with cap)
- Expanded barricade button region so you don't get trapped unintentionally.
- Fixed carpenter didn't work, one more shoot beer didn't give the pistol another bullet.
- Instant Cash now gives +30 money (from +15.)

FEBRUARY 09 2018

- Fixed Sniper Rifle couldn't be upgraded.
- Set Character back to 400 HP and as a Civil Protector.
- Added Juggernog.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: Natzi Zombies: Hard Down [BETA 0.6.6]

Postby Resi » 17 February 2018, 21:05

Replaced the 0.6.4 map with the unstable map.

0.6.6:

- Fixed the second door displaying the money needed twice.
- Fixed the fourth zombie spawn trapped the zombies.
- Changed zoom from 80 to 75.
- Moved the player in case he tries to enter the zombie spawns.

The "new" id is silverteen11-nazizombies

0.6.7: February 20

- Some small design changes to room 1 and 2 for better movibility for Zombies and to nerf a camping spot in room 1.
- Added Puker and Tank Zombies.
- The Zombie (Re-named Walker) has less speed.

0.6.8 February 21
- Added prices of everything in the first room in White BG.
- Added more spacing between text for everything in the first room.
- Added grenade purchasing in the second room.
- Fixed the Sniper Rifle could be purchased with $45 instead of $55.

0.6.9 February 22

- Added prices of everything in the second room in White Bg.
- Added more spacing between text for everything in the second room.
- Increased juggernog price from 70 to 120.
- Added the Sprinter zombie.
- Some preparation for the third room.
- Added dbhealth command.
- Removed some unneeded stuff.
- Reduced amount of calculations per cloning. (Performance Improvement).

0.7 February 23

- Added spacing between power-ups text.
- Changed Tank's shield nade to a Defibrillator to fix the swordless problem and make him a better support role.
- Fixed the second door had a 10 price tag instead of the correct one.

0.7.1 February 24

- Finished the third room, has a Shotgun that can't be upgraded.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: Natzi Zombies: Hard Down [BETA 0.6.5]

Postby Resi » 4 March 2018, 20:31

Since the staff still haven't allowed us to edit old posts again...

0.7.2 - March 04

- Added price tags for the third room.
- Allowed the unlocking for the third room (Oops).
- Made each zombie look different.
- Returned the shield to the Tank and re-named him Protector, also lowered his HP. The defib brought a critical problem to the wave system, thanks to Stryde for reporting.

Full release is up, everything from now on will most likely be bug fixing.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: Natzi Zombies [Full release, woo]

Postby Resi » 25 April 2018, 23:49

April 24:

- Fixed the Shotgun couldn't be purchased.
- Fixed the One More Shot Beer price tag displayed the wrong number.

Also I updated the OP since we can edit posts again.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: Natzi Zombies [Full release, woo]

Postby Resi » 8 May 2018, 19:32

May 08

- Fixed the grenade purchasing wasn't endless (Thanks to THJ for reporting!)

There's an update planned.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: Natzi Zombies [Full release, woo]

Postby Resi » 28 May 2018, 13:02

- Fixed walkers would be cloned one more time if the third door is open (May 24, 2018)
- Fixed the third room anti glitch would send characters too far. (May 28, 2018)
- Added Defibrillator in third room for $30 (May 28, 2018)

I'm thinking about adding a new power-up called "Electric Cherry" that would kill enemies around you and heal you if your HP is low but only could be used once, and some objectives in the map.

Electric Cherry seems possible but objectives, I'm not really sure, since the map is pretty small.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: COD: Zombies Adaptation [Full release, woo]

Postby Resi » 31 May 2018, 15:16

It took like 2 or 3 years for somebody to notice whoever made the swasticka made the hindu instead of the nazi one, so I fixed that today.



I also fixed Carpenter didn't make the right barricade in the first room get repaired, and, a lot of details were removed as time passed due to the laggyness of the old map, and now it runs much better (It ran pretty well in my now sold 1.33 Ghz 256MB VRAM 2GB Laptop), so I think now would be a nice chance to add some more details.

EDIT: 3 hours and a half after original post:

I fixed there sometimes could be an additional zombie.

Apparently that broke the map, so reverted that change.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: COD: Zombies Adaptation [Full release, woo]

Postby Resi » 6 June 2018, 20:44

- Really tiny Bg changes to the second room (May 31)
- Added a Nazi flag in the first room (moved Swasticka too) (June 1)
- Made Sniper Rifle upgrade cost $145 (June 1).
- Fixed Lite Railgun didn't update the hint with your current money (June 1)
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: COD: Zombies Adaptation [Full release, woo]

Postby ilijah999 » 13 June 2018, 14:13

One of the best maps of 2018 right now, I love this. 10/10

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Re: COD: Zombies Adaptation [Full release, woo]

Postby Resi » 19 June 2018, 13:43

ilijah999 wrote:One of the best maps of 2018 right now, I love this. 10/10


Thanks, mate.

---
June 6:
- Customized each zombie with different bodyparts and colors.
- Added 1:10 chance of german dialogue for a zombie's death/spawn.
- Fixed an oddity in the map's source for managing which type is cloned, where some were missing.

June 7:
- Added Lee06400's score which beats Supah's, updated third spot's text color.
- Added credits in the game over spot.

June 19:
- Added PeteyEDGE to collaborators (I forgot he did stuff for the map).
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: COD: Zombies Adaptation [Full release, woo]

Postby Resi » 30 August 2018, 21:02

I tweeted Eric about the instant demo being unplayable because of the ID, but that's fixed now, here's a small update:


- Added upgrade price tags (in orange color).
- Added a button that reminds you purchase price tags are white and upgrade price tags are orange right where you begin.
- Added bg icons that tell you what perk-a-colas do before you purchase them.

For a future update (if ever) I may add a Ghost Zombie called "Stalker" that is also slow and weak, and fix text being under hints sometimes, I already know how but I don't enjoy map making anymore so it's not really something I want to do.
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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Re: COD: Zombies Adaptation Collab

Postby Resi » 30 October 2018, 19:12



An update has been released.

-Small upgrades to the Lighting and Visuals.
-Fixed glowing edges.
- Fixed upgrade and zombie dialogue sometimes being obstructed by hints, and is also spaced once instead of twice (Still have to do this for the rest of dialogues...)
- Sprinters now make grub sounds.
- Revisioned and updated german dialogue (Thanks to Ninja Muffin#4734 from the ZPS Discord)

Page: https://www.plazmaburst2.com/?s=9&a=&m= ... &id=532766
Demo: https://www.plazmaburst2.com/?s=2&map=resi-nazizombies
https://www.plazmaburst2.com/forum/viewtopic.php?f=120&t=15521&p=198627#p198627
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