Increased radius of the Predator's Pounce impact effect. Players should have a bit more forgiving windows to hit a survivor with a pounce.
Increased the radius of the Strangler's hook impact. As with the Pounce, it should be slightly easier to hit targets.
Swarmlings now have 10 hp (up from 5).
Reduced Rush's Tremor (stun) radius to 4 (from 6).
Rush's primary melee attack cleave can now only hit a maximum of 3 targets.
Behemoths will now spawn after 10 minutes from the start of a round, and 5 minutes each after the first spawn.
Bugs
Predators should no longer "warp" to unintended locations after leaping. This was caused by an error in the targetting code for the leap. If a player directly clicked a survivor as a target they would instantly 'warp' to that survivor after the pounce ended, if they missed. This should no longer happen.
Stranglers should no longer be able to hook targets through LOS objects, such as walls or cars.
The Strangler hook should no longer cast when "target not in line of sight" errors occur. Previously they would fire regardless of LOS of any kind.\
Hawk's Hallucinations should no longer pick up medkits
Players occasionally were able to spawn multiple units on the Swarm team. This has been fixed.
The wall event had a hole in which players could walk through to the other side. This has been patched.
Can i add a little suggestion that is in Left 4 dead and I'm not sure is in here, but I could be wrong.
- Most people who are new to the map tend to leave right after they die, leaving the next round uneven, if you could curb the times that the swarm can respawn to even out the game that would be great. Not sure if it's already in or not.
- Also there is the fact that you can get 3 predators, one strangler and one lurker. Letting you capture and prevent 4.5 people from doing anything.
(lurker is the .5 because they can kill the lurker, not the zealot though, sometimes his attack range isn't far enough I think, sometimes)
So, my point is if the swarm team times it right, the survivors don't have a chance, no matter how good they are.
You could get 4 disablers in L4D at times, 3 hunters/1 smoker and no way to get out if they all hit their targets. Ever pulled off the roof ambush in No Mercy with that? It was ridiculously funny, but a bit OP.
Hence why I added some abilities to prevent full wipes with a stacked disable team like that. Rush for one, is immune to pounces (kind of, he gets a long stun if hit by it). Two, Ace can break out of them with his E ability.
You can never get more than 4 disablers in a 5v5 maximum. This is to leave one person alive to help at least. If people can coordinate a good ambush like that, it depends on all of the swarm hitting their marks, not fudging up the ambush, and whatnot. I have yet to see a full scale lockdown like you described yet. But if they can pull it off, that is how its meant to work!
Reducing Swarm respawn is not an option however, as before it was 45 seconds, and it was EXTREMELY overpowered.
The Lurkers are killable, but if someone is snagged by one they have to find it burrowed. You can still hit burrowed lurkers, but the problem is they have to be found. Also, Rush can blink out of a root.
Reduced Strangler choke cooldown back to 15 seconds (from 20)
Hawk's primary attack now hits up to 5 targets in a straight line (up from 3)
Initial spawn timer for Swarm at the start of each round is now 15 seconds. Following spawns will still be 60 seconds.
If teams are imbalanced (at least 2 more players on any team than the other) the teams will automatically rebalance when a round starts.
Performance Ratings should be a bit more forgiving. Previously the requirement to achieve a D rating was to get 5 players past the wall event. Requirements for A and S ratings have not changed.
Bug Fixes
Transmission portraits should properly appear in round 2.
Fixed an issue where Survivors weren't properly sharing vision in round 2.
Health % should now properly follow a character when they are moved while incapacitated.
Fixed a bug that randomly caused the Behemoth to throw "nothing" if they were too close to some game doodads.
Behemoth cooldowns reset when the Behemoth dies, not when he is selected now. This will prevent occasional situations where there could be 2 Behemoths in play at once.
Note: I've changed the game description text to be more informative about the objectives of the game, rather than presenting the scenario itself.
Balance
Now, when players leave on the Swarm team, the Swarm's respawn timer will be reduced based on how much they are outnumbered. For -1 players, the timer will be 45 seconds, for -2, 30 seconds, -3 20 seconds, and -4 15 seconds.
Behemoths can no longer toss rocks from the ground to the top of the rooftop, or vice versa. This is to prevent players from making it impossible to get on the roof by camping a Behemoth at the edge of the roof and spamming rocks on the teleport.
Removed the dead zone from Pyroclasm
Reduced the cast time of Rescue and Medkit use to 4 seconds (from 5)
Rescue will no longer be interrupted if the person using rescue takes damage. The target taking damage, however, will still interrupt it.
Bug Fixes
Hawk's hallucinations should no longer cause "camera drama" when hit by a strangler or pounce.
Added a new "Refocus" button which will pan the camera to a live ally's location while in Spectator Mode after dying. This should make it easier to watch the action if you can't find it.
Swarmer's slime spit can no longer be "killed" by survivor attacks. This was also blocking attacks towards the Swarmer occasionally.
Rush can now properly cancel his Repel ability.
Behemoth boulders can no longer be killed.
Fixed another apparent hole in the wall event.
Fixed a bug that caused the "blind" effect to not dissipate properly after being slimed by a Swarmer. This is meant to temporarily disable ally vision sharing, there was a missing command to return it to normal after the blind wore off.
Increased Pyro's damage per tick while targets are in his primary attack's range to 1.5/tick (up from 1/tick)
Bug Fixes
The targetting line will no longer "snap" to targets. This was unintentionally making some characters much more accurate than necessary (I.E. hawk could just point and click things to kill them.) This should be less frequent.
You should no longer require vision of the target point to fire towards that direction (this bug occasionally caused players trying to fire at a target in the trees nearly impossible. This should also fix the bug which sometimes caused players to be un-rescuable.
You can now cancel auto attack mode on Ace & Pyro properly while rooted by a Lurker by trying to move normally.
Reduced the amount that Adrenaline buffs damage by 25%.
Dex
Note: Many complaints about Dex's utility in the group have been answered. Due to extensive playtesting and evaluation of his abilities, some things about his abilities have been changed.
Observer drones have been revamped a bit. Now they will only last 10 seconds, with a cooldown of 20 seconds. In addition, observer drones now generate a small force field directly underneath them which repels enemies in a small radius.
Increased the damage dealt by Turret drones.
SABRE's basic attack now hits up to 3 targets. The damage of his swipe attack has been unchanged.
SABRE now has 100 HP (up from 50).
Dex's primary shotgun attack now works slightly differently. Before his attack would deal damage based on various "scans" that emit from the barrel of his gun. Each "scan" was a traceline that would deal 1 dmg per impact, one set of scans was done at 10 range and another set of scans had a max range of 5. Both of these max ranges have been increased (12.5 and 7 respectively) so his range should be a bit more forgiving. He still deals scatter damage, but players should find he is a bit more effective at fighting the Behemoth, where before he was seemingly useless. He still requires relatively closer range to deal significant damage to targets.
A bug has been fixed in which the Nullifier Field would prevent Dex's drones from dying when their lifetime expired.
Hawk
Note: Many complaints about Hawk's utility in the group outside of killing Swarmers and Stranglers have been answered. Due to extensive playtesting and evaluation of some of Hawk's abilities, she has been updated significantly.
Hawk's secondary ammo ability "Psionic Wave" has been replaced with a completely new ability "Psionic Disruption". Hawk now uses one clip of secondary ammo to erupt a wave of psionic energy in her immediate surrounding, dealing 10 damage and stunning all targets caught in the blast. This should significantly help with her inability to deal with zombie surrounds, or clear a surround on a fallen ally to help them. The cooldown has not been changed. This ability no longer gives her "reveal range" like Sensing does.
Hawk's hallucinations should now be significantly harder to discern from the real Hawk to enemy players.
Hallucinate now spawns 3 hallucinations, to make up for their new behavior.
Hallucinations will now die immediately when they take damage.
General
The terrain of the rooftop event has been changed signficantly. More ambush heights for the Swarm team and less "easy" choke points for the Survivors.
Added "Hold Position" for all Swarm Units.
Bug Fixes
Rush should no longer fly off at light speed when pulled after being pounced by a Predator.
Missiles or drones should no longer trigger region events.
Hey I was wondering if you could send me a private message on how you did your melee system for the DT. I am going to be working on a map that's similar to Dead Rising 2. Its going to be a melee RPG/scavenger map with character saves. And your melee system would be perfect. All I would need to know is how to do the melee, nothing else since I don't want any ranged weapons(besides grenades and molotov cocktails but I can do these myself) in the map. It would be a great help and if I ever have a finished product I would credit you and your map in the beginning of the game for help with the attacking system.
If you cant help I understand, I love your map and it is very great work. I was surprised how fluid your game is.
v0.8 Updates
Balance
Bugs
Ok, so after like a hundred click to search i found the map!! On EU
I need people to play the map add me : Zerglingt.822
Can i add a little suggestion that is in Left 4 dead and I'm not sure is in here, but I could be wrong.
- Most people who are new to the map tend to leave right after they die, leaving the next round uneven, if you could curb the times that the swarm can respawn to even out the game that would be great. Not sure if it's already in or not.
- Also there is the fact that you can get 3 predators, one strangler and one lurker. Letting you capture and prevent 4.5 people from doing anything. (lurker is the .5 because they can kill the lurker, not the zealot though, sometimes his attack range isn't far enough I think, sometimes) So, my point is if the swarm team times it right, the survivors don't have a chance, no matter how good they are.
Great map overall and well done.
@TrueKynth: Go
You could get 4 disablers in L4D at times, 3 hunters/1 smoker and no way to get out if they all hit their targets. Ever pulled off the roof ambush in No Mercy with that? It was ridiculously funny, but a bit OP.
Hence why I added some abilities to prevent full wipes with a stacked disable team like that. Rush for one, is immune to pounces (kind of, he gets a long stun if hit by it). Two, Ace can break out of them with his E ability.
You can never get more than 4 disablers in a 5v5 maximum. This is to leave one person alive to help at least. If people can coordinate a good ambush like that, it depends on all of the swarm hitting their marks, not fudging up the ambush, and whatnot. I have yet to see a full scale lockdown like you described yet. But if they can pull it off, that is how its meant to work!
Reducing Swarm respawn is not an option however, as before it was 45 seconds, and it was EXTREMELY overpowered.
The Lurkers are killable, but if someone is snagged by one they have to find it burrowed. You can still hit burrowed lurkers, but the problem is they have to be found. Also, Rush can blink out of a root.
Can we see some public gameplay ?
@tigerija: Go
EU is working on bumping it I think. Ask Xaragoth :P
On US it's getting about 3-4 simultaneous full lobbies during prime time, top of the "show new" page, somewhere near the top of main page 3.
v0.12 Changes
Balance
Bug Fixes
v0.13 (Minor Update)
Nice updates and balances thanks for keeping us updated =D but you may want to focus on boosting popularity for this awesome map = /
@joecab: Go
Trying. Help bump it :D
Good stuff, like the rebalancing of teams. Bump for an awesome map.
v0.17 Changes
Note: I've changed the game description text to be more informative about the objectives of the game, rather than presenting the scenario itself.
Balance
Bug Fixes
Hi is this map on the SEA server yet?
Need a host for SEA
Isn't US and SEA the same now ? ôO
v0.23 Changes
Balance
Bug Fixes
v0.24 Updates
Updates
Send it over during the weekend, so I can finally update it. Had a lot of stuff going on these last days.
Edit: Updated EU Version with the last build I got :)
v0.28 Changes (Big Update!)
Survivors
Ace
Dex
Note: Many complaints about Dex's utility in the group have been answered. Due to extensive playtesting and evaluation of his abilities, some things about his abilities have been changed.
Hawk
Note: Many complaints about Hawk's utility in the group outside of killing Swarmers and Stranglers have been answered. Due to extensive playtesting and evaluation of some of Hawk's abilities, she has been updated significantly.
General
Bug Fixes
@Mephs:
Hey I was wondering if you could send me a private message on how you did your melee system for the DT. I am going to be working on a map that's similar to Dead Rising 2. Its going to be a melee RPG/scavenger map with character saves. And your melee system would be perfect. All I would need to know is how to do the melee, nothing else since I don't want any ranged weapons(besides grenades and molotov cocktails but I can do these myself) in the map. It would be a great help and if I ever have a finished product I would credit you and your map in the beginning of the game for help with the attacking system.
If you cant help I understand, I love your map and it is very great work. I was surprised how fluid your game is.