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- 12 Ноя 2015
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ОБНОВА
Название карты: ze_project_alcaria_v2_4
Ссылка на скачку: http://gamebanana.com/maps/194003
ОБНОВА
Название карты: ze_diddle_v2
Ссылка на скачку: http://gamebanana.com/maps/195031
Название карты: ze_project_alcaria_v2_4
Ссылка на скачку: http://gamebanana.com/maps/194003
- 1 Major Fix - Thats all
ОБНОВА
Название карты: ze_diddle_v2
Ссылка на скачку: http://gamebanana.com/maps/195031
ZE_DIDDLE_V2 CHANGELOG
(Full changelog history is included in the download)
GENERAL:
> Reduced entity count heavily in various areas to save edicts
> Implemented a cleanup script on round end (to clean entities/edicts)
> Implemented a game_weapon_manager to clean up normally used weapons for entity optimization
> Converted the root-floor texture in spawn to $alphatest (better looks)
> Increased warmup time by 20 seconds
> Nerfed baby HP
> Nerfed zombie-item baby (HP, speed, attack rate)
> Increased cooldown on the zombie items: Curse/Speed/BabyMaker
> Decreased cooldown slightly on the zombie item: Airjump
> The Curse item will now last longer, fly slower and be a bit bigger visibility-wise
> Increased the length of the push item trigger slightly
> Lowered the DiddleCannon damage
> Created script to detect human-vs-zombie ratio, auto-slaying zombies if there's not enough humans when a new stage starts (to save time)
> Buffed the wall item HP slightly
FINALE:
> Delayed the initial zombie teleporter slightly (the first one leading just outside the shop)
> The console will now warn about the initial zombie teleporter, added a brush indicator where it is as well^
> Wall items will now insta-break on the elevator
> Babies will now insta-die near the elevator (to prevent exploits)
> Zombies will TP in more rarely during the fetus boss fight
> When the fetus boss enters ragemode at 50% health it'll disable zombie TP & baby spawning
> Reduced the amount of babies in a specific vagina-area
> Decreased the fetus boss HP heavily (in order to balance things out with the DiddleCannon/make bullets affect it more)
> Decreased the diddledick boss HP very slightly (should hopefully be fine)
> Decreased a few hold timers slightly in the initial blob-area
> The final hold on the normal ending will now be *slightly* more difficult for humans
> Moved/tweaked a few zombie-TP-activators to be more fair for defending humans
> Fixed a lightmap issue in a spot
> When a zombie gets TP'd to the boss (fetus/diddledick) it'll be given 666hp
> Added another path for the final magmacave escape sequence, should be harder to defend
> Made both the elevator and stair path obligatory (if a zombie reaches the end of one path it'll "fail", letting zombies ahead first)
SHREK:
> Reworked the coin-spawning logic to split into all different "layers" (if you miss coins in a layer it will still be there the next layer)
> Nerfed zombie boost super-slightly at the end
TURTLE:
> Changed the tiki-breakables to wood instead of rock
> Optimized (func_detailed) a bunch of brushes that weren't optimized
> Cleaned/merged a few entities for optimization
DIGLETT:
> Made sure to stop music when the 4th boss dies
> Added a timed auto-nuke for the first boss (to avoid eternal delaying)
> Cleaned up a lot of entities
> Increased auto-nuke time for the 4th and 5th boss by 20 seconds (got reports of servers failing just a second away)
> Decreased a few hold timers that dragged out on time too much
> Tweaked a displacement in the ceiling slightly (people still managed to get stuck..)
WEABOO:
> Made the "QUACK" sound slightly louder
OMAHA BEACH:
> Qazlll remade the area (has very similar logic/events, the layout is just slightly changed)
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