Author Topic: WaW-BO1 national socialist Zombies [SLAYER]  (Read 8158 times)

Hey, I just stopped by to say that this is awesome, and looks really well-made.

I'm so glad to see new Slayer modes still being created! Good work.  :cookie:

Hey, I just stopped by to say that this is awesome, and looks really well-made.

I'm so glad to see new Slayer modes still being created! Good work.  :cookie:
This is kind of off topic, but your 'Happy Holidays' easter egg in Slayer is still fooling people where they think Blockland got an update that added a Christmas image to the main menu :cookieMonster:

I'm really glad to see maps/gametypes of quality are still being made, this looks great!

BUMP!

Sorry for the bump, but after around two months I finally decided to push another update (Though I suppose to do this a month ago.)

Update:
  • New Weapon: Monkey Bomb, modeled by Filipe, sounds rips commissioned by MonkeyFunky, coded by Hologlaxer (me)
  • Small tweak to the debugging mode, making it only display the navmesh in the chunk the player is currently in, this is to try and not destroy people's FPS on large maps.
  • All weapons within the Weapon_DWeapons and the Russian Expansion have received stat changes in terms of damage, accuracy, and clip size, along with new PAP camo, bullet trails, and names.

So please be sure to re-download from the link again to receive the new update. Happy Holidays and New Year to all of you.

Hey, I just stopped by to say that this is awesome, and looks really well-made.

I'm so glad to see new Slayer modes still being created! Good work.  :cookie:

Not going to lie, I wasn't expecting this from you Greek, but either way, this reply has generally made me feel proud of myself for making this gamemode. So I really appreciated the compliment :)

My grandpa has the national socialist zombies symbol on his old clothes, so cool! I didnt know he was a gamer


is it just me or do zombies have a habit of shuffling around on the barricade entry brick without actively attacking me

that and when i'm around on a certain chunk of node bricks the server lags to hell

is it just me or do zombies have a habit of shuffling around on the barricade entry brick without actively attacking me

that and when i'm around on a certain chunk of node bricks the server lags to hell

(Even though I have answered your question when you have joined my server yesterday, just gonna reply anyway.)

For the server that lags to hell, that sounds like an impossible path scenario occurring, thus it ends up trying to search every single node in the map; be sure to re-check your node connections once more and see if you might have missed anything.

For the barricade entry bricks, it may be they are placed too far away from the barricade, or something else.

Bump

(Sorry for the bump, I am aware that this thread is becoming very old, but this should maybe be the last time I update.)

This update was mainly to change a few things to make it more efficient in certain areas.
Changelog:
  • Speed cola and in general repairing barricades rate has been nerfed a bit, and you no longer repair barricades faster than the zombies breaking them. (Both at the same speed.)
  • The /NZ_Debug command has been removed, but as the result of this, the debug mode preference has been added to the minigame. This makes debugging minigame-wise rather than global-wise.
  • Increased tick rate in a certain stage in the zombies AI, in hopes that they pick up realizing they are now inside the map after climbing through the barricade better.
  • Fixed the Pack-A-Punch music not being removed when ending the minigame.

So as the usual, please be sure to download the new version and replace your current once.
« Last Edit: February 26, 2021, 05:55:43 AM by TerraMurderBoss »

i forget, is there a power system?

i forget, is there a power system?
You could easily make one with VCE