• Super Zombie Fortress
    93 replies, posted
Recently when I was aiming at balancing [url=http://wiki.teamfortress.com/wiki/Zombie_Fortress]Zombie Fortress[/url] on my server, I added an AI Director. He would calculate the number of expected survivors and make the life harder or easier for the survivors depending on the current situation. This caught my interest and I put a bit of time into developing Super Zombie Fortress. Or Left 4 Fortress. It has no real name yet but it's different from the default Zombie Fortress. [u]The code is based on the vanilla ZF by dirtyminuth (so credit to him) but contain the following changes:[/u] [b]AI Director[/b] - tweaks everything based on survivor performance [b]Advanced Music system[/b] - plays L4D2 music appropriate for your situation. Be it intense or calm. [b]Frenzy system revamped[/b] - It now depends entirely on how the AI director judges survivor performance [b]Advanced Zombie Spawn system[/b] - When zombies are 'frenzied', they spawn faster, and close to the survivors (much like Left 4 Dead). [b]Goo Balls[/b] - Scouts are armed with the sandman. When hit by a baseball, a cloud of goo appears which will hurt anyone nearby. Basically the equivalent of L4D2's Spitter. [b]Backstabs no longer instantkill[/b] - Instead, they stun the victim for 5 seconds and puts them down to 10 hp. This allows victims to recover from a backstab if they have a good team, but if they're surrounded by zombies, they're fucked. [b]No knockback for Heavies[/b] - They're unstoppable! (almost) [b]Tanks[/b] - Survivors might need to fight a strong, powerful Heavy! [b]Last Stand[/b] - The last survivor gets 100% crit chance in his stand to survive until the time limit. There's probably quite a few things I forgot, but I have a terrible memory so that's to be expected. I'll add them once I remember. Kritzkast has provided me with a server to host it on, and I really just wanna play with people. I put it up a few minutes ago and it should be ready to go - so join me~! [url=Steam://connect/193.200.158.213:27057]Click here to join![/url] ([i]193.200.158.213:27057[/i]) I'd post a showcase video using the new replay system, but I haven't had a chance to record any of it yet. If anyone else is interested in hosting Super Zombie Fortress after playing, just add me on steam! (but make sure to read the note on my profile first :D)
DIsable the jumper weapons please :-) If possible too, the spawn system for zombies should be similar to that of l4d2. We should be able to choose where we spawn, as long as we're far away from a survivor. Also give it another objective besides "survive", so people don't camp. AAAAAAAAAND would it be possible to rig up the team system like Hale so that the survivors can also play heavy/scout/spy?
Mecha. Why hasn't Valve hired you yet?
Does this mean that we can play against zombie bots like in L4D? Mate, I'll try this now it's too awesome.
I tested it when you're there. The goo balls are soo annoying. The blu team was all on scout and they're spamming as hell with this....
Am I the only one who wants an actual, effort-put zombie mode for TF2? :v: Hopefully this will be good enough.
As long as scout/heavy/spy actually look like zombies with a Valve mod it might be pretty fun
Give heavy a chargin targe attack like charger.
Cool, but the server is always full no metter what :sigh:
Don't ever stop being awesome Mecha.
FUCK YES. *runs off to stalk Mecha*
I always loved zf but I had problems finding a server playing it(I mean 24-7) But I really hated dustbowl, SSSOOO LONG! We never got closed to ending it...
-snip-
That was REALLY fun. I came so close to surviving as medic on the manor level. I brought out my medigun as a last resort, pressed M2 and everything. Guess there was a little delay. Sadface. I crashed but I'll head back on in the future. [editline]8th May 2011[/editline] Oh, and I'll be sure to tell my friends about this server!
I will attempt to join soon.
I was going to join when I saw the announcement, but I was making a replay, If tomorrow the server is still up I will give it a try For some reason this reminds me of old videogames that had Super, 64 or 2600 on their titles :v:
If you give me a while, I could make a map for ZF. Just need to know what I should take into account.
This is great, the L4D music is what really makes it. The last survivor buff at the end is a bit extreme though. Especially if they're using a blutsauger or black box.
Was good fun, but if this develops(more) I hope it doesn't turn into a L4d clone.
Bleh, playing as zombie now is really horrible most of the time. It feels like the survivors do 10x as much damage and you can barely get out of the gates on Asylum, before getting mowed down by a hail of sentry bullets.
[QUOTE=Yardbomb;29705518]Bleh, playing as zombie now is really horrible most of the time. It feels like the survivors do 10x as much damage and you can barely get out of the gates on Asylum, before getting mowed down by a hail of sentry bullets.[/QUOTE] Yeah its been massively redesigned to bring out more zombies, so don't go in expecting 1/1 kill/death ratio as a zombie.
I guess a class limit for the red(humans) would be good.
[QUOTE=credesniper;29705605]I guess a class limit for the red(humans) would be good.[/QUOTE] That would help a bunch, half the team being Engi's is probably one of the bigger things massacring the zombies. It's not like I expect to not die as a zombie, but cripes, when I can only take half a step out of spawn before dying, if even that much, it just doesn't add up to an enjoyable experience.
The dominance on sZF is split in two. The first half is where survivors kick ass, because they've got a huge ass fortress and are able to keep zombies out. This is where you'll die a lot as a zombie. The second half is where there's less than 10 survivors left, and this is definitely where zombies rule. Players are super vulnerable to zombies when they're alone and that really shows. I've been worrying more about the second half because this is what declares the winner. No matter the zombie respawn rate, the lone player will almost never be able to resist the zombies for more than a minute. Making the balance is difficult. I've actually been looking more into how to buff the survivors when they're alone, but I haven't thought of anything yet.
Looks like server is down.
Joined server. 3 rounds in a row of zombies being spawn camped in Asylum. Left. [QUOTE=MechaBowser;29705591]Yeah its been massively redesigned to bring out more zombies, so don't go in expecting 1/1 kill/death ratio as a zombie.[/QUOTE] It's hard to bring out more zombies when the zombies can't kill anyone, I couldn't even leave the gate in Asylum before getting killed. [editline]8th May 2011[/editline] And if you're going to make it so one zombie can't kill anyone by himself then remove that damn katana.
[QUOTE=Electrocuter;29706182]Joined server. 3 rounds in a row of zombies being spawn camped in Asylum. Left. It's hard to bring out more zombies when the zombies can't kill anyone, I couldn't even leave the gate in Asylum before getting killed.[/QUOTE] I just felt dirty after being a survivor for a few rounds. I built my turret, sat in a corner, re-built when it went down, even got the highest score on the board one round only doing that.
[QUOTE=Electrocuter;29706182]Joined server. 3 rounds in a row of zombies being spawn camped in Asylum. Left. It's hard to bring out more zombies when the zombies can't kill anyone, I couldn't even leave the gate in Asylum before getting killed. [editline]8th May 2011[/editline] And if you're going to make it so one zombie can't kill anyone by himself then remove the damn katana.[/QUOTE] I think it's just the problem with Asylum map, on other maps it's really balanced.
[QUOTE=Raptor_S;29706254]I think it's just the problem with Asylum map, on other maps it's really balanced.[/QUOTE] Maybe. Maybe if it had more than one spawn point.
[QUOTE=Electrocuter;29706182]Joined server. 3 rounds in a row of zombies being spawn camped in Asylum. Left. It's hard to bring out more zombies when the zombies can't kill anyone, I couldn't even leave the gate in Asylum before getting killed. [editline]8th May 2011[/editline] And if you're going to make it so one zombie can't kill anyone by himself then remove that damn katana.[/QUOTE] Really? I have yet to see survivors win more than one round in a row but yeah the katana is a problem. also server back up [QUOTE=Electrocuter;29706278]Maybe. Maybe if it had more than one spawn point.[/QUOTE] Spawnpoints are dynamically created on frenzies, which was specifically designed to tackle that problem. I'm not really sure what else I can do in that matter.
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