[url=steam://connect/63.251.20.54:27015]SLAG #1[/url] is running it too
[QUOTE=goluffy;29748169]In industry(I think that's the good map) People can camp the not so secret secret room. That really sucks when engi camps there and blocks with the dispenser and puts a sentry.[/QUOTE]
The Secret room is blocked. If you enter it you get teleported out. (and probably get killed by the damn train... :colbert:)
[QUOTE=Skunky;29801391]The Secret room is blocked. If you enter it you get teleported out. (and probably get killed by the damn train... :colbert:)[/QUOTE]
Good riddance
Updated to 1.03
[list][*]Music is now played when a player gets backstabbed
[*]Already dead zombies are now instantly respawned upon frenzy
[*]Added music for the last survivor
[*]Added a sound for when hit by goo to make it more clear that it hurts
[*]Fixed a bug where the Advanced Music System would rapidly change instruments
[*]Added more intro music variants
[*]Fixed a bug with the Tank's fists
[*]Added sm_zf_frenzy_chance convar
[*]Added sm_zf_frenzy_tank convar
[*]Added sm_zf_tank_once convar
[*]Fixed a bug where survivors would respawn when they shouldn't[/list]
I've been wanting to play but the server is either full or empty :colbert:
I tried to connect to the kritzcast server but i got no dice, is there another server hosting this by any chance?
[QUOTE=Digivee;29853270]I tried to connect to the kritzcast server but i got no dice, is there another server hosting this by any chance?[/QUOTE]
SLAG Gaming hosts the server. It's on the gamemode vote and it gets voted quite often.
63.251.20.54:27015
I think that's the IP...
I need help. The map szf_sacrifice_b3 won't download for me and I can't find any site with the map. Could someone do an upload?
Going to try this out tonight.
Is it normally populated?
Well, I don't see a lot of persons on the SLAG szf server, but you can play some on the tf2ware server.
I'm currently running SZF on my server until Monday, as a "weekend event" thing. My server's IP is 174.34.131.41:27015
I also have an idea that I told Mecha about, but I'll post it here later to see what you guys think.
Why call it Left 4 Fortress when you can use incredibly lame puns and call it Left 4 Tress?
Well I have some ideas for this that I think would be really awesome, but knowing Mecha he'll say "oh yeah, that's cool, I'll do it!" Then he'll see a beautiful butterfly outside his window and he'll be gone for another month or two. :colbert:
Anyway, here are just some suggestions for Left 4 Tress-
"Standard" zombies are added, these are just AI Scouts, Scouts can only use their bats, their health is reduced to 100, these AI Scouts cannot double jump. Scout removed as a playable class.
Spy made into a zombie class, he can only use his knife. Right click performs a critical hit motion- Stabbing an opponent with right-click stuns the player, preventing all movement or actions- the cam goes to third person, showing the Spy repeatedly stabbing them, causing their health to drain to 0% over time- however the Spy himself cannot move or attack until the opponent is dead. If the opponent's allies deal enough damage to the Spy, he is automatically disengaged from the opponent. Spy can super jump like Saxton Hale in the versus Saxton Hale mod, though he can no longer use his watches, disguise kits, or Sapper.
Heavy made into a zombie class, he can only use his fists and Jarate (ported over to a secondary for him.) Jarating an opponent triggers a frenzy, causing all the Scout bots to target these jarated opponents, and to begin spawning in greater numbers. Upon death the Heavy releases a cloud of Jarate, coating any nearby opponents.
Medic made into a zombie class, he can only use his bonesaw and medigun. His medigun fires in a straight line for a long distance, and has a cooldown if it misses. If it hits an opponent, it attaches to them and they are stunned, either reeled in, or, if there is an obstacle in the way of their being dragged to the Medic, or the Medic is elevated above them, their health is drained, and to save them their allies can hit the healing beam or the Medic himself. The Medic's health is lowered to 125, his movement speed lowered to 100%.
The A.I. Director, when it deems it appropriate, will give the opportunity to play as a tank to a member of the zombie team. The Tank is a Heavy that is covered in critical glow, to show his status. He moves at 107% speed, always deals critical hits, has 600 health, and can charge, like the chargin' targe for the Demo, with right click.
Members of the zombie team can see the outlines of the survivor team through the walls at all times. After picking a class, the zombies go into spectator mode, and have outlines of their character on screen, red or green to indicate whether or not you can spawn in the current location. They can fly around, through walls, finding a spot out of sight of the survivors, and when they left click in an acceptable location, they will spawn.
There are groups of four survivors at a time, released at intervals after the previous group has gone far enough, as deemed by the A.I. Director.
[QUOTE=Humblerbee;29988961]Well I have some ideas for this that I think would be really awesome, but knowing Mecha he'll say "oh yeah, that's cool, I'll do it!" Then he'll see a beautiful butterfly outside his window and he'll be gone for another month or two. :colbert:
Anyway, here are just some suggestions for Left 4 Tress-
"Standard" zombies are added, these are just AI Scouts, Scouts can only use their bats, their health is reduced to 100, these AI Scouts cannot double jump. Scout removed as a playable class.
Spy made into a zombie class, he can only use his knife. Right click performs a critical hit motion- Stabbing an opponent with right-click stuns the player, preventing all movement or actions- the cam goes to third person, showing the Spy repeatedly stabbing them, causing their health to drain to 0% over time- however the Spy himself cannot move or attack until the opponent is dead. If the opponent's allies deal enough damage to the Spy, he is automatically disengaged from the opponent. Spy can super jump like Saxton Hale in the versus Saxton Hale mod, though he can no longer use his watches, disguise kits, or Sapper.
Heavy made into a zombie class, he can only use his fists and Jarate (ported over to a secondary for him.) Jarating an opponent triggers a frenzy, causing all the Scout bots to target these jarated opponents, and to begin spawning in greater numbers. Upon death the Heavy releases a cloud of Jarate, coating any nearby opponents.
Medic made into a zombie class, he can only use his bonesaw and medigun. His medigun fires in a straight line for a long distance, and has a cooldown if it misses. If it hits an opponent, it attaches to them and they are stunned, either reeled in, or, if there is an obstacle in the way of their being dragged to the Medic, or the Medic is elevated above them, their health is drained, and to save them their allies can hit the healing beam or the Medic himself. The Medic's health is lowered to 125, his movement speed lowered to 100%.
The A.I. Director, when it deems it appropriate, will give the opportunity to play as a tank to a member of the zombie team. The Tank is a Heavy that is covered in critical glow, to show his status. He moves at 107% speed, always deals critical hits, has 600 health, and can charge, like the chargin' targe for the Demo, with right click.
Members of the zombie team can see the outlines of the survivor team through the walls at all times. After picking a class, the zombies go into spectator mode, and have outlines of their character on screen, red or green to indicate whether or not you can spawn in the current location. They can fly around, through walls, finding a spot out of sight of the survivors, and when they left click in an acceptable location, they will spawn.
There are groups of four survivors at a time, released at intervals after the previous group has gone far enough, as deemed by the A.I. Director.[/QUOTE]
Horrible ideas.
So here's my idea. Get rid of the ability for Survivors to use weapons currently at their disposal. Instead, set up a line-up of Primary, Secondary and Melee weapons and set up a loadout menu for Survivors to choose their weapons.
[b]Primary[/b]
Minigun [i](Natascha would work best)[/i]
Sniper Rifle
Shotgun
Flamethrower
Huntsman
Crossbow [i](remove the "heals teammates" attribute)[/i]
[b]Secondary[/b]
SMG
Pistol
Revolver
Flare Gun
[b]Melee[/b]
Wrench
Shovel
Fire Axe
Frying Pan
Bat
Kukri [i](I'd say use the Bushwacka as it looks nicer than the Kukri)[/i]
Homewrecker [i](Sledgehammer!)[/i]
Back Scratcher
[b]Survivors Start With[/b]
Nothing [i](idea 1)[/i]
A Shotgun [i](idea 2)[/i]
This could either be executed via a loadout menu, or, and this is my favorite idea.....add "weapon pickups" to various zf maps.
Open some ZF maps in Hammer, add in prop_static's for various weapons in various strategic locations, then parent/hook them (whatever it's called) to a console command entity and have the console command entity perform a command to equip the weapon when a player uses "+use" on the weapon. Of course, an equip command would have to be coded into SZF.
To make it more like Left 4 Dead, I suppose you could also add in a console command thing to display Hint text saying "Press <key> to equip this weapon" but I dunno how to make the "<key>" thing display whatever key a player has "+use" binded to.
Whaddya think? I think it'd be neat. I personally know it's possible to add in "weapon pickups" to a map and have them execute a console command. It's very possible.
[QUOTE=404UserNotFound;29989865]So here's my idea. Get rid of the ability for Survivors to use weapons currently at their disposal. Instead, set up a line-up of Primary, Secondary and Melee weapons and set up a loadout menu for Survivors to choose their weapons.
[b]Primary[/b]
Minigun [i](Natascha would work best)[/i]
Sniper Rifle
Shotgun
Flamethrower
Huntsman
Crossbow [i](remove the "heals teammates" attribute)[/i]
[b]Secondary[/b]
SMG
Pistol
Revolver
Flare Gun
[b]Melee[/b]
Wrench
Shovel
Fire Axe
Frying Pan
Bat
Kukri [i](I'd say use the Bushwacka as it looks nicer than the Kukri)[/i]
Homewrecker [i](Sledgehammer!)[/i]
Back Scratcher
[b]Survivors Start With[/b]
Nothing [i](idea 1)[/i]
A Shotgun [i](idea 2)[/i]
This could either be executed via a loadout menu, or, and this is my favorite idea.....add "weapon pickups" to various zf maps.
Open some ZF maps in Hammer, add in prop_static's for various weapons in various strategic locations, then parent/hook them (whatever it's called) to a console command entity and have the console command entity perform a command to equip the weapon when a player uses "+use" on the weapon. Of course, an equip command would have to be coded into SZF.
To make it more like Left 4 Dead, I suppose you could also add in a console command thing to display Hint text saying "Press <key> to equip this weapon" but I dunno how to make the "<key>" thing display whatever key a player has "+use" binded to.
Whaddya think? I think it'd be neat. I personally know it's possible to add in "weapon pickups" to a map and have them execute a console command. It's very possible.[/QUOTE]
If this were to happen, then it would be just Left 4 Dead just placed in TF2. I would rather just two more zombie classes and the survivor classes having whatever weapons they choose (maybe not allowing certain weapons or changing their stats like Half-Zatoichi or Axtinguisher). I feel as though it should borrow elements from L4D but you still know it's TF2. There could also be a feature that makes the survivors have the default weapons but can unlock other weapons like a random drop system. I dunno, but I think SZF needs something original rather than becoming a L4D ripoff.
I like the outline feature, but I found the mode annoying otherwise.
Having actually talked to mecha he's not interested in making it a L4D clone or a PZF clone.
So please stop suggesting it be something like that and try to think of something more creative guys. Kthx.
[QUOTE=JamesRaynor;30011455]Having actually talked to mecha he's not interested in making it a L4D clone or a PZF clone.
So please stop suggesting it be something like that and try to think of something more creative guys. Kthx.[/QUOTE]
Yeah, no-ones gonna listen to you. Nobody listens to the type of person who comes into a thread and says essentially the type of nonsense you said.
I've seen it quite alot on other forums such as the Minecraft forums.
People come in and say stuff like "Stop suggesting <this>! <Person> said he isn't doing this!" and everyone basically says "Whatever".
So yeah. Whatever. I still think it's a good idea, and seeing as the source code is open, I'll be working on making my idea a reality whether anyone likes it or not.
Kthx.
[QUOTE=JamesRaynor;30011455]Having actually talked to mecha he's not interested in making it a L4D clone or a PZF clone.
So please stop suggesting it be something like that and try to think of something more creative guys. Kthx.[/QUOTE]
You don't have to speak for Mecha, he's here, you know.
[editline]24th May 2011[/editline]
dick
So I just looked at the source code of SZF. With my skill level in SourcePawn (intermediate lol) I understand how alot of the stuff works, but I've gotta figure out how to make every survivor class start with the same weapons, then add in an "equip" command.
The most fun I've had with zombie mods is in Counter Strike with zombie escape maps. Way more fun than to barricade yourself in a tiny room and wait for 10 minutes. We need much more escape maps in TF2.
The kritzcast server is still up?
[QUOTE=JamesRaynor;30011455]Having actually talked to mecha he's not interested in making it a L4D clone or a PZF clone.
So please stop suggesting it be something like that and try to think of something more creative guys. Kthx.[/QUOTE]
What the hell PZF is?
[QUOTE=JamesRaynor;30011455]Having actually talked to mecha he's not interested in making it a L4D clone or a PZF clone.
So please stop suggesting it be something like that and try to think of something more creative guys. Kthx.[/QUOTE]
Oh wait, I totally already told Mecha my idea and I also said that I told him in a previous post.
[QUOTE=404UserNotFound;29983011]I'm currently running SZF on my server until Monday, as a "weekend event" thing. My server's IP is 174.34.131.41:27015
[b]I also have an idea that I told Mecha about[/b], but I'll post it here later to see what you guys think.[/QUOTE]
He said the same thing about essentially not wanting to make a L4D clone, but again, I'm still gonna try to make it more like L4D because currently, Super Zombie Fortress sucks.
The SZF Weekend I ran on my server was good, but everyone noticed how unbalanced it was. Zombies died way too easily and if a Medic w/ Syringe Gun/Blutsauger or Demo with any decap weapon was the last Survivor, they were essentially invincible.
No offence to Mecha, he did a great job coding the plugin, but the majority of the feedback I got from the players on my server was essentially:
"I'd like to see the Last Stand Survivors toned down abit, they're way too powerful"
"Demomen shouldn't be able to use decap weapons"
"Zombies should be able to withstand more damage"
And something about the Zombie-to-Survivor ratio being completely fucked (I think someone said it's like 4 Survivors to 1 Zombie when a round first starts after a level change and that the game actually starts no matter how many players are on the server)
Theres no sense of danger.
Y'know what I'd like to see?
On a 30 man server, the beginning of the game should start with 20zombies and 10 survivors. The survivors are placed randomly across the map, with a set distance between each spawn point/survivor. Zombies also spawn randomly. When the game starts, all survivors are given the same goal. For some, it will be harder to get to, for some, they could spawn right next to it. Half of the survivors need to get to the goal to win. Zombies need to kill more than half of the survivors to win.
Sound good to anyone? Sorry if I'm ripping off of some game, I honestly thought of this myself (it would create a lot of tention and pressure to get to a goal, not just hole yourself up.
I've been thinking about making a quickly done escape map for this gamemode. I already have decided to make it take place in a mine with a couple of side objectives that helps the survivors to reach the other end.
Well, it's time to grab a hammer!
[img]http://koofle.files.wordpress.com/2010/06/s1501-jeremy-clarkson-hammer.jpg[/img]
Add some maps similar to the Zombie Panic maps.
Last stand is bullshit tbh, a Demoman kept killing everybody with the Skullcutter and was only stopped after a while by a knife in the back, not even heavies could get him.
I think it'd work out better if you get half of the max HP you get now. It's a challenge for you to stay alive and it's a challenge for the zombies to kill you, but not a ridiculous impossible one.
[QUOTE=404UserNotFound;30018997]because currently, Super Zombie Fortress sucks.[/QUOTE]
The problem is we have completely different target servers. I'm used to running with 30 players, where SZF is super balanced.
However, running it with 2-3 people, it's not going to have the same degree of balance. You have to remember this is a Zombie game, and it relies on the number of zombies, as opposed to their individual strength. Imagine Left 4 Dead with only 2-3 zombies. Wouldn't work.
I disagree with pretty much every point you've brought up because I have yet to see cases where I've been wrong.
I've already told you all this on Steam so I dunno why you're putting it out here despite that
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