• Super Zombie Fortress
    93 replies, posted
[QUOTE=MechaBowser;30082245]The problem is we have completely different target servers. I'm used to running with 30 players, where SZF is super balanced.[/quote] And I ran it with 20 players. Still unbalanced as fuck. You seem to have missed the part where I said the game starts regardless of how many players are on the server. This is what kept happening during my SZF weekend: 1. Server is 20/20. We finish the final round before map-change. 2. Map changes to next map. 3. 17/20 players have to download the map 4. Myself and the other 2 players who already had the map ended up ingame quickly 5. Game starts itself with me as a Zombie and the other 2 guys as Survivors. So we screw around and wait for the rest of the players to DL the map and join the game. 6. Slowly, people trickle in after downloading the maps and because the game has already started, they can only be Zombies. 7. Suddenly, it's 18 Zombies against 2 Survivors. 8. 2 seconds later, rounds over. Zombies win. Now sometimes before #6, while waiting for players to join, one or both of the Survivors would suicide. Round over. Repeat the suiciding a few more times for a few more Round Overs and eventually the server would change maps again. The only time the game ever went smoothly was if/when every player had already downloaded the 5 ZF maps that were in rotation. Other than that, the game would start out just like I listed above. I'd have to say it's holy-fuck-unbalanced (see #7). But hey, at least you threw in a 100% crit chance for the last Survivor.... ....Just one problem with that. When we came down to 19 Zombies and 1 Survivor, if that 1 Survivor was smart enough to go Medic w/ Blutsauger or Demoman w/ any-god-damn-decap-weapon, then the game changed from "Super Zombie Fortress" to a lovely game of "Zombies, Prepare your anuses". [quote]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.[/quote] And now where did you pull this "2-3 people" number from? Are we seriously gonna get into a "pulling numbers out of our ass" match? Read up-^ "And I ran it with 20 players". [quote]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[/QUOTE] Well congratulations then, Mecha, because you're about to see the first case where you're wrong. I again refer you to the complaints I received from the players on my server, Mecha: "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" "<generic complaint about how Medic/Demo is OP, which is 100% true in this case>" ^--I referred anyone who had a complaint to you, even linking them to your profile. Most of the complainee's declined to add you and wanted me to forward the message to you. So here's some suggestions: - Setup time. Increase it. Make the plugin check to see how many players are on the server. If it's less than ##, then add more time to the Setup time. There's a plugin on AlliedMods, I believe it's called "Add Time". I used that plugin for awhile and was able to increase the Set up time to 5 minutes. Take the coding from that plugin and do your coding-thing to make a player-amount-checker. - Suicide protection for Survivors during Set Up. Not exactly sure if this is in the plugin already, but I recall suiciding during Set up a few times, and ending up on the Zombies team before the round even started.
Sorry for bumping this thread, but anyone knows where I can download the super zombie fortress maps? Some of them takes forever to download in game
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