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weapons invisible and vehicles invisible.
cant play this map.
Do you precache custom models in your server?
If so how many?
Do you use custom weapons plugins such as the CS1.6/CoF/WW2?
I suspect it's the LRU engine problem where everyone gets weapons with switched models or just straight invisible, after short amount of time, they crash
Sumptuous mapping and lovely detail, but crippled due to the use of a fixed (and very short) time limit, which is unrelated to number of players. It would require many failed attempts in order to learn the map sufficiently to be able to recognize the random locations that the items spawn in, but I question how many people will play it more than a couple of times because of the short time limit and the inevitable, frustrating failures. Which is a shame, since the quality of mapping is very high, with nice use of new HUD entities and the game timer, some novel game mechanics (carrying the item halves your speed, even if the item is small or light) but it's also very frustrating since you only get time for a glimpse or two as you rush about like idiots looking for the items, or fighting zombies. Oh, there's no spawn weapons (except cowbar-brolly), you have to use precious time finding weapons and ammo as well as the obligatory van items.
It seems like the timer should be a vote choice.. there should be a non-timed mode for exploring the map, maybe limited numbers of lives (but that only penalizes careful players, so maybe not) or for once, observer mode might actually be useful in that observing players can guide living players to the objects, but that would require co-op play which is pretty unlikely these days.
Failing that, I feel that the time limit should be determined by the number of joined players, and should even be dynamic so that if half the players leave within the first minute of gameplay, the time available increases accordingly, within sensible max/min boundaries of course.
Otherwise, lovely map! Clearly a lot of hard work has gone into it, and that's paid off. It definitely needs a non-timer game mode though..
Good points here. For the second version, we'll have to see about making the timer more dynamic, depending on the number of players. I would love to make a mega-vote sort of thing that lets players choose every possible option (as if it were the Civilization V server start screen or something), but unfortunately that could end up being a nightmare on a larger server with a ton of apathetic players. Not really sure how I could address that.
We'll also be working on balancing the weapons and ammo for larger player counts. Since we were only able to test the map with 8 or fewer players during development, we didn't realize that all of the weapons would be consumed by just a handful of players on larger servers and everyone else just gets a crowbar for the rest of the round, which really isn't fun at all.
I may also throw a map of the city into the intro/tutorial room, which could possibly help with navigational issues.
I TRIED TO PARY THIS GAME AND IT WAS VERY GOOD BUT YOU SHOULD HAVE SHIELDS LIKE IN HALO IT IS UNFAIR TO BE FIGHT THE ZOMBIES WITHOUT SHIELDS ALSO YOU SHOULD ADD ROCKET LAUNCHERS TO KILT THE ZOMBIES