Jump to content
Mr. Green Gaming

Pufulet

Greens
  • Posts

    2778
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Pufulet

  1. Serious problem with poison headcrabs. http://steamcommunity.com/id/pufulet500/screenshot/560911634048410368?tab=public There are dangerously out of control now and most of the newcomers just play them.
  2. 1I don't think you can make a code that tracks the 'zombie strikes'. Plus zombie melee attacks are pretty uncoordinated, thus rendering the whole leveling system for levels 5 and 6 null and void. 2Secondly, honestly, ANOTHER agile class? Please, god, no. 3Thirdly, two pros and one con? That one con is pretty generic. "Not an army guy" basically means you're weaker than a military soldier, and HOW is that true? How about making a 'set-up' option to make your sniper way more accurate. Like a bipod or whatever. If you choose not to set up the sniper, you won't get an accuracy bonus. 4Remember balance. I don't think one hit kills for any body part but the occipital lobe (for simplicity's sake, this is basically a part in the head) should be included for the class. 1. It will act like the upgrade cheat death, only in the form of a perk. When it gets activated that counts as 1 dodge. 2. It will replace zerk so it would be an agile class, but it will be much less agile as you dont get dmg resistance or heal from zombies. The class will also consist of snipers and crossbows so running around trying to shoot with them is a bad option. 3.Pros would be that it handles snipers/crossbows, and that its a fairly agile class. The main con is that its not a good class at short range and is quite weak because of the health it has. 4. None of the weapons above insta kill zombies. You would need a minumum of 3 shots to actually kill 1 zombie. Take in consideration that there are swarms of poisons,zombines,howlers with sheilds,headcrabs. In that scenario the class itself is useless by itself and has to be in a team.
  3. Before anyone says anything about it thats op, its not, as I have thought it carefully through many scenarios. About the snipers to necro: They are supposed to do alot of dmg especially to heads or else they are not snipers. Dodging perk fits as the marksman does not get dmg resistance and only has 90 hp. Marksman Hp: 90 Pros: Specialises in sniper rifles and crossbows and is agile. Cons: Is not very strong at close range. Perks Coe*2+1 = x% More Speed. Lvl 0 = 3% More Speed. Lvl 1 = 5% More Speed. Lvl 2 = 7% More Speed. Lvl 3 = 9% More Speed. Lvl 4 = 11% More Speed. Lvl 5 = 13% More Speed. Lvl 6 = 15% More Speed. Coe*2 = x% chance to ignore zombie strike. Lvl 0 = 2% chance to ignore zombie strike. Lvl 1 = 4% chance to ignore zombie strike. Lvl 2 = 6% chance to ignore zombie strike. Lvl 3 = 8% chance to ignore zombie strike. Lvl 4 = 10% chance to ignore zombie strike. Lvl 5 = 12% chance to ignore zombie strike. Lvl 6 = 14% chance to ignore zombie strike. Coe*7 = x% More headshot damage. 10 Base Damage Bullet Lvl 0 = ( 7% Extra + Base )10.7dmg Lvl 1 = ( 14% Extra + Base )11.4dmg Lvl 2 = ( 21% Extra + Base )12.1dmg Lvl 3 = ( 28% Extra + Base )12.8dmg Lvl 4 = ( 35% Extra + Base )13.5dmg Lvl 5 = ( 42% Extra + Base )14.2dmg Lvl 6 = ( 49% Extra + Base )14.9dmg Coe*4 = x% To spawn with a crossbow or sniper. Lvl 0 = 4% To spawn with a crossbow or sniper.. Lvl 1 = 8% To spawn with a crossbow or sniper.. Lvl 2 = 12% To spawn with a crossbow or sniper.. Lvl 3 = 16% To spawn with a crossbow or sniper.. Lvl 4 = 20% To spawn with a crossbow or sniper.. Lvl 5 = 24% To spawn with a crossbow or sniper.. Lvl 6 = 28% To spawn with a crossbow or sniper.. SNIPERS / CROSSBOWS Crossbow Model: Hl2 Crossbow Base Damage: 60 4 Shots To Normal Zombie Ammunition Full: 1 / 30 Ammunition Starting: 1 / 15 Lvl 6 Headshot w/ crossbow 89.4dmg G3SG/1 Model: G3SG/1 CSS Ammunition Full: 20 / 40 Ammunition Starting: 20 / 10 Base Dmg: 35 7 Shots To Normal Zombie Lvl 6 Headshot w/ G3SG/1 52.15dmg SG 550 - Will Not Spawn with at Start Model: SG 550 Ammunition Full: 30/50 Ammunition Starting: 30/10 Base Dmg: 45 5 Shots To Normal Zombie Lvl 6 Headshot w/ SG 550 67.05dmg AWP - Will Not Spawn with at Start Model: AWP Ammunition Full: 10/30 Ammunition Starting: 10/10 Base Dmg: 75 3 Shots To Normal Zombie Lvl 6 Headshot w/ AWP 111.75dmg Scout Model: Scout Ammuntion Full: 10/40 Ammunition Starting: 10/20 Base Dmg: 55 4 Shots To Normal Zombie Lvl 6 Headshot w/ Scout 81.95dmg Level Requirements: To Get Lvl 1: Do 600 Headshots Do 150000 Dmg To Get lvl 2: Do 1200 Headshots Do 300000 Dmg To Get lvl 3: Do 100000 headshot dmg. Kill 300 undead with a crossbow or sniper To Get lvl 4: Do 250000 headshot dmg. Kill 700 undead with a crossbow. To get lvl 5 Dodge 500 Zombie Strikes. Survive 150 Rounds. To get lvl 6 Dodge 1000 Zombie Strikes. Survive 300 Rounds.
  4. I try out commando.
  5. Marksman has been confirmed but with no traps ' Not A Bear Hunter ' but will probably get something else to make up for it. It would be nice if everybody could think of another way to get weapons in zs apart from skillshop.
  6. He just passed through the evil door by his own So he got his legs cut. Thats a Warning for those ones who dont want to work in co-op no, he meant that girl on the floor that gets dragged and then gibs everywhere.
  7. Watch it properly on the youtube version.
  8. or I could make v2 of them with fixed glass... and better stuff..... and 3d skybox....
  9. My voice is much more clear.
  10. RELEASE http://www.garrysmod.org/downloads/?a=view&id=122182 After a few months work between me and darkness we finally finished the map!
  11. I will be using this topic to fill it up with future zs videos that I have made using 'Sony Vegas 10'. This topic will just be for watching the videos that I recently make and not for posting comments in. You can do that on the actuall youtube videos in the comment section. Videos will now be in 720p HD thanks to Sony Vegas! Sorry for the sniffles and not perfectly clear voice. Had a cold.
  12. That is quite amazing
  13. I wish people would start just posting the pics on the topic instead of that screenshot steam thing.. Walls seem unusually thin I see some areas with the old casual props like the red couch, desk and shelves which may not fit with your map. I cant actually remember what else as going back to your page takes effort Other than what I can remember, the map generally needs alot more work and thinking of prop placements and lighting.
  14. Well, knowing Necro, more than half of these ideas are just probably seen as useless ideas that people randomely pop out of their heads at the moment.
  15. All these random ideas...
  16. I had wanted to speak with her but that not a blood-vessel had said that in June it had dared it has been sitting for an exam already now!? *him*
  17. Good stuff
  18. Pufulet

    zs_bistro

    Add light_environment that is suitable and then show me.
  19. It should be balanced, a bit like zs_dump only better hopefully. And less areas for poison spam.
  20. A small pack of pictures: Im now adding props to some locations and at the same time working on the 'Everyone left in a hurry' feeling which is going quite well which is good. I am also gonna add a perfect fog colour for the 3d skybox using Boter's method and maybe a small fog for the map to give it a better feeling. I have also changed the water texture and changed some lights to make sure that the player will not see the same lights everywhere like I did say in the other pack of pictures. I will then later add more physics props, maybe cables, effects, more pipes and some with steam. I am also glad to say that I have not added a single decal yet, and I dont plan on adding too many as I dont want a negative type of too detailed areas. Do not worry, I know how to use area portals and this map will be, like project 'nowhere' lagless which is good for my mapping rep and for the players.
  21. Second pack of pics: As you see in the first three pics I have made 3 light styles 'Underground' 'Main' 'Upper' so they dont all share the same light properties. There are more types of light types on the map with different colours. I made the light environment same colour with moon thanks to Boter. I have added the static props on the outside area as a rough idea of what It might look like. I also have made my 3d skybox for the map. It gives the map a dead feeling complimented by the destroyed city and dried up land. I will be adding more to it. The 'window' above the 'office' building will be made appealing, as it was just a test to see that side of the 3d skybox. I will also continue using Boter's suggestions such as a more decaying feeling and pipes and such. Stay tuned for more and give your oppinion if you wish to.
  22. Well thanks for all that. Lovely advice and I will be using it all. But I found a weird and nasty leak.
  23. I know myself that the skybox isnt the best but It was the only one that suited what I was looking for. I didnt want it to look too good cause that might negatively affect the map and in the end, resulting it in looking good. An example would be the skybox on zs_barren. I never actually liked the skybox because I thought it didnt fit the map and it just stood out too much. But enough about the skybox.
  24. Hello Everyone! I would like to proudly present my next map that im working on which is a side project to zs_nowhere. This map was originally supposed to be zs_dump_v2 but I decided to go with another new design that I have not tried out yet which is going very well. I would also like to say that this is my least squarest and laggiest map so far which is a good thing. This progression is a bit late but theres still lots of work to be doing. I started working on this map just 2 days ago, which once again Im really proud of. There are lots of areas that still need working on and that I have not shown, and I only starting detailing the bottom floor of the area as you may see. I will also be adding a fitting 3d skybox to it as the skybox was originally meant for a map based on an ocean. Please stay tuned for more updates on the map and as usuall, feel free to comment, give feedback, or suggest ideas. That specially includes you Botervloot Things to expect: change to light_environment. extra entrance to the top floor. development in the extra unshown areas. tweaks and changes. Things that im aiming to work on: 3d skybox area portals
  25. That is just brilliant. Amazing stuff...
×
×
  • Create New...