1 (edited by Dune 2011-03-20 21:34:48)

Topic: [MOD] ZOMB 2.0

Hello tee(e)s!

I am very proud to present you today another modification from LordSkelethom.
After lot of programming, designing, fixing, and some wishes to commit suicide, ZOMB 2.0 is finally out!

Returning from Hell, the Zombies are back, and they are even more evil than before!

Based on the Rajh's Zombie mod, which is itself based on 0.5.2, this new version is bringing a lot of fantastic gameplay changes, AI improvements and some great inedit features.


The Zombies
You are waiting for them, and here they aaaare:

Zombie
http://duneudne.free.fr/Teeworlds/zomb2/zombie.png
This is the typical standard zombie. They only can hook, and use hammer; they are weak (5hp) but they quickly can outnumber the survivors, so keep an eye on them!

Zombies can even mutate, especially when they get fed, so be careful!


Boomer
http://duneudne.free.fr/Teeworlds/zomb2/boomer.png
Boomers need lot of love! These very courageous zombies have the ability to explode, dealing a lot of damage all around them!


Hunter
http://duneudne.free.fr/Teeworlds/zomb2/hunter.png
This special zombie can leap to a close human target when nothing is in the way, and has got a very important attack speed, although he is not very resistant.
You did not see him... but now you do!


Hooker
http://duneudne.free.fr/Teeworlds/zomb2/hooker.png
This zombie will haunt your nightmares! You feel like being safe? You're wrong, there is the Hooker! Hookers can hook you (oh, rly?) from a very large range, even through walls. While being hooked, you loose one life every second, and the only way to escape from his hook is either to kill the hooker either to get hammered by a teammate.
Be very aware of these vicious zombies!


Tank
http://duneudne.free.fr/Teeworlds/zomb2/tank.png
Tanks are the most tenacious zombies ever. Owning 100 health, they are very resistant and do not care much about damage.
You will have to be very persistent to overcome them!



The Gametypes
When playing ZOMB 2.0, you can choose between two gametypes

  • Normal (sv_gametype zomb)
    In this mode, several waves - there is a finite number of waves - will spawn like in the 1.0 version, and each wave will be harder than the previous one, so do not give up!

  • Survival (sv_gametype zsurv)
    The name is very explicit, the surivivors only have one goal, survive! Zombies will spawn without any pause, so be sure to go at toilet before! This includes a ranking system, which is based on the time you survived and the zombies you killed.


The amazing new features

  • Coloooors!
    As teamplay is essential in the Zombie mod, LordSkelethom implemented a great server-sided feature to allow you to quickly get an idea of your health and the health of your opponent, and thus acting wisely. From red to green, your tee will change color function of your health!
    This feature looks very promising, and in my opinion should be implemented client-side.

  • Customized waves
    In ZOMB 2.0, you can customize your zombie waves! You will find example of wave configurations in your server folder. Personnalize your mod, and create your own waves!
    See this example.


    Warning: This means you need to have the corresponding .wave in the same folder as the server binaries for each map you create!
    If you don't, default waves will spawn, means: infinite normal zombies.



Maps

Maps+.wave pack


Skins
See the zombies under their frightening aspect. Get the skin pack now!
(The Hunter skin is only provisory and should be updated soon!)


Credits

  • LordSkelethom

  • Rajh, for the Zombie 1.0 mod

  • Landil, for the skins

  • Mad, for the wave files

  • SushiTee, for providing binaries for all kind of Operating Systems.

  • All the testers for their advises


Downloads
Don't wait any longer to test this fabulous mod. Here we gooo!
Windows 32 bit
Linux 32 bit
Linux 64 bit
Mac 64 bit



Dunedunely yours,
Dunedune.

Not Luck, Just Magic.

2 (edited by Vijfhoek 2011-03-20 00:40:10)

Re: [MOD] ZOMB 2.0

Nice, nice. Needs some more easy to beat zombies though.

-- EDIT
    Oh, you can customize rounds. Nevermind then. :3

3

Re: [MOD] ZOMB 2.0

Niiiiiiice!

4

Re: [MOD] ZOMB 2.0

Awesome!

5

Re: [MOD] ZOMB 2.0

Nice mod!
The Zombies are from left 4 dead, Aren't they?  Then one Type is missing : the witch wink

burn the land and boil the sea, you can't take the sky from me.

6

Re: [MOD] ZOMB 2.0

Wow! Wow! I like ZOMB, thank you Dune!

My nickname in game: Dark Twist3r. My team: Eclipse
I use&support TDTW <3

7

Re: [MOD] ZOMB 2.0

Dark Twister wrote:

Wow! Wow! I like ZOMB, thank you Dune!

Better thank Lord smile

8

Re: [MOD] ZOMB 2.0

omfg this looks so epic smile

Power corrupts,and absolute power corrupts absolutely

9

Re: [MOD] ZOMB 2.0

How to change human lives? sv_human_lives is not workinп

My nickname in game: Dark Twist3r. My team: Eclipse
I use&support TDTW <3

10

Re: [MOD] ZOMB 2.0

Dark Twister wrote:

How to change human lives? sv_human_lives is not workinп

You cannot and don't need to change human lives. Three is really O.K. for every nice map.

Not Luck, Just Magic.

11

Re: [MOD] ZOMB 2.0

This is a awesome pice of shit. Just played several rounds and I have to say that I realy adore this mod! Thumps up.
Btw, Boomer is my favorite zombie, always f**ks me up smile

» Use the Search Function before opening multiple topics...
» Member of: JsA - Just stay Alloha! (since 2009)

12

Re: [MOD] ZOMB 2.0

Hmm, I tested it and I have to say, I don't like the gameplay.
All zombie types became hooker, the ''Hocker'' is buggy, he stay standing sometimes if he get someone with his hook.
The hunter is possibly over powered.
And the tank is a nice idea but where is the mega zombie? sad
fact is the gameplay became worse.

But the new maps are great! wink

13

Re: [MOD] ZOMB 2.0

Zatline wrote:

Hmm, I tested it and I have to say, I don't like the gameplay.
All zombie types became hooker, the ''Hocker'' is buggy, he stay standing sometimes if he get someone with his hook.

This is normal and is supposed to force you to play in a team. The Hooker is not supposed to come to kill you, he's just standing waiting you loose all your life :)

Zatline wrote:

The hunter is possibly over powered.

I don't think so, actually he does not anticipate your position, so shooting grenades to the bottom will very probably hit it.

Zatline wrote:

And the tank is a nice idea but where is the mega zombie? :(

Well, it's somehow the same... what are you missing when playing against a tank?

Just telling my opinion :)

Not Luck, Just Magic.

14

Re: [MOD] ZOMB 2.0

How to set survival gamemode?

-.iB Jordane

15 (edited by mipEr 2011-03-20 15:36:20)

Re: [MOD] ZOMB 2.0

Nice, but hunter - omg.... I hosted this mod on Ukranian server. I don't understand, without rest it's hard.

Edit // oh, i understood

My graphics
My maps
I don't draw avatars and skins by requests. Don't ask me.

16

Re: [MOD] ZOMB 2.0

  • Normal
    In this mode, several waves - there is a finite number of waves - will spawn like in the 1.0 version, and each wave will be harder than the previous one, so do not give up!

  • Survival
    The name is very explicit, the surivivors only have one goal, survive! Zombies will spawn without any pause, so be sure to go at toilet before! This includes a ranking system, which is based on the time you survived and the zombies you killed.

and how they deliver?

nice, but the colors are not encouraging

Sorry my bad english big_smile
Translate through google yikes

17

Re: [MOD] ZOMB 2.0

Damn, finally a reason to play Teeworlds again. I love you guys. Dune and Lord always deliver *thumbs up*

18

Re: [MOD] ZOMB 2.0

How do change the type of game, and how you look top score?
Maps great on graphics, but gameplay sucks.

My graphics
My maps
I don't draw avatars and skins by requests. Don't ask me.

19

Re: [MOD] ZOMB 2.0

WoooW i taught he forgot about this mod big_smile Great Work, updating right a way!

Will there be any problems using the old zombie maps as well?

20

Re: [MOD] ZOMB 2.0

lol when I first saw this I was too lazy to read everything and when I played on a server Hookers kept hooking me thru walls. I thought that was a bug lol
But when I came back here I read everything especially the hooker part lol

Power corrupts,and absolute power corrupts absolutely

21

Re: [MOD] ZOMB 2.0

Jordane wrote:

How to set survival gamemode?

sv_gametype zsurv

We forgot to mention it.

|ZPote| Lord

22 (edited by Dune 2011-03-20 21:37:19)

Re: [MOD] ZOMB 2.0

Hip-Hop_BLOND wrote:

Will there be any problems using the old zombie maps as well?

There should not be any technical problems using the old zombie map, although they have to be reworked to fit the ZOMB 2.0's gameplay.

Miper wrote:

how you look top score?

Use /top to get the top 5, or /top[X].

Not Luck, Just Magic.

23

Re: [MOD] ZOMB 2.0

For once, somebody makes a binary/client I can use
smile

nice mod!

24 (edited by Mad! 2011-03-21 00:00:37)

Re: [MOD] ZOMB 2.0

mipEr wrote:

Maps great on graphics, but gameplay sucks.

Are you conscious that you wrote an awesome useless sentence? The gameplay is so great, especially with four members and a good teamplay.
*snip* do not flame // Landil

Zatline wrote:

the ''Hocker'' is buggy, he stay standing sometimes if he get someone with his hook

Everething is fine. I guess you don't understand the mod. Lord should create a tutorial.

Zatline wrote:

And the tank is a nice idea but where is the mega zombie?

The Tank? IT'S SUCH A MEGA ZOMBIE!!

Zatline wrote:

fact is the gameplay became worse.

Sure, the 1rst version is so much better. As frenchies says *snip* // Landil.

Anyway, for the others who loved it, I advice you to change the zomb_cavern.wave because the map is different of zomb_arid. The map is a bit more difficult.

Mad is totally mad
Mad from a lovely french team called |ZPote|

25 (edited by HipHopBlond 2011-03-21 04:17:23)

Re: [MOD] ZOMB 2.0

Dune wrote:

There should not be any technical problems using the old zombie map, although they have to be reworked to fit the ZOMB 2.0's gameplay.

That's what I was afraid of =/ guess I'm gonna have to test 'em all.

Tell me Dune, where exactly should the .wav files be placed (I'm asking 'cuz this is the first tw server with .wav files in it) and where that cfg with the numbers in it should be placed as well :?

Notification: I think there's a bug in it 'cuz I didn't see the number 14 in it (check it out)

Hope you understood me, thx \\//