This issue has been resolved when version 1.3 came out. What happened was the Cadre's traits weren't updated in version 1.2. The updated versoin gave the Survivors' (base player traits) shields (so players, both alive and dead, can visually tell if they're weak or not), and to compensate this, the Infected's damage was naturally increased to make sure it was still a 2-hit kill. However, Cadre's traits weren't updated to get shields, making the last 4 men standing able to die in only 1 hit. Simple little overlook which is now fixed.
Linear Infection. Half of what Reach Customs were. I'm interested in seeing more of them again however they clearly are not in high of demand as Adriana Grande's secondary vocals. Why is that? When done right, I've always had a great time with Linear and from what I gather, the reason people do not particularly like Flight is due to the fact that someone must charter the bomb through the map at all times. So here is a solution: Why not have the bomb sit on a platform outside of the map and have each and every 'hills' that you would normally carry the bomb to spawn on top of the bomb. Therefore, the game would progress itself without the players having to carry the bomb. With each new 'capture' the map would open up the next area, meaning the map would practically run in it's own timer. I have already seen people doing this WITHOUT the Flight bomb, but the beauty of using a bomb timer is that you would also receive a countdown to the next stage, allowing player who may be holding out quite far from everyone else to not find them self still exploring stage one while the rest of the group has begun to move on to stage three. Oh, I've seen it happen. Plus the Timer would make it feel just much more official rather than relying on player intuition, which is not always a bad thing however I feel a Linear game type should take strides to be more progressive. I can't tell if anything I just wrote is valid, considering I awoke only ten minutes ago and my dog wont shut up.
Hmm not sure if I'll be there. If not, here are two maps that I could use some feedback on if yall' get around to them. Port Koll: and an UNTITLED map that is right now going by the name 'SkyScraped' due to the file having originally been intended to be some sort of city map: I would also like to thank both Zanny and Insanmiac for their wonderful features! Amazing video's guys! Have fun tonight everyone --- Double Post Merged, Jun 13, 2015 --- PS: Despite having video features, both maps are still 'unfinished' per say in my eyes, and are still subject to future changes. Port Koll has already endured one major addition since Insanmiac's feature.
PSS: Okay, last message I swear. I also have the block out of a LAST STAND map that I'd love to get some feedback on as well! The map will be named: 'By The Bay' (Working tidal lol)
Outlast and Outlast Progression gametype are finally ready for testing. Also Garb is ready for testing as well
I have two infection maps ready for testing: Map: Spillway [Beta] Gametype: Outlast [Beta] Gt- MartianMallCop Map: Garb [Beta] Gametype: Outlast Progression [Beta] Gt- MartianMallCop
Curious, what are the differences between Progression and the regular game type? It seems like progression should be a map style, unrelated to the game type, or am I forgetting something?
Progression is linear, as in you- progress. 'Regular' refers to... just kinda, you know walking around the map, like all games. zzz --- Double Post Merged, Jun 29, 2015 --- I checked out what you've done on spillway, and though I really liked it I still think the map has a lot of room to grow. I'll pick up sunflowers seeds too next time I'm online. **** I should probably get pancake mix as well. Where am I again
The difference between Outlast and Outlast progression is that the haven in Outlast is static while in progression it progresses throughout the map --- Double Post Merged, Jun 29, 2015 --- No the sunflower seed stuff
So recent tests for Last Stand 1.3 and Hivemind 1.7 have been running fairly smoothly. Latest change has been increasing Cadre from 4 to 5 players. This gives players a little more of a chance to survive by giving them radar a bit earlier. Anybody else tested recently? Feedback on gametypes is welcome. Although I think they're nearing the polished phase. Which is good news. Now we just need a few more badass infection maps.