1. Map tweaking

    Psinobious
    update 1.05
    -After reviewing game play footage, I have decided to shift some crates and cover around in the first area to make it harder for defenders to set up shop in the by the two gates.
    -In the second area the zombies will now drop from the ceiling instead of coming through two holes in the wall; allowing for more immersion into the map and giving the infected more options on how to feast upon the defenders.

    update 1.1
    -After reviewing new game play footage I have decided to open up the back area up by a little bit in the first room. Now the defenders should have an easier time trying to survive the first room and making it to the next room.
    -I have also added ramps the horde can use to traverse the barricades in the first room so they will not have to jump over them leaving them vulnerable in the air.
    -For the defenders, jump height has been reduced to 70%, while gravity was reduced to 100% rather than 110%. Clamber for the defenders was also removed. This is to keep the survivors from climbing on top of barricades and crates that would give the defenders an unfair advantage
    -Due to the defenders being too weak to fight after being mauled in the previous room shield recharge wait time for the humans has been reduced from 500% to 300%
    -I have also taken the liberty of adding a strategy guide in the description so players do not feel lost.
    -Timer has been extended to four minutes rather than three. Doors in the final room will now close, and a script will be used to determine how many infected and survivors of the onslaught are left. If infected equals zero and the is a survivor the round ends, however if a infected(s) is detected, it must must be killed in order for the round to end.


    I will also be uploading videos of each testing session I do on the map to hold your interest
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