Garry's Mod

Garry's Mod

zs_obj_vertigo_v25
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Update: 30 Jun, 2018 @ 1:07pm

None Provided

Update: 13 Sep, 2016 @ 7:36am

ah yes v22

Update: 31 May, 2016 @ 11:08am

v21
Audio overlap fixed on 2nd Checkpoint

Timer fixed on 3rd Checkpoint
Skeletal Walkers unlocked on 3rd Checkpoint

Update: 23 Jan, 2016 @ 1:29pm

v20
Fast zombie removed from wave 1 and transformer changed to fresh dead.
Metal door that opens after the third checkpoint now opens after 8 seconds instead of 12.
Final bonemesh transformer split into two transformers that only work once.
Weapons re-balanced to be slightly less giving, some weapons were moved to inside areas to prevent drones from picking them up early.

Update: 2 Jan, 2016 @ 12:03pm

v18
Added 2 medical kits at finale.
Increased pipe section time by 10 seconds.
Minor other changes.

v19
Pufulet is a fag

Update: 2 Jan, 2016 @ 4:28am

v17
Set "bloated" to "bloated zombie" for unlocking.
Set "burster" to "chem burster" for unlocking.
Fixed soundscript file not being used.
Decreased time for window to unlock at wooden elevator by 10 seconds.
Made it easier for zombies to jump through a window at wooden elevator section.
Removed 40 seconds from the checkpoint where humans fall through the floor to the flood section.

Update: 31 Dec, 2015 @ 11:49am

v15
Further optimisations.
Damage multiplier decreased from 1.25 to 1.
Closed off part of the outside at spawn with clips (cant go on the road with cars)
Boards on the entrance at the spawn are now nailed for 100/150 health and can be phased through.
Shadow lurkers are unlocked from the pool section and onwards.
Fixed several shortcuts and minor issues with progression.
Reduced time on several checkpoints.
Added another zombie spawn after the first helicopter section (near the metal scaffolding humans have to climb up on.
Bloated zombies are unlocked from the spawn above this line.
Blocked some holes at the debris course to stop zombies from jumping in.
Added zombie gasses at the debris course.
Poison zombies are unlocked from the wooden elevator section and onwards.
The section after the water rising has been changed and opens up after roughly 10 seconds.
Cut off 1 minute from finale.
Added some fences near the main cargo container at the finale.
Bursters are unlocked halfway through the finale.
Zombies can break the light at the finale for dark spookyness.
Several other minor changes that I can't remember.

v16 - Increased difficulty
Added trigger hurts that do 1 neurotoxin damage every 0.5 seconds to human and zombies who fall behind. First one takes place when the valve door is used.
Several checkpoints had times reduced.
Modified the interior area of the swimming pool section.
Added a fast zombie transformer at the new zombie spawn after the first helicopter section.
Added a fast zombie legs transformer at the debris course.
Updated the wooden elevator section slightly.
Humans can no longer trigger the office section too early.
Poison headcrabs are unlocked at the metal window shutters section.
First zombie that will spawn at the new fence section will be puke pus.
Added a bonemesh transformer at the finale on the bottom floor.
Moved the electrical switch in a section which I dont know how to describe.
Added a wraith transformer at the pipe section.

Update: 4 Jul, 2014 @ 2:43pm

None Provided

Update: 4 Jul, 2014 @ 2:07pm

None Provided

Update: 30 Jun, 2014 @ 2:38am

v14
Cubemaps enabled.
Colourmod enabled.
Waiting for players is 3:30 minutes, wave 1 2:00 minutes, intermission 20 seconds.
1.25 damage multiplier.
Changed,repositioned weapons.
Fixed some exploits and backtracking.
Particles now work!
Added new section after flooding part, includes an (unheard?) drunken orc song.
Easier to get to the rope on flooding part as well as quicker flooding.
Lots of minor stuff.
Changed up office area after wooden elevator scaffolding.
Removed bloated transformer in office area and added poison transformer in section with electric fence.