Team Fortress 2

Team Fortress 2

Murky [Zombie Infection VScript]
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Update: 27 Sep, 2023 @ 12:19pm

Updated to use V3 of the gamemode. Read the changes here: https://pastebin.com/AfQ1v8az

Update: 27 Sep, 2023 @ 3:11am

zi_murky_b13

-Dressed the map in more vines, foliage, and debris
-Added planks that connect the central houses' roof to the yellow shack's roof
-Added planks that connect the central house's dock to the yellow shack's dock
-Replaced walls at the yellow shack with chickenwire
-Added a small room behind RED spawn
-Added a new platform on the right side of the map that serves as a retreat above water
-Added a chickenwire wall to the attic of the central house to make the approach safer
-Removed one of the windows into the red shack
-Various clipping adjustments
-Updated the map to use V3 of the Zombie Infection script. The notes are below:

Visual Adjustments:

- New User Interface
- Added an entirely new graphical user interface to Zombie infection.
- New UI includes ability icons for each class as well as an on-screen ability charge meter.

- Added screenshake effect to Zombie spy's reveal ability.

Adjustments:

- The last three survivors now receive Mini-Crits, in addition to the final survivor receiving Critical Hits.
- Zombies now receive an additional 8 seconds per kill, previously 5.
- Added chat notifications when survivors receive a bonus.

- Changed Zombie weapons to use item definition for their respective voodoo soul item.
- With this change, Zombies no longer see "The Prinny Machete" on their HUD.

- Changed Zombie weapons to use correct fist sound effects and kill icon.

- Removed !hud chat command.
- Removed !version chat command.

- Removed debug logging code from Workshop release.
- Adjusted convars to disable autobalance voting and team scramble voting.
- Changed the way viewmodel animations are set in code to reduce jerkiness, especially at high ping.

Bug Fixes:

- Fixed numerous bugs related to humans respawning after a round in which they were a Zombie.
- Fixed bugs related to the Zombies not seeing their own particles and player model.
- Fixed bugs related to Zombie particle effects not properly dispersing when a Zombie has died.
- Fixed bugs related to announcer voice lines playing inappropriately.
- Fixed a bug where Zombie Spy's reveal range was multiplied by 10.
- Fixed a bug where Zombie Pyro was able to be made wet.
- Fixed a bug that caused a charging Zombie Demoman to not explode in some situations.
- Fixed a bug related to Engineer's Gunslinger not being correctly re-applied after a round has ended.
- EMP grenade no longer causes Engineer to T-pose.
- Spit no longer causes Sniper to T-pose.
- Fixed multiple crash bugs.
- Many more undocumented bug fixes.

Balance Changes:

- Zombie Changes:
- Reduced melee range and bounds multiplier to 1.
- Zombies max ammo for primary, secondary, and metal is now 0.
- Zombies no longer have a speed boost at all times but have a small speed boost when not engaged in combat for 5 seconds.
- Zombies now drop a small health kit on death.
- Zombies no longer drop a small ammo box on death.
- Reduced damage multiplier for all Zombie classes to 1, except for Zombie Pyro which is reduced to 0.7.
- Zombies now take 40% less damage from heavy's minigun and sentry guns.

- Survivor Weapon Adjustments
- The Crusader's Crossbow now deals 300% damage to Zombies.
- The Huntsman now deals 200% damage to Zombies.
- Zombies now deal 50% less damage to Demoman with a shield equipped.
- the Rocket Jumper and the Stickybomb Jumper start with a full clip, but can now only hold 1 reserve ammo at any time.

- Voice Responses
- Placeholder Yeti voice responses have been removed and replaced with the original class voice lines at 0.7 pitch.

Class Specific Changes:

- Zombie Soldier
- Pounce now launches you in the direction you are facing.
- Pouncing now correctly removes FL_ONGROUND and adds TF_COND_BLASTJUMPING.
- Zombie soldier can now stomp enemies when falling from a pounce with enough velocity.

- Zombie Medic
- Healing ability now gives players in an area around you a brief ÜberCharge and quick healing.
- Range of healing ability reduced from 350 to 275.

- Zombie Engineer
- Building disable time for EMP grenade raised from 5 to 6.5.
- Changed grenade scale to 1.4 from 1.2.
- Changed grenade hitbox scale from 0.25 to 1.
- Multiple EMP grenades hitting a single building no longer stacks disable time.
- If the Zombie engineer dies while their EMP grenade is charged, they will drop a small ammo box.

- Zombie Scout
- Zombie scout now has triple jump.

- Zombie Heavy
- Health reduced to 600 from 740.

- Zombie Spy
- Zombie spy no longer leaves green footstep trails.

Update: 17 Sep, 2023 @ 2:03pm

zi_murky_b12

-Updated the map to use V2 of the Zombie Infection script. The notes are below:

Visual Adjustments:

- Changes to Zombie view models
- Added New and improved Heavy view model.
- Fixed missing crit swing animations for Zombie view models
- Fixed Zombie Heavy's viewmodel idle having dead frames

- Changes to Zombie Sniper's Spit particle effects
- Various improvements to Sniper Spit effects.


Adjustments:

- Changes to initial Zombie count determination:
- 1 or fewer players: The round instantly ends.
- 2 - 5 players: 1 player will become a Zombie.
- 6 players: 2 players will become Zombies.
- 7 - 18 players: 3 players will become Zombies.
- For 18 or more players: 1/6 of all players will become Zombies.

- Additional time is now added per survivor killed.

- Zombies will now explode into gibs regardless of the damage source or amount.

- Many debugging features added.

- New chat command: "!version" will print the version information.


Bug Fixes:

- Fixed HUD chat message appearing every respawn, now only shows when first infected.
- Fixed an oversight causing view model animations to glitch, especially with high ping.
- Fixed Zombie view punch becoming desynced or not triggering correctly on attack.
- Fixed round not ending despite there being no players left on Red Team (Survivors).
- Fixed Zombies passively healing beyond full health, leading to increasing overheal.
- Fixed invalid particle warnings (red Xs).
- Fixed lingering Zombie particle effects above their death location until respawn; they now dissipate immediately.
- Fixed certain classes (primarily Heavy) getting stuck in a "T-Pose" and being unable to attack when converted to Zombie.
- Fixed missing sounds for Soldier and Engineer abilities.
- Fixed Zombies picking up weapons from the ground.
- Fixed '!hud' chat command not persisting after player death. "/hud" is also now recognised.
- Fixed Zombie win condition being met when a Spy is the last man standing and uses the Dead Ringer to feign death.
- Fixed abilities becoming unusable due to class switching under certain conditions.
- Fixed ability dialogs showing incorrect ability type sometimes.
- Fixed last man standing crits being removed incorrectly.
- Fixed several bugs with the Base Jumper.
- Fixed several bugs with Zombie deaths and ragdolls.

Nerfs:

- All Zombies:
- All Zombies now have a reduced speed bonus, available only after being out of combat for 5 seconds. After attacking or taking damage, they revert to standard class speed.
- Scout and Heavy do not receive the out of combat speed buff.

- Zombie Heavy:
- Zombie Heavy's jump reduced (200% Increase -> 175% Increase).
- Zombie Heavy's attack speed lowered (1.17 atk/sec -> 0.8 atk/sec).

- Zombie Engineer:
- EMP Grenade can't disable buildings through walls.
- EMP Grenade disable doesn't stack if a building is hit by another EMP Grenade while already disabled.

Buffs:

- All Zombies:
- Zombies now have an additional 10% health (except for Scout and Heavy).

- Zombie Scout:
- Zombie Scout's max health increased from 25 to 75 (original intended behaviour).

- Zombie Engineer:
- Engineer's EMP Grenade now has a shorter lifetime before exploding (5s -> 3.5s).
- EMP Grenade deals 50% of a building's health as damage to each building hit.
- EMP Grenade immediately explodes when thrown directly at a building, dealing 75% of the building's health as damage.
- Note: It still cannot destroy buildings, regardless of how low health they are. Buildings will always survive on 1 hp.

- Zombie Sniper:
- Sniper's Spit can now be cast almost instantly.
- Spit is more likely to find a ground hit when impacting the world (Min. Distance to ground 15hu -> 100hu).

New Experimental DEMOMAN Ability: Explosive CHAAARGE!

- On cast, Demoman becomes immobile and gains ÜberCharge.
- After a 2-second charge-up, Demoman charges forward.
- On collision, he explodes, dealing 275 damage in an area (150hu) around the impact zone.
- If Demoman collides with a Sentry gun, Teleporter, or Dispenser, it's instantly destroyed, and he explodes.
- If Demoman doesn't collide, he explodes once the charge duration expires.

Update: 7 Sep, 2023 @ 4:37pm

zi_murky_b10

-Fixed OOB exploit
-Fixed missing zombie sounds
-Added shortcuts into the sewer route
-Removed cubby from sewer
-Added a window route into leftmost red shack
-Added hole in the roof and wall of blue shack
-Brightened a few dark areas across the map
-Covered the map in mucky vines and foliage
-You can now throw EMPs into the window on the main roof
-Adjusted clipping and walkability

Update: 3 Sep, 2023 @ 2:06pm

Update: 3 Sep, 2023 @ 1:13pm