Garry's Mod

Garry's Mod

SHI NO NUMA REZZURRECTED · An nZombies Rezzurrection Config
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Update: 26 Mar @ 6:19am

- Removed zombies dodging (after some testing it seems like it really just slowed down gameplay for no good reason. Gonna keep this one on Ascension)

- Green ZCT zombies will now only start to appear on round 30, but they also have an increased spawn rate

- Added thrashers to round 40+

- New hidden easter egg rituals can be completed to upgrade your perks. There are 4 of them each and I'm not telling how to do it. This time, it is for you to figure out. (it's nothing too major, and they are rather out-of-the-way things that you won't accidentally end up doing in a "classic style" playthrough, for the most part)

- Easter egg song activator has now been replaced with a jukebox, that way you can re-play it, and it no longer makes an annoying ambient sound if you don't want to activate it

- Nav mesh improvements

Update: 19 Mar @ 7:57am

- Re-added powerup outlines to make them pop against the drab color correction

- Removed hellhound spawn in classic camp spot near first box

- Re-coded performance mode so that it now retains the color correction

- Nav mesh improvements

- Color correction adjustments

Update: 17 Mar @ 5:32am

Some changes to bring the config closer to classic Shi No Numa:

- Only 24 zombies will spawn per round, for the whole round

- Max zombie health has been reduced to 2000 to represent "insta kill rounds"

- Removed COD2 weapons from box

- Optimized map by removing unnecessary dynamic lights and re-tooling color correction

Update: 14 Mar @ 1:50am

- Corrected zombie populations

- Removed solo self-revive to better reflect WAW rules

- Misc aesthetic / navigation improvements

Update: 12 Mar @ 3:49am

- Catalog overhaul: removed 2 hit downs in favor of 3 hits to compensate for Moo giving zombies Mike Tyson level combat skill

- One change has been added that is not part of original Shi No Numa, and that is zombies dodging like they do in Ascension, to make things more interesting and play into the Japanese combat proficiency/aggression that was an element in World at War's campaign, plus it matches up with that walk cycle they do where they look like they're actually poising to strike instead of just shambling aimlessly.

- Standardized jump and dive height to 170 units

- Aesthetic improvements

Update: 30 Jan @ 7:41am

- Added more creepy whispers
- Added barbed wire to comms rooftop and fishing hut balcony
- Added more foliage and bushes
- Added more zombie spawns
- Improved nav mesh
- Added strange radio voices to comms room
- Added a blue, high-contrast game over post processing effect just like in the original Shi No Numa

Update: 28 Jan @ 1:47am

- Massively overhauled visuals
- Made fog and sky colors more authentic to the original Shi No Numa
- Added some new zombie spawns

Update: 26 Jan @ 2:33pm

* Slightly increased map brightness

Update: 26 Jan @ 5:55am

* Fixed the BO3 downed ambience being used instead of classic for some reason

Update: 26 Jan @ 5:47am

* Adjustments to the skybox and fog color
* Slight increase to jump height