The Killing Antidote

The Killing Antidote

Snowdread
Showing 1-7 of 7 entries
Update: 26 May @ 10:24am

Version 1.31

Fixed clothing spawn, only 1 cloth box was spawning

Update: 21 May @ 5:55pm

Version 1.3.1

Update: 21 May @ 12:37pm

Version 1.3

Added Clothing to both maps, the number of cloth boxes spawn is tied to the difficulty
4 Normal/Easy
6 Hardcore
8 Extreme

Added Deagle to the survival map
Fixed a weird spot next to a hut that could cause Jodi to get stuck

Improved texture resolution for some textures, this was a mistake on my part that i downgraded the wrong textures before

Update: 5 Mar @ 4:05pm

Version 1.2.1

Quick hotfix, nerfed most if not all death jumps in the Time map

Originally i added those jumps as its very rare for a RE style game to have vertical movement, however, i think the price to pay on this map for missing a requeired jump for progression is too high.

There is also a number of comments now against the jumping, not trying to make Jump King out of this so i patched those out, let me know if there is any other jump or suggestions for this map

Update: 4 Mar @ 11:42am

Version 1.2

No changes to the Time Map.

Added a Survival map

Mixed feelings on this one as its quite different from what i had in mind, the idea was to do something with a similar scenario as the Time map but, we cant configure a lot of options on the spawning of zombies, they will spawn at X distance form the player, we cant set spawn points for them in the wave system.

This random spawn didnt work well with the mountains, cliffs, bridges of the other map so i almost didnt make this map,

Another problem with the wave system is that there is no customization for different difficulties, on Hardcore and Extreme, the game automatically adds additional zombies to your wave, since there are limited resources in this scenario its difficult to balance that with the extra additions of enemies and tankiness


Looking into vertex painting and landscapes i was testing around and then i made this survival map

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Gameplay is "Balanced" for the hardcore difficulty, you should play it first on normal to get the layout down

You start with limited ammo and supplies, there is a lot of stuff around in the enviorment so the first thing to do is to loot stuff while avoiding zombies and killing maniacs, as those are the ones that can catch up to you quickly

After each wave, one of the Huts that you see there opens up and a lot of loot is inside, you can spot the Hut easily as the lamp lightens up.

The loot in the enviorment is always the same but the location is random, so you can start with a nice set of stuff nearby or something else like a medkit and an EnergyDrink

The loot in the huts is randomly placed from a list, so on a first playtrough the first hut might have a lot of revolver/pistol ammo and the next time there is almost no revolver/pistol but a lot of SMG

I wanted to keep tweaking some stuff here but if i keep going like this i'll never upload the map, i was able to beat this on Extreme without the Brain smasher so thats good enough. I had to kill the last 15 or so Zombies with the knife and baiting the Squirters to kill some for me.


Some stuff that i tried to do but ended up too complicated or unable to:

- Initially the weapons would not spawn in the enviorment, but the red zombies would drop them, first wave had 4 zombies, however, the issue is that with the regular single zombie spawn, this red zombie might despawn and you lost the weapon, with the Batch spawner the zombie might not drop the weapon at all.

- Another thing that i had in mind is to have an exit in the map, and after the final wave, this exit opens up, the next wave that would show up is meant to kill you so you should get out asap, in the end i scraped this.

- I wanted to have the huts window's as escape options there, but Jodi just refuses to jump out of that window, likely due to geometry

Known Issues:
- Due to the Layout of the mountains and Jodi not shotting midair, you might "fall" for a split second and thats enough to prevent a shot or enter a "landing" animation, causing the nearby Zomboid to get a bite on you. This happens more likely if you walk towards one of the rocky walls.

Update: 23 Feb @ 2:14pm

Version 1.1

3 New areas added
2 small secret zones added

Now instead of a single beacon, two must be lighted before the bridge lowers

Added an additional Directional light to help with dark areas ( now we got static lightning, might adapt the map to that in the future)

Update: 8 Feb @ 1:21pm

Version 1.0