I like how people are whining about who placed where, when the results of this are based almost entirely on user voting.
Congratulations nonetheless, some very good mods on the list this year!
I like how people are whining about who placed where, when the results of this are based almost entirely on user voting.
Congratulations nonetheless, some very good mods on the list this year!
I thought you'd like to know, you linked the wrong Zombie Panic! to this podcast :)
What "may" improve the gameplay is an entirely subjective thing. People think that corpse feeding would dramatically improve gameplay and atmosphere, for instance. The fact was, it didn't change it one bit. People ignored the feature.
The issue at hand (classes) requires far too much balance to properly implement in a way that would work out. Even with just zombies playing as classes, it dramatically alters survivor gameplay.
And in general, we're not really that stubborn. We just don't have the resources to implement every single idea that everyone thinks is worth it. Many ideas are just too clunky or transform the game from a zombie game to a monster game. Puke, for example, really strays from original zombie content, which we tried to emulate. Speedy zombies really depend on large numbers, and is already being done to death. Basically, we are careful with zombie abilities because we don't want to ruin the zombie feel of the game by making them into mutants that are anything but zombies. We didn't set out to make Mutant Panic! Source.
The goal wasn't to be jaw-dropping. We revealed a lot of clues about ZPA before its release, so not sure why you think we kept it hush-hush any more than we do anything else that we work on.
There's no sense in removing it, in any case. The majority of the team enjoys it for various reasons, and it allows clans to compete. Don't like it? Play ZPS or ZPO modes instead. Simple as that.
Those are only in ZPA. The features listed with a .- are all ZPA-specific.
Wounding is just a gradual loss of life.
I don't think it's a decompile, he just used the same props and textures. Layout didn't look terribly similar from what little I saw in the shorter preview.
This really reminds me of Carmageddon 2000.
However, you guys have outdone yourselves in the visual department. VERY nice. Looks like a blast.
ZPS has very stable MP3 source code. You could have asked for it, it's not like it's a trade secret or anything.
There have been a plethora of news posts made, if you haven't noticed.
Besides, MOST high-profile mods (total conversions) have insanely popular release days.
mIRC is also not the only irc client. There are web clients, open source clients, and plug-in clients for most chat programs.
Pidgin and trillian both have plugins for irc, for instance.
We introduced a new gameplay option for ZPS that ramps up the difficulty significantly. It is a "fun" gameplay mode that fits on top of survival and objective maps.
Transferring to people is definitely possible, and an enhancement we've put off for a long time. But eliminating drops entirely would be detrimental to ZPS, as this creates a situation where you have a ton of weapon/ammo weight to get rid of if you want a speed boost, but nobody to give it to.
Dropping on the ground is still a necessity.
Yes. However you don't have to own the Orange Box to play ZPS. Valve provides the Orange Box SDK if you own any source engine game. You have to have purchased that game somehow, though.
That actually shouldn't matter. Owning any source mod gives you access to both the Source SDK base *and* the Source SDK Base Orange Box. You can play OB mods even if you only own HL2DM.
I don't think Darth_Brush needs defending really. We're not insulting him in any way in this post. It's obvious that the map was designed for another mod, and so the custom content available for the map was missing when moved to ZPS.
As the article outlines, the majority of the work was done to tie it into ZPS (with our content), change the layout slightly to match the ZPO play style, and to enhance on the things that Darth didn't focus on.
I would not say this is a slam on his ability at all.
I think you need to tighten up the graphics a little. ;D
It's in the works. While I disagree with your assessment of the models, I will say that I had no intentions of disabling custom content. It just happened when we moved to Steam, as the way content is hosted changed.
I have received very little help in trying to figure out what the issue is, but I plan on fixing this very soon.
(And why are you so angry about something that is ultimately minor? I mean really. Resorting to swearing?)
Lower than ZM? I'm not sure what you mean in that regard, as we don't have any statistics or awards "lower than ZM".
In any case, the mod team does not harbor any ill will towards Zombie Master, and doesn't have any reason to. We're not exactly competing, as neither mod is making money. And we're certainly too busy to be fueling an inter-community feud. Why bother? It doesn't benefit anybody.
This is exactly why we made this an option. This way, people can decide which way they want it. It's an interesting way to let server runners have their cake and eat it too.
It isn't up to us. That information has to be posted by Valve. We've been trying to make use of that news page for quite some time now.
I'd just like to say that those comments in no way represent how the actual Zombie Panic! Team feels about the results. We are happy with the results, and don't mean any disrespect in any way to ANY of the teams being discussed here.
Project Reality won for a reason, and it shows that they put a ton of work into the mod. In fact all of the mods here clearly put forth a staggering amount of time, and anyone who has participated in a mod knows it. To make a mod takes a lot of time. To make a successful one takes even more.
Congrats to everyone!
Congratulations Project Reality! You guys clearly put a lot of work into the mod.
The ammo dropping system is pretty much exactly like it was in ZP1. Same goes for the weight system. So your argument is that it's too complicated in ZPS, therefore ZP1 is better, even though the system is still pretty much the same?
Actually, the developers may not even know at this point, if history is any precedence.
Tatsur0 is not the only person who works on this mod. There are several people who all work on the mod, and we *all* (including Tats) support the community and spend an insane amount of time trying to make a game that works.
That said, we can't please everybody, so we don't pretend to. We make the game work as best as we can.
And, finally, why should you be surprised that we're not exactly thrilled when someone says "oh the game isn't great I don't see why people like it" without actual constructive remarks? Tats is right, these "critiques" are pretty vague and trollish.
It is in this release! Go play now, you should see it in several maps.
They are somewhat durable, but are destructible yes. It can survive several hits from a zombie, but is by no means impervious.
We are still putting the final touches on this, and will send it to Valve here soon. No telling when they will actually release it, but we will be updating our twitter feed the second it happens!
We are still putting the final touches on this, and will send it to Valve here soon. No telling when they will actually release it, but we will be updating our twitter feed the second it happens!
When you mess with it, you will realize it is not complicated at all. We kept it very simple, and the number of barricades in our levels is pretty low. It is one of those things that is very easy to mess with but also has enough versatility to warrant mastering it as a gameplay skill. We kept the whole system very intuitive. You'll see.
frikazoyd
William joined
Family man, musician, techie, and lead programmer for Zombie Panic! Source.