Fixes a few game-breaking issues that weren't worked out in v1.0.1
Zombie Master 2 is a multiplayer RTS/ FPS hybrid utilizing Valve's Source 2013 engine. Players are thrust into the middle of a zombie apocalypse, forced to search the remnants of their world for weapons and equipment in order to remain alive. One player is freed from the weak flesh of his peers. A being of limitless power, he controls the grotesque hordes of undead in a constant battle against what is left of humanity. His name is spoken only in whispers, for fear of drawing his attention. For once his gaze is upon you, the true test begins.
We're back with more news! We know that everyone is wondering about the kind of updates that have been made for ZM2. We assure you, we're working very hard to get as much done as possible. We've recruited more members since our last update, and we plan to recruit more.
Due to recent events, we're working on a patch for v1.0.1b. We do this so people can play ZM2 bug-free while we work on ZM2 2013. It includes all fixes as well as a few features from ZM2 v1.0.2 and ZM2 v1.0.3 2013. Meaning the patch will be v1.0.2
*Some changes may not be listed*
At the beginning of every round, there's a chance of a gamemode change happening. How often a gamemode occurs can be changed via console command. We're still thinking of gamemode ideas, and we may scrap one or two of them.
Rush: Shamblers shamble faster!
Outbreak: Resources pool twice as much! Max zombie count is also increased via a convar.
Masters: Four Zombie Masters. Max zombie count is also increased via a convar.
Survival: No primary weapons.
Adobe Flash was used for certain interfaces like the main menu. Round stats are also recorded and displayed at the end of rounds. A leaderboard will display 5 players that have topped specific stats, like most kills, most special kills, most damage dealt, least damage received, most destruction caused.
We have bought access to Greenlight. We also plan to release Zombie Master 2 as a free game. Though we still have plenty to do till we can publish it. We're focused on replacing half, if not, most of the content currently used in the game. We do have a concept page up for now.
We're looking for character artists for zombies and survivors. Map prop artists to help finish where other ZM2 developers left off as well as design a few original maps. Sound effect artist to replace all of the weapon sfx as well as impact and danger sound effects.
That's all for now. We will be releasing more information on the next version as well as the Greenlight publication soon.
Thanks for reading,
The Zombie Master 2 Development Team
Highest Rated (11 agree) 9/10
The gameplay mechanics of Zombie Master 2 still stay true to the original, people here are complaining about the lack of new features added to this sequel. I'm just happy that they didn't completely turn the game upside down and change everything, ZM2 is still ZM1 at heart.
Even though like other people I wish there had been more features (new weapons were an awesome addition to the game though), I'm still really content with ZM2 and it remains a fun game to play.
Apr 12 2013, 11:01pm by Dannydaninja
Lowest Rated (6 agree) 5/10
Given the time between the original and this, I expected much much more.
Mar 29 2013, 1:59am by JayCole451
Latest tweets from @npc_violent
Finishing the company website. New logo, header, background graphics done. Vectoring additional content for logo,... T.co
Apr 3 2014, 4:45am
The player models in ZM2 are being separated for player customization. Making additional edits to menu for this development.
Apr 2 2014, 7:10pm
Here's a shot of the WIP character selection! T.co
Mar 30 2014, 2:20pm
The dreaded "black screen of death" caused by the SSAO appears to be fixed in v1.0.2 as well.
Mar 20 2014, 5:13am
WIP main menu T.co
Mar 20 2014, 12:08am
Deprecated Awesomium. Using HTML + JS and JQuery for main menu gui. Will post pic of it soon.
Mar 18 2014, 5:17pm
Let's see if we can do anything about the low-poly props.
Mar 17 2014, 8:21pm