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Heavy changes towards TDP's future involving changed models, new skins and Gameplay; also to mention an alpha gameplay video.

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Late happy new year moddb!

For the past two weeks I have had leave from my job, and using this time i have been able to work on TDP and get something pushing further towards release. Doing this, i have come up with a plan to create a multiplayer game instead of a single player allowing me to test this with my current beta testers making it more enjoyable to work on.

Click picture to view full version

So ever since the end of 2012, I have managed to port TDP to deathmatch using the episode 1 engine ( this also allows people that do not have episode 2 to play the game ), change the zombie models and give them new skins and code.

Click picture to view full version

Amongst new code I have incorporated 2 new entities so far consisting of a kill counter that no does not need templated npc's in hammer in order to count then and can be used in hammer each zombie kill and then used in triggers such as opening doors or locks for weaponry, the second entity is a zombie maker that will allow the mapper to variate between the different zombie textures for different areas such as the brown environment below.


Click picture to view full version

Above is an example picture of just half an hours worth of mapping using a single projected texture, a couple zombie models and textures. Very basic but imo it's very effective for a multiplayer game scene.


Slaughterhouse alpha gameplay - Mod DB

One more update to post to everyone after a video request is an alpha game video of slaughter houses that still requires a lot of changes towards it but it shows all the the above updates and a general idea of how the map design will look when using green dev textures.


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Enjoy, be safe, and have a happy new year moddb.

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Shirk
Shirk

Why episode 1? Thats pretty old now.

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~Mapster(WFc) Author
~Mapster(WFc)

There is no real need to have a multiplayer mod using the episode 2 engine as I won't be using any of it's content, and it is more common for mods to be using the episode 1 engine.

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newbie2356
newbie2356

Wouldn't it be better to include the same sdk base as used by tf2? That way EVERYONE can play.

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~Mapster(WFc) Author
~Mapster(WFc)

Steam has released an update where all source sdk's can be downloaded for free in order to play half-life 2 mods. So including the tf2 content would require bigger downloads for those that do not have the game.

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SPY-maps
SPY-maps

very nice how the ammo and weapons light up every now and then when they lay in a corner some were. And i love the dead body count! great future. just one small remark, i noticed that one zombie did spawn about 10 or so skulls when he did get killed. what looked a bit strange, or is that skull just a placeholder for now, for other stuff that will be added later?

all in all, very nice!
success,

Leon

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~Mapster(WFc) Author
~Mapster(WFc)

Thank you for the comment! haha yes the skulls are a problem atm, I'm waiting for a solution where I can replace them with zombie gibs that will make it look a lot more gorey such as hearts, flesh, arms, that sort of models and gore.

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boom11110
boom11110

add some variety to zombies run speed and movement animations this could really change the pace of the game and require the player to think on their feet. also try to use more of the map it would be kinda boring to sit in one room and mow down a bunch of zombies but it looks good

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~Mapster(WFc) Author
~Mapster(WFc)

Yes these two points will be amongst my things to do. I have already expanded it to level 2 which you saw where the shotgun is picked up, then it will do further up into another stage once the player receives a certain amount of kills. :)

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