Zombie Grinder is the debut game of TwinDrills, an indie game development duo made up of Tim 'Infini' Leonard and Jordan 'Jordizzle' Chewning. It's a multi-platform (windows, mac, Linux!) (also Free!) cooperative multiplayer arcade game, reminiscent in style and gameplay of retro games like 'Zombies Ate My Neighbors' and 'Super Smash TV!', but with the added benefit of some newer game mechanics - achievements, ranking, player-customization, rpg style stats and so forth. The game sports a variety of different game modes, from co-operative 'campaign' style levels, to wave maps and even the classic 'pvp' style game modes - deathmatch, capture the 'bag' and so forth. All of these mods are bristling with a variety of weapons and items, all lovingly displayed in Jordan's classic quirky pixel-art style.

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Community map uploads + changlogs (Games : Zombie Grinder : Forum : Modding / Map Design : Community map uploads + changlogs) Locked
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Feb 24 2013 Anchor

Hey guys,

As some of you may notice, there has been a sudden increase in blacklisted community maps - this is because I've decided to crawl through the forums, download all the maps that are on Desura, shine them up to ensure they are playable, then dumped them onto the map browser. Below, you will find the threads I've downloaded the maps from, and any "extra" changes I've made to the map (basically, any changes I've made to a map that does NOT concern it's playability - these changes are meant to ensure that the map is 'fair' and 'balanced').

Wave - Center by Jackorack

  • I've changed all those Zombie Ground Spawns into Zombie Spawn Zones in 4 corners. This is mainly to make it easier to look in the eyes.
  • Prices have been increased to match that of wave_tiny. Otherwise, no other changes are expected - the price increase is mainly to prevent this from becoming a money-making map.

Wave - Throw Up by TheWaddleDeeKing

  • No changes necessary. To be literal, TWDK made this map really hard as it is - long passages to move through to get powerups, no specific camping spots, Fodder spawning, Zombies spawning at a rate of 5000 per Spawn Zone (and he planted 15 of them! Also, to make things worse, Spawn Chance is 100 for each of them, and they ALL cover the entire map) - this map will be a nice challenge for those who want it.
  • EDIT (Mar. 09, 2013): Wall added to the west side of spawn area - I didn't even notice that it was lacking to begin with.

Deathmatch - Rooftops by TheWaddleDeeKing

  • Collisions were remapped to better suit the actual map.
  • TWDK wanted this map to be a Deathmatch mode game. Since I was too lazy to make this into a Capture the Bag mode, I've made it into a DeathMatch mode game.
  • Tripmines got removed. Since people tend not to like them in a DM game. In their place are Fight Sabers.
  • Lazer Cannons, Spazs, and AK47s (2 of each) got added to allow further variety of weapon choices.

Wave - Pelletcraft by KelletCaun

  • Collisions were remapped to better suit the actual map.
  • Ammo Boxes repriced to match wave_tiny, and grouped so that only one box ever appears per game.
  • Weapons repriced to match wave_tiny.
  • Armors are now mounted, changed (they were all +100s) and priced appropriately.
  • Sticky Launcher remains unmounted, but has a longer respawn rate. Used to be 30000 ticks, now requires 60000 ticks.
  • Gravestones are now solid.

Wave - The Road by Ovnize

  • Night Mode has been implemented to make use of lighting objects present.
  • Weapons and Ammo Crate has been repriced to match wave_tiny.
  • Zombie Ground Spawns removed. Nothing replaces them, so zombies can now spawn anywhere.

If anyone has any comments for any of the maps, just comment ahead. I've tried my best to keep the original author's map intact as much as possible - but since all the authors are now gone, I've had to take it on myself to manipulate them so that A) they do not become cash/exp/gem farms, and B) they have a greater likelihood of becoming whitelisted should Infini want them to.

Edited by: sudzzuds

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