MOD INFO - Zombie Master Black Edition is a "spin-off" mod based on the original Zombie Master Source Code. - Features: 9 all-new custom weapons - 3 new zombie types - challenging gameplay.
Posts | ||
---|---|---|
ZMBE mapping guidelines | Locked | |
Thread Options | ||
Aug 25 2009 Anchor | ||
Zombie Master: Black Edition
2. Weapon considerations Some of the new weapons use the same entity names in order to allow backwards support for weapon_zm_pistol = Colt1911 These weapons are using new entities: weapon_zm_baikal = Sawn-off Baikal Shotgun The following weapons have been removed from ZMBE without replacement: weapon_zm_revolver If a map tries to load these, they will simply not appear. 3. Zombies Zombie Spawns "Zombie" = Shambler There are no replacement zombies for the drifter and the immolator. These have been removed from all spawn menus. New in 1.2: 4. Map design considerations - Keep zombies spawns away from direct contact with players. Due to the extreme damage capabilities, any zombie spawning - Give out plenty of low grade weapons and ammo. Since melee is extremly... uncomfortable for players now, make sure they - Keep all zombie spawn flags at 0 (= every type spawnable) - Weapon damage is increased by 2x-5x compared to stock ZM weapons. Keep this in mind when designing "delaying" obstacles. - Do not use the Immolator and/or Drifters in any custom spawns. We left them in functional with a fallback model in order to not change the balance of old maps still using them. - It is advised to give the ZM some extra money at the start of the map (via logic_auto + func_giveresources). This is important for games will low player numbers. Recommended amount is 400. Edited by: black_cat |
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.