Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Had fun to find out how the new things work.
My playthrough: https://youtu.be/kFhVqQHQhFw
Merciless playthru: https://youtu.be/jy7Bcdg8jJ4
One small issue I found was that the door buys are a bit too sensitive. I wanted to keep the door next to the pistol wall-buy closed so I could bottleneck the zombies, then while I was waving my hand around with the multi-tool doing the power puzzle, I opened the door by accident.
Not a massive issue I suppose, but I figured it might be worth highlighting anyway. Other than that, I really enjoy this!
AWESOME!
10/10
At the moment, bottle damage is reliant on the engine's built-in physics system, which is extremely finicky and requires players to headshot zombies at high velocity for any damage to be applied. When I first implemented the system I was forced to use a low physics impact damage scale for zombies to prevent other props from easily killing them (i.e. the player's hands or gun). This obviously isn't a great solution, and I'm proud to announce that I've recently found a better way to handle bottle impacts through VScript. This new system will make bottles deal significantly more damage and allow bottle damage to scale with the current round number, similar to how knife damage works in the actual COD games.
Both of these changes will be available in Update 2 , which I hope to make live in the near future.
The number of zombies quickly becomes overwhelming after you proceed beyond the first area.
The ammo refills set your carried ammo to 60 in the pistol's case, which is not enough. You also tend to waste points this way if you need to restock before you are empty. I think it would be better to have an ammo station which drops magazines instead.
When I ran out of ammo, the bottles did not kill the zombies, no matter how many I threw at them.
But despite this, I liked the map design and the way you can repair barricades. Shooting zombies is always fun of course.
The idea is cool but the execution could be improved upon.
video - https://www.youtube.com/watch?v=2MIN2P-MHKA