Zefender

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mikkou

Member
May 9, 2014
324
4
18
Hah this is actually kind of interesting concept, but do the zeds ignore players? If not, wouldnt they just chase players rather than go for the pod?
 

-=}WoLvErInE{=-

FNG / Fresh Meat
Mar 14, 2011
1,793
263
0
Chi-Town
www.wolvy.net
Yes the plan is once they get to the top, with triggers and volumes I'd force them to go to the location. And once they got into the area it would end the match. Like a king of the hell. Still working with kismet, hopefully everything I need will be available in it.
 

Gormag

FNG / Fresh Meat
Jun 18, 2015
41
0
0
Yes the plan is once they get to the top, with triggers and volumes I'd force them to go to the location. And once they got into the area it would end the match. Like a king of the hell. Still working with kismet, hopefully everything I need will be available in it.

Nice Concept. Looking forward to it!!!
 

xxasians1nxx

Member
Jun 1, 2015
51
0
6
So it seems this map (kismet perhaps?) has an issue with Marco's Rpg Mutator. When the wave ends, the map acts as if the game has ended, which would seem to be your purpose. However, after the trader round/ game end sequence effect and the next wave begins, my team and I were not able to spawn, nor were there any zombies spawning.
I will attempt this without the mutator and see how it plays.

A suggestion that I and my fellow squad has is for you to possibly make the trader as a destructible actor as opposed to being just a "one touch beacon". While the one touch does make for a much more strategic gameplay, I feel that it would be more fair for the player and overall a better experience if the trader had something like a door's welding integrity, for example, that way the zombies would need to "destroy" the trader, which would lead to the end of the match.