Matt B Posted September 9, 2015 Share Posted September 9, 2015 i'm down to make a updated version that can be a compromise of v12 and v14. due to the increased map complexity of v14, the decrease in the damage multiplier and increase in skill level required to beat it, makes it essentially unwinnable. even i personally have never beaten v14 with multiple wins in v12. what about a vertigo v15 with the lighting fixed and a damage multiplier between v12 and v14? the increase in map complexity makes it more fun for zombies while a slightly higher damage multiplier than v14 will keep humans from getting slaughtered instantly. i'm down for more suggestions as well. i could probably do more optimizing as frames are pretty shit. Quote Link to comment Share on other sites More sharing options...
Trazix Posted September 9, 2015 Share Posted September 9, 2015 i'm down to make a updated version that can be a compromise of v12 and v14. due to the increased map complexity of v14, the decrease in the damage multiplier and increase in skill level required to beat it, makes it essentially unwinnable. even i personally have never beaten v14 with multiple wins in v12. what about a vertigo v15 with the lighting fixed and a damage multiplier between v12 and v14? the increase in map complexity makes it more fun for zombies while a slightly higher damage multiplier than v14 will keep humans from getting slaughtered instantly. i'm down for more suggestions as well. i could probably do more optimizing as frames are pretty shit. vertigo just need anti-delay with triggeur_hurt many zombie are lost and leave, it avoids a lack of population and it is just as hard for the human because many zombie comes fast 1 Quote Link to comment Share on other sites More sharing options...
Matt B Posted September 9, 2015 Share Posted September 9, 2015 vertigo just need anti-delay with triggeur_hurt many zombie are lost and leave, it avoids a lack of population and it is just as hard for the human because many zombie comes fast this is a good idea. i think i might do this except with teleport instead of trigger hurt to prevent too many humans from dying. Quote Link to comment Share on other sites More sharing options...
Duy Posted September 10, 2015 Share Posted September 10, 2015 this is a good idea. i think i might do this except with teleport instead of trigger hurt to prevent too many humans from dying. make sure you make separate teleporters then, you don't want the stragglers getting stuck inside a horde of zombies. ( ͡O ͜ʖ ͡O) Quote Link to comment Share on other sites More sharing options...
Fancy Freak Posted September 10, 2015 Share Posted September 10, 2015 (edited) make sure you make separate teleporters then, you don't want the stragglers getting stuck inside a horde of zombies. ( ͡O ͜ʖ ͡O) yeah, bluevelvet has this problem. maybe it's possible to make a teleporter that filters out zombies/humans? Edited September 10, 2015 by Fancy Freak Quote Link to comment Share on other sites More sharing options...
Matt B Posted September 10, 2015 Share Posted September 10, 2015 make sure you make separate teleporters then, you don't want the stragglers getting stuck inside a horde of zombies. ( ͡O ͜ʖ ͡O) yeah, bluevelvet has this problem. maybe it's possible to make a teleporter that filters out zombies/humans? yes, you can filter different teleporters for humans and zombies. it would still be a lot of work and not sure how dedicated i am to vertigo to do all that LOL but it would be nice. Quote Link to comment Share on other sites More sharing options...
Lumpymayo Posted September 10, 2015 Share Posted September 10, 2015 rip vertigo Quote Link to comment Share on other sites More sharing options...
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