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Snowyamur

HGCE Staff
  • Content Count

    629
  • Joined

  • Last visited

  • Days Won

    15

Snowyamur last won the day on February 8

Snowyamur had the most liked content!

Community Reputation

300 Excellent

About Snowyamur

    • Groups
      HGCE Staff, HG Veteran, HGDC GFX Designer, HGCE Community Outreach
    • Rank
      HGCE Staff (Community Outreach & Events) | HGDC GFX Team Member

Profile Information

  • Gender
    Male
  • Location
    California
  • Occupation
    GFX Designer and Outreach Staff
  • Interests
    GFX Design :: Videogame Development :: Game Design :: Programming :: Leadership
  • Bio
    I'm just a guy who loves videogames and making artwork, GFX, and other stuff for other people.

Recent Profile Visitors

2149 profile views

Display Name History

Steam Account

  • SteamID
    STEAM_0:1:59542437
  • SteamID 3
    [U:1:119084875]
  • Community ID
  1. This is AWESOME!!! Thanks guys for doing this! Lots of people are going to love these upgrades!
  2.  Congrats on your promotion & Welcome to the team buddy! Let's do work!

  3. Doomcrab was weak ever since the nerf. A lot of players, including myself, wanted this nerf, specific to its damage output, because this boss kept devastating human team and barricade compositions to the point that there wasn't any point in trying to build a cade because we would be killed from the inside-out by this boss. Additionally, this boss had insane AoE damage potential that made it overpowered because it was capable of killing multiple humans in quick succession. Personally, it deserved the nerf. As a human, I was tired of building a well-established barricade, only to have it fall apart because people from the inside would die, many of them at once, even when they weren't hugging the cade. However, instead of boosting its damage, why not add an extra debuff to this boss' attack that would be inaccessible otherwise?
  4. Welcome to the HeLLsGamers Community @deadbox!

  5. Congratulations @EddieCam! Well deserved, buddy!

    1. EddieCam

      EddieCam

      Thank you Snowy!

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  7. This looks soooo much fun! I hope I'll be able to attend in time!
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  9. @F00L For all intents and purposes, this suggestion is NOT geared towards changing gameplay in ANY way. It's supposed to be an optional thing for people like GT4Tube and me to record videos and make them more cinematic-like. If people wanted to make it "gameplay-changing," they can set it off to make ZS more realistic in a sense. Also, I wasn't aware that @Roberazo did ZS videos.
  10. @Talbot That's the reason I'm in favor of @Wonderland's idea to make this timer akin to how ZS works when players join. Make it so that within the first 2-3 minutes after Intermission that any player that joins at that point becomes human, and after that duration, any player that joins will be a zombie.
  11. @welchnome I would use the Plated Nail because of the damage reduction. That's very strong especially if multiple zombies are hitting a cade.
  12. @Oskey Can't tell if this is sarcasm... Trying to make cading more interesting, you know... Regardless, even though these nails have their special properties, they would still provide the same health boost as if more than one nail was added to a prop, and they would function the exact same way as normal nails do in terms of having a 4-nail limit on props. Yes, you can hold different types of elemental nails in your inventory all at once. To answer a question someone asked me in-game, you'll have this selection wheel that allows you to choose which elemental nails you want to use for cading, and when selected, any prop you nail will be nailed with an elemental nail. Yes, you can add regular nails to props that have elemental nails in them, and vice versa.
  13. Nailing props in Zombie Survival is very simple and easy to understand. A player takes a prop, they have their Carpenter's Hammer equipped, they right-click on the prop, and it's nailed where the player wanted it. While this is easy, actually barricading and making a cade isn't, being considered a skill in Zombie Survival that can be mastered in one's own way. Because cading is considered a skill, I thought why not make it more interesting for our few caders on ZS. To make barricading more unique and fun, I introduce Elemental Nails. These are types of nails that people with the Carpenter's Hammer can use for cading. Nailing a prop with an elemental nail gives it a special attribute that works in its own way against the zombies. They are designed to make the art of cading unique and more strategic as it pertains to where the cade is being built, and what current wave it is. Here's how they work: only the prop nailed with an elemental nail is granted the bonus effect; other props remained unaffected effects of elemental nails are stackable; every extra elemental nail boosts its effect on a prop by its base stat: this means that the base bonus effect provided by one elemental nail is weak this also means that the bonus effect of an elemental nail is maximized on a 4-nailed prop this maximum is increased to a 5-nailed prop with the Prodigy trait elemental nails can't be used to nail one prop to another this means you can't give your skycades elemental effects elemental nail effects last forever so long as they are nailed to a prop; once removed, the effect is removed only one type of elemental nail can be applied to a single prop; a player can't combine multiple elemental nails on a single prop this also means elemental nail combinations don't exist elemental nails can't be added onto another player's nailed prop this is true only if the player is alive and didn't apply the option to prevent others from adding nails to their cade this is false if the player is either dead or offline the effects of multiple elemental nails can be applied at the same time this would be the case of a player with an ongoing effect strikes another prop and receives a different effect Aside from the particular mechanics above, elemental nails function as normal nails. They can be repaired, and they can be removed. As for how players get elemental nails, I was thinking that they be available from the Worth Menu, with more being purchasable from the Arsenal Crate. I have yet to decide on the pricing for elemental nails. Here's the list of elemental nail types: Note: this isn't a huge list; this is just a concept, so I try to keep it short and simple. Note 2: all effects can be refreshed. Note 3: these effects will only proc if a zombie hits a barricade with an elemental nail. Fire Nail - adds % chance for a zombie to be set aflame when striking an elementally-affected prop, dealing x damage/ second over t seconds. Frost Nail - adds % chance for a zombie to be partially-frozen, reducing movement speed by m and attack speed by s for t seconds. Tar Nail - adds % chance for a zombie to be sprayed in tar, reducing attack damage by % for t seconds. Electric Nail - adds % chance for a zombie to be stunned in-place, unable to move for t seconds, but can still attack. Corrosive Nail - adds % chance for a zombie to be coated in corrosive acid, taking % increased damage from all sources of damage. Mirror Nail - reflects % damage inflicted back on the zombie. Weaving Nail - adds h repair points and health to the barricade OR adds % repair points and health to the barricade. Plated Nail - reduces damage inflicted on barricades by %. Vampiric Nail - adds a % chance for an attack to restore % health as attack damage to a barricade instead of taking health away. Let me know what you guys think of this.
  14. Difficulty for objective map AI pathing is up to the developers and programmers. I leave it to them to decide whether this is a possibility or not @Genuline, but it's good to work in favor of the players and prevent ragequits upon being zombie. I've been aware of the influx of people that join what's considered "at the right time," @Wonderland, but that doesn't apply to all players. Some of the players that just happen to join at the right or wrong times happen to be players that are either very new to our server, or aren't so new and are still learning the ropes for how to play on our server. Whether they are new or not, it doesn't change the general number of players that join our server at the wrong time with an ongoing objective map, and their numbers increase the zombie horde to the point that it's unfair for the humans. As a human playing an objective map, I would think it a poor circumstance in which we start off with 10 zombies, and that number jumps to ~25 over the course of the objective map, even when little to no one died. I will pay more attention to the influx of people you mentioned, but I don't think timing the server-join is not something most players on our server do. Maybe the veterans, but not the new people. As for your idea to set the auto-human join to how normal ZS works, I would say that would work, given that just now, I thought about how long objective maps could be, and a 10 - 15-minute window before joining as a zombie is way too long. Thus, shortening it would suffice.
  15. I would say yes to the bots, but that requires pathing on the objective maps. Are paths already established for bots for objective maps?

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