Quantcast
Jump to content

Welcome to HeLLsGamers

Welcome to HeLLsGamers, like most online communities you must register to view or post in our community, but don't worry this is a simple free process that requires minimal information for you to signup. Be apart of HeLLsGamers by signing in or creating an account.
  • Start new topics and reply to others
  • Subscribe to topics and forums to get email updates
  • Get your own profile page and make new friends
  • Send personal messages to other members.

Snowyamur

HGCE Staff
  • Content Count

    629
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by Snowyamur

  1. 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.
  2. I was just thinking, but after watching some of @GT4tube's strange ZS videos, I noticed that he does his best to remove as much of the HUD as possible, but not all of the HUD components are removed. The kill feed and chat are still displayed even when GT4Tube chooses to enter a filming mode, or camera mode of sorts, to record his videos. I was thinking that, to the benefit of [probably] making ZS trailers and/ or videos, or just when we want to make playing the ZS more realistic, there would be an option to disable the entire HUD and the option to disable the entire HUD by its components. If the player wanted to disable their HUD by components, these would be the options: Disable kill feed Disable chat Disable point scores, team size, and round timer Disable health display Disable ammo display Disable nail health display Disable wave indicators Disable boss indicators Disable healing indicators Disable damage number floaters Disable point floaters Disable damage indicators Disable Bonus Crate effect display Disable Arsenal Crate and Resupply ownership names Disable Arsenal Crate and Resupply spy display Note: if the player chooses to disable their entire HUD, none of the options above can be selected. If the player wanted to disable their entire HUD in one go, the option would be this: Disable the entire HUD Note: if the player happens to have already selected components of the HUD to remove, selecting the option to remove the entire HUD will keep the initial settings for removed HUD components upon deselecting this option. Let me know what you guys think of this idea.
  3. This is AWESOME!!! Thanks guys for doing this! Lots of people are going to love these upgrades!
  4. 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?
  5. Welcome to the HeLLsGamers Community @deadbox!

  6. Congratulations @EddieCam! Well deserved, buddy!

    1. EddieCam

      EddieCam

      Thank you Snowy!

  7. clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap Congratulations! Well-deserved!
  8. This looks soooo much fun! I hope I'll be able to attend in time!
  9. clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap clap Congratulations guys! Well deserved!
  10. @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.
  11. @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.
  12. Most people that play on ZS know how common it is for humans to lose on objective maps. As of now, it's not a funny thing to laugh about anymore because, for me, I feel like humans should be winning more, but there are four reasons as to why we don't win objective maps as often as we should: most of the players on our server nowadays are relatively new there are Kleiner filters on all objective maps that are unfamiliar to new players, so they die by "accident" lack of team cooperation in-general and specifically people join our server during an ongoing objective map at the wrong time For starters, Reasons 1 and 2 are not necessarily horrible because if players are new to our server, of course their chances of dying on an objective map are higher because they might get lost or die to an environmental hazard they didn't know about beforehand. Reason 3 is the greatest reason as to why humans lose objective maps most of the time, and something like that is difficult to change, but Reason 4 is something we can change, and from what I've seen, this has been a leading reason behind Reason 3 as to why humans lose. Whenever the objective map starts, there's usually only about 12 - 15 zombies, unless of course players are dumb enough to get themselves caught and die in the process. However, let's say no one dies during the first "wave" of the objective map, and it starts like normal following the intermission. All of a sudden, about 4 - 6 players just join out of nowhere, and they become zombie because they missed the beginning "wave." Now we have to deal with about 18 - 20 zombies, and that only makes survival chances lower. Next thing you know, another 5 players join, now it's up to 25, etc.; you get the idea. Basically, I propose that unlike regular ZS maps, on objective maps, at any point during the map should a player that hasn't joined the server during an objective map after intermission... join the server following the intermission, they should become human, and if they leave and rejoin, they become zombie. By doing this, we're giving humans a better shot at surviving because they don't have to deal with this sudden increase of zombies by people just joining the server late. Additionally, for those who are late and missed intermission, they can hop on and try to survive alongside the humans, giving them the experience of enjoying the objective map and a reason to stay rather than just leave.
  13. @welchnome I would use the Plated Nail because of the damage reduction. That's very strong especially if multiple zombies are hitting a cade.
  14. @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.
  15. 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.
  16. So, I can't remember how long ago this question was asked, but I wanted to ask this question once again because it's one whole year away from 2020, and to see how far Zombie Survival has lasted throughout the years is astounding. To this day, seeing an active player base for the Garry''s Mod Division because of ZS is something to be happy about, at least for me, being an old-time ZS player. While today's ZS is certainly not the same as Legacy ZS from years ago, change is usually good in the sense that new things are being introduced, and for ZS, change is evolutionary. For many who've been a part of the HG ZS community and server for many years, it's important that we recognize how far we've gotten up to this point and remember back then what got us into HG ZS in the first place. It sounds silly to consider this a memorable and momentous thing to consider, but if you think about it, a lot of game servers have not lived as long as our ZS server has, and at this point, it's good to look back. So, based on the title of this thread, "How did you get into HG Zombie Survival?" For me, I started back between and around 2013 - 2015. I guess what got me most interested into HG ZS back then was the point-save, but over time, it was the fun, friendly, and welcoming community that got me into it. That community may not be the same as it stands today, but playing on HG ZS is still fun to me nonetheless, and there are many friends I've made over the years while being part of the ZS community that still play HG ZS. I remember those old times when the "Grim" Machine Gun was considered the strongest weapon, until it was nerfed and succeeded by T6 weapons, and I remember those old memories when surviving was a little bit easier when cards, zombie upgrades, and all the new traits and deployables weren't a thing. But, seeing ZS for how much it's changed over the years makes me ever more inclined to work on improving it for the better, while continuing to play and enjoy what was basically my younger childhood.
  17. I'm not one to usually suggest removing or adjusting current ZS maps on rotation, but after playing this map earlier today and losing the first round on Wave 1, and the second late into Wave 2, this one is by far bad on different accounts: The size isn't the problem; but it's a maze The fact that zs_palace_v1 is huge is not the issue, but navigating it is a problem. New time and veteran players of our server that play on this map will usually struggle finding out where the cading spots are, and most of the time, we all just end up dying because either there's no good place to cade, or there is a good place to cade, but players can't find it. Eventually, many players end up dying around the start of Wave 1, and even if there's a cade, we usually don't survive any longer than Wave 2, rarely longer than Wave 3. Prop variety isn't good in many locations Suppose there are a few good cading spots. While that's great, the props in these locations aren't necessarily good. Most of the time, it's just crates and chairs; not much can be done with them. On some occasions, there are bookshelves and tables, which work well, but these are few in number. There are virtually little to no barrels, and the list goes on. This map needs more prop variety for humans to make decent cades, or this map is basically unfair for them. Zombie spawns can be absurd for new players I'm sure many who've played this map a few times know that zombies spawn in a location that only has one exit, but even the exit isn't noticeable. Players that go zombie and are new to zs_palace_v1 will spend time struggling trying to get out of their spawn location, sometimes typing "kill" in console to die to hopefully respawn in a new area, but that doesn't usually happen. If their patience becomes tested, they will likely quit, and that isn't a good thing. This isn't such a huge issue for people that have played this map many times, but is still nonetheless an issue. Too many close corners, small walkways, and narrow hallways For the humans, this is bad because if zombies show up, they won't escape easily. For the zombies, should the humans have a cade, their cade could be at the end of a hallway, and zombies would be killed before they could even reach the cade. To simply put: both teams are at a disadvantage when either is trying to kill or survive on this map. Too many dead ends zs_palace_v1 has an absurd amount of dead ends, leaving less options for the humans running away, and making navigation even more confusing. Dead ends on maps are fine, but when there are too many dead ends, that's when it starts to become bad because this results in poor map control by humans to controlling a certain area from the zombies, and it results in human players usually, and easily, being cornered. These are just a few of my takes with zs_palace_v1. We need to seriously cut-down on bad maps like this, either remove them or adjust them. I like to think of removing a map from map rotation as the last resort option, thus I much prefer if someone can update and adjust this map over taking it out of the picture altogether.
  18. I would say yes to the bots, but that requires pathing on the objective maps. Are paths already established for bots for objective maps?
  19. It would also make it so that people that do join a few minutes late still have a chance at playing the objective map while on the human team.
  20. Based on what @F00L said, now I'm starting to agree with him. I guess I was just frustrated with losing too early into objective maps that this just came out as some irritated urge. Let me revise how this integration should go: On objective maps, players can join and be placed on the human team before and during Intermission as usual. Following Intermission, for the first 10 - 15 minutes, any new player that joins our server on the first entrance (they load into the map or join the server on the first try), they are automatically placed on the human team. At any point should they crash or leave and return on the second try, they will become a zombie. If they join 10 - 15 minutes after the Intermission, they will become a zombie.
  21. Believe me @BOSCH, I wish this was integrated into ZS so that I could make fun videos for ZS without the HUD. @GT4tube already does that, but I thought why not help him out and make this possible for him to do?
  22. That sounds more like an issue with the player holding the GL, not the zombies nor the map.
  23. @EngineTrap Currently, we're using v1 for some reason, and if you said there's a v2, then I don't know why we're using v1 of this map. Also, I'm just trying to make new players that happen to hop on our server while this map's on to not immediately dislike it because of this one map. To be honest, most of the times we play this map, about 40% of the humans die because they don't know where they're going.
  24. Or make the spawning system akin to how Planetside 2 does their spawning system: have an overhead map and showcase all the spawns that the zombie player can use after having recently been killed. Basically, you're idea, but with something clearer to see and visualize.
  25. I'm with @IamDakota on this one. To be honest, the main issue with objective maps is that humans don't cooperate. It's that lack of cooperation that usually results in players, mainly Kleiners, dying to Kleiner filters, environmental hazards, unexpected zombie spawns, or just straight-up losing due to lack of teamwork. However, I can understand how poison headcrab could be the zombie that many players would use to mow down humans because once you're hit, you pretty much "bleed" health until you're either dead, or it wears off, and in most cases, the human hit ends up dying. Despite this, the best way to reduce how many humans die on an objective map is not to limit how many players could be poison headcrab, but for humans to cooperate more and work together as a team to reach the end and win. Limiting how many players could be poison headcrab would seem like a dumb system to many players, including those that regularly play on our server, because it just seems unnecessary.

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy