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[Manager] Leviathan V1.2

HOT
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Created 9 years ago
by AwesomePieMan
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You could always co-op easter egg but i know what you mean :) i streamed v1.2 exactly half month ago when testing and discussing the new stuff and what to implement, its on twitch but you can still see it if you know where to look lol

I tried a co-op with a friend but it seemed impossible lol.. Guess it's because we didn't know all the steps
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plz help
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So, here is the update you have all been waiting for:


Mega

Mediafire

Use these links while Treminaor updates the version on the manager.

Full Changelog:
Code Snippet
Plaintext
-All 1.1 fixes (released the second day the map was out) are included in this patch
-Allowed 2 people to press all of the buttons instead of 4 people (2 player EE)
-Added max ammo at the end of the generator step
-Added 5 second grace period in punch room before spawning
-Made punch room training a lot harder after 60 seconds
-Fixed an infinite gun glitch with the PES and diving
-Fixed player hack triggers not showing for the hacker
-Removed QED down all players outcome
-Added kill script to people doing pile up glitches
-Fixed G-Spawn with firesale
-Fixed speed cola/double tap glitch
-Changed clamore to now takes up fewer ents
-Added Wavegun and Zap Guns
-Added clip to fix a few pile up spots
-Added clip to fix an out of the map glitch
-Added new player quotes
-Fixed not recieving max ammo if one was picked up when a player was diving
-Fixed a glitch where zombies would teleport into the 1 inch punch room when no one was in there
-Slowed down excavator startup rate to be similar to moon (it is still faster)
-Fixed excavators staying stuck in the upright position for clients in a coop game
-Added origins robot enter sound to players entering sub
-Changed the sub enter transition to match the sound effect and to make it less likley to clip inside the sub
-Fixed various clipping issues
-Added sound effect for finishing various EE steps
-Fixed infinite points glitch
-Fixed sprinters glitching out on traversials
-Fixed tunnel 11 digger terrain patch being invisible in the corner
-Added 7 claymore limit per player
-Added new FX for entering/exiting the water
-Added 3rd person anims for dual weild weapons/crossbow/g11/ballistic knives
-Added claymore place sound
-Fixed flashing perk shaders when entering and exiting the sub

Credit to offthewall for his Wavegun model/anims port

Last Edit: September 04, 2015, 08:59:49 pm by AwesomePieMan
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this update has been awaited for such a long time, so glad its here nice work guys =D
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  • steviewonder87
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Great news, hopefully people can no longer whine about all the bugs and appreciate the map for what it is, which is probably the best CZ map ever.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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holy shit?

lol
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Is the Wave Gun yours PieMan, back from that Christmas map? Where the zap guns actually did something?
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Is the Wave Gun yours PieMan, back from that Christmas map? Where the zap guns actually did something?

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Credit to offthewall for his Wavegun model/anims port
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Is the Wave Gun yours PieMan, back from that Christmas map? Where the zap guns actually did something?
The Zap guns always did something, maybe you're using them wrong on Moon...anyway I think this is the same script as the one on Christmas but with OTW's akimbo rig, the same ones that were in the Overrun BO1 mod.
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Is the Wave Gun yours PieMan, back from that Christmas map? Where the zap guns actually did something?
The wave gun/zap guns are scripted by me.  The un-upgraded zap guns are like moon, and can only kill 2 zombies per shot (because 2 guns).  When it is upgraded it becomes more like my Christmas map but not as super OP as it was there, if the zombies are bunched up you can probably kill 10 per shot because the bullets carry through and zombies that are hit can chain to other zombies close by.
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Thank you for this update despite all the constant pestering and complaining by some users.
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The Doctor
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The wave gun/zap guns are scripted by me.  The un-upgraded zap guns are like moon, and can only kill 2 zombies per shot (because 2 guns).  When it is upgraded it becomes more like my Christmas map but not as super OP as it was there, if the zombies are bunched up you can probably kill 10 per shot because the bullets carry through and zombies that are hit can chain to other zombies close by.

Good to hear, did you manage make it so when the zombies do their death anim by the wave gun, it doesnt stop and block you and get you down? like in BO1 you could walk through the zombies.
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2 MAN EE. Sweet!

will have to revisit this awesome map
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2 MAN EE. Sweet!

will have to revisit this awesome map

2nd that right there.. Thanks for the update..
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Had another go on this, only got to 32, The zombies having collision whilst they are dying from Wave Gun got me killed, But Wave Gun is otherwise very nice.

I did encounter a 3 gun glitch, after downing with wave gun during a D2P, I was running fully up whilst downed with Sallies, I was able to crouch/prone and whatever, And I could swap out the Sallies for a box gun, which was kept upon revive.

Still, amazing map! The work you guys put in is phenomenal, and this map still holds up as one of the best the custom scene has seen! :D
Last Edit: September 05, 2015, 05:06:10 pm by ProRevenge

 
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