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(WIP) Ghost Swamp (Shi No Remake) Beta Closed

POLLHOT
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Created 9 years ago
by Weezy428
0 Members and 2 Guests are viewing this topic.
81,497 views

Poll

Question: Buyable Ending?

Yes
48 (51.6%)
No
45 (48.4%)

Total Members Voted: 87

Poll

Question: Time of day/weather?

Day/sunny/floating embers
18 (18.4%)
Dawn//floating embers
27 (27.6%)
Dusk/floating embers
33 (33.7%)
night(zombie skybox)/floating embers
6 (6.1%)
night(Der Riese skybox)/floating embers
14 (14.3%)

Total Members Voted: 92

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Nacht_DTW_1.1- COMPLETE
Hobo_Ville-COMPLETE
Hobo1.1-Might never happen.
Necro_City-not in my hands anymore.
Ghost_Swamp:75%
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Looks so good, looking foward to playing it....

PD: What happened with Hobo Ville v1.1? Are you still working on the issues?, because it is a pity the map is not working 100% correctly

Thanks man,

Yeah hobo ville 1.1 had some issues adding somethings. The scripter has been gone for awhile and dont know how to fix some of his scripts (also idk if he will be back). However most of the simple fixes such as having 4 players are fixed. I'm contemplating just releasing it w/o his scripts (firesale/bon fire).
Last Edit: September 30, 2015, 12:11:36 am by Weezy428
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Looks really fantastic so far Weezy. I usually do not go for remakes, but honestly Shi No is an interesting map that just needs some love and updated features, like PaP and some new guns. And I'm sure you'll deliver better than anyone!

I have a few humble suggestions to make:

-- I would place Juggernog (and the power switch) in the central building. The reasoning is that players will head for these two items first, so putting them in one of the 4 cabins will simply make the map linear, whereas the beauty of original Shi No was in the ability to go to whatever cabins you pleased.

-- I would add some Verruckt sprinters -- original Shi No is notoriously easy to run trains on. It will be challenging if one has to avoid sprinters while training in the swamp.

-- I would also remove or alter dog rounds. I think that the general consensus is that they are pretty boring and easy.

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Looks really fantastic so far Weezy. I usually do not go for remakes, but honestly Shi No is an interesting map that just needs some love and updated features, like PaP and some new guns. And I'm sure you'll deliver better than anyone!

I have a few humble suggestions to make:

-- I would place Juggernog (and the power switch) in the central building. The reasoning is that players will head for these two items first, so putting them in one of the 4 cabins will simply make the map linear, whereas the beauty of original Shi No was in the ability to go to whatever cabins you pleased.

-- I would add some Verruckt sprinters -- original Shi No is notoriously easy to run trains on. It will be challenging if one has to avoid sprinters while training in the swamp.

-- I would also remove or alter dog rounds. I think that the general consensus is that they are pretty boring and easy.

Thanks for the suggestions and positive comments. I have experimented putting the power switch in many places including the main building but it was way too easy. Having only 1 door then power is way too fast for that. And as for juggernog I have already made the perks randomized so people will have more playability with the map instead of just running to power then jugg. Also having the luner landers will make getting around very fun and easy to get where you need to go.

As for dogs and sprinting zombies,  dogs were originally started with shi no numa and I want to keep them in. They are easy I know but I think having the ammo drop makes them worth it, and might have mixed rounds like in der reise. Ill try Verruckt sprinters and see what it's like. Thanks for the suggestions man. I'm trying to make the map a new and fun experience from the original but with the classic feel of course. :)
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Ill try Verruckt sprinters and see what it's like. Thanks for the suggestions man. I'm trying to make the map a new and fun experience from the original but with the classic feel of course. :)

Please don't make all the zombies sprinters if you do intend on adding some in. It will ruin the map for the majority of people, based on the reaction new maps get when they have only sprinters.

That aside the map is looking absolutely amazing and as a huge fan of your previous work I cannot wait to try this out. :)
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I cant really judge sprinters much as i've played WaW Verruckt so rarely, but i dont think there necessary tbh. As for dogs, i dont understand why so many mappers removed them (and not even added anything else). Dog rounds are a free max ammo but tbh with maps that have dogs, im more likely to get down by dogs than zombies if im not well equipped just because there much faster and can hit much more easily.
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Please don't make all the zombies sprinters if you do intend on adding some in. It will ruin the map for the majority of people, based on the reaction new maps get when they have only sprinters.

That aside the map is looking absolutely amazing and as a huge fan of your previous work I cannot wait to try this out. :)

Well if they were added I would implement the slower zombies as well like in bo2. But Imo I'm not a big fan of insanely fast zombies. So I'll try it but most likely it won't be like that. Also if I add the mixed rounds with dogs poping out randomly with zombies its going to make training them a little harder for those who plan on training. We will have to see what the tester think when the time comes. ;D

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How about remove Dog rounds but keep the dogs wich spawn in normal would make it a little bit more challenging :nyan:
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Well if they were added I would implement the slower zombies as well like in bo2. But Imo I'm not a big fan of insanely fast zombies. So I'll try it but most likely it won't be like that. Also if I add the mixed rounds with dogs poping out randomly with zombies its going to make training them a little harder for those who plan on training. We will have to see what the tester think when the time comes. ;D
You could include an option in the menu before the game begins which players could use to enable or disable different types of zombies or dogs and then people can choose them or not based on their play style. Just a thought.
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How about remove Dog rounds but keep the dogs wich spawn in normal would make it a little bit more challenging :nyan:

You could include an option in the menu before the game begins which players could use to enable or disable different types of zombies or dogs and then people can choose them or not based on their play style. Just a thought.

Both are very good ideas, Ill see what i can do. Thanks guys :)
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Wonder what remake this reminds me of.  ::) ;) Cant wait see :D
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im loving the look of this can't wait for it to be released   :D
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now that i think of it wouldn't the Avagadro Zombie boss be perfect for this map???
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now that i think of it wouldn't the Avagadro Zombie boss be perfect for this map???

Never thought of that, would not know how to make that happen w/o somebody helping me with that.

On another issue I have a new pap texture let me know if you guys like it or not. If not let me know of any suggestions

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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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Never thought of that, would not know how to make that happen w/o somebody helping me with that.

On another issue I have a new pap texture let me know if you guys like it or not. If not let me know of any suggestions

(Image removed from quote.)
I wouldnt suggest it

Swamps are catagorically "damp", in theory his electricity would spread all over the place, ofc you could just not do that part, but then itll look "unpolished"
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I wouldnt suggest it

Swamps are catagorically "damp", in theory his electricity would spread all over the place, ofc you could just not do that part, but then itll look "unpolished"

But did the avagadro really fit tranzit either?

 
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