- About -
Base builder zombie mod is an idea that totally warps the
idea of a Half-Life zombie mod. If you're familiar with Counter-Strike Source
zombie mods, then you are also aware of the physics which allows the user to
essentially build his/her own barricade using couches and other objects laying
around. Using this concept, I thought of moving this idea a step further and
allow the user to create their own entire bases. After all, everyone likes to
make their own maps. So why not let them?
Because every user is different and will like to build their
own different styles of bases, every round is different. It is nearly
impossible to recreate exact bases (unless the user has practiced
significantly), so playing one map won't get too old too quickly.
- How it's
Played -
Base Builder divides the round up into two important phases:
the build phase and then the defend phase. During the build phase, the builders
(CTs) must work as a team in order to build their own bases by looking at an
object and holding down their "+use" key. The object will then turn a
pure color become transparent. While the object is being grabbed, the user may
move it by looking where he/she wants it to go. Additionally, players may use
their left and right mouse buttons to push and pull the object respectfully.
When the user is satisfied with the objects new location,
he/she can release their "+use" key and it will become a solid object
again. Admins also have the unique ability to lock/unlock pieces from movement
by typing "/lock" while looking at the object they want locked. This
makes the selected object a solid color (representative of their personal
color) and unmovable until it is unlocked. (See object locking for more info)
During the build phase, the zombies (Terrorists) wait and
view the builders (CTs) bases for possible flaws and plan out their attack
strategy. The zombies spawn area is typically split into two parts: the viewing
area with a window to see the bases being built, and the spawn area with a
"barrier" which is the door to enter the arena.
When the build phase ends, there is the option of a
preparation phase occuring (See preparation phase for more info). Once the
preparation phase ends, the defend phase begins. When this happens, the barrier
will be removed and the zombies released to try and kill the survivors. The
zombies only have a specified amount of time to kill the survivors (Determined
by their mp_roundtime CVAR see CVARs for more info). The humans must defend
their bases with an assortment of different weapons each being useful in their
own way. If you die as a zombie, then you will respawn after X seconds to
rejoin the fight. If you die as a survivor, you will either have wait until the
round is over, or you will become "infected" and respawn as a zombie.
When the timer runs out and any survivors are alive, the
round ends and the survivors win, and then the teams are swapped. If the
survivors die beforehand, then the zombies win and the teams are swapped.
Because of possible imbalances, players who survive the round will not stay as
a builder, because everyone needs to get a chance.
Building bases can be fun! There are limitless
possibilities. After spending countless hours testing and playing this
modification, I have seen many differently-styled bases be quite successful.
Typically, players stick building up, but occasionally someone will build a
tunnel-style base. In my experience, ground bases work better then air bases.
- Phases of
the Mod -
Build Phase: This is always at the beggining of the round,
when players do not fight, but build their bases. During this time, it is
imperative that players check and test their bases for flaws, blockages, or
mistakes.
Preparation Phase: This was an idea someone submitted that
sounded brilliant. The preparation phase is a phase set aside from the build
phase where normal players are no longer allowed to build. This is when players
also have their guns menu opened to select weapons. During this phase, players
have a time limit to get inside their bases, which in turn proved that their
bases are possible and not blocked. This greatly reduces the need for admins on
24/7.
Defend Phase: This is the main battle phase of the mod.
During this phase, your get to put your base to the test, or attack the
builders bases.
- Moving
Blocks -
To move, look at a block and hold your +use key
To push, hold left click (slash)
To pull, hold right click (stab)
- Object Locking (Claim Mode) -
Soon after realizing various flaws with the old claim
system, I set out to devise a new one. This new system works off of admin
flags, which isn't a problem, because you don't want any old noob joining and
just locking things to start problems.
Basically, there are two modes 0 implies the older permanent
lock mode. In this mode, objects become locked as a default red color and
become permanently locked until unlocked by another player. Locked blocks here
do not reset with new rounds.
The other mode is 1 (enabled). This is similar to the old
claim system, but much more efficient (in my opinion). Basically, in this mode,
admins with the lock flag (see flags) are able to lock blocks that only they
can move. These blocks can only be unlocked by them, or an admin with the
override flag (see flags). Blocks locked by a user are by default a much darker
version of their personal color. At the end of each round, a these
"claimed" blocks will reset. Players can only claim a max number of
blocks (again, to prevent abuse).
- Colors -
The colors system is an addition where players can choose
their active objects colors while moving them (and also claimed). Basically, at
the start of each round, a player is assigned a random color out of the Crayola
24-Pack (I know... awesome right?). They then build with this color, and can
change it depending on the variable. If bb_colormode is 0, then each player can
choose their own color from the menu (meaning two or more people have the same
color sometimes). If bb_colormode is 1, then each player can still use the
menu, however, only one player can use one color at a time. Finally, if
bb_colormode is 2, then each player is assigned a random color, and they are
stuck with that color, but they should be able to type /random to receive a new
one.
- CVARS -
bb_buildtime "150" //Build Time
bb_preptime "30" //Prep Time (0 will disable
phase)
bb_zombie_respawn_delay "3" //Zombie Respawn Delay
(in seconds)
bb_infection_respawn "5" //Survivor Respawn
Infection Delay (in seconds), set to 0 for no respawn
bb_showmovers "1" //Show last movers on objects
bb_lockblocks "1" //Lock blocks <0/1>, see
lock blocks
bb_lockmax "10" //Lock max
bb_colormode "1" //Color mode <0/1/2> Menu,
one color per player, random
bb_max_move_dist "768" //Push ceiling
bb_min_move_dist "32" //Pull floor
bb_min_dist_set "64" //Grab set (if they grab
object that's too close, how far to set distance)
bb_resetblocks "1" //Reset blocks on new round
bb_zombie_supercut "0" //One hit kill for zombies
bb_gunsmenu "1" //Use the internal guns menu, or
have another plugin handle it
bb_roundnades <hsf> (Def: h) //Nades to give on gun
selection h = HE, f = Flashbang s = Smoke
bb_weapons <a-x> (Def: abcdeghijlmnqrstuvwx) // Guns
listed on guns menu
Scout: a
XM1014: b
Mac-10: c
AUG: d
UMP45: e
SG550: f
Galil: g
Famas: h
AWP: i
MP5: j
M249: k
M3: l
M4A1: m
TMP: n
G3SG1: o
SG552: p
AK-47: q
P90: r
P228: s
Dual Elites: t
Fiveseven: u
USP: v
Glock18: w
Deagle: x
- Commands
-
+use = grabs selected object while pressed (+grab works for
older users)
/guns = Opens the guns menu (CTs can change guns until build
time is up)
/respawn = Zombie command to respawn (to fix bad spawning or
stick)
/fixspawn = Respawns survivor during build phase (fixes if
they stick themselves)
/help = Displays help HUD
/rules = Displays rules HUD
/round = Displays current round (ex. Round 3 of 4)
- Commands
-
Say:
/respawn, /revive, /fixspawn = Respawn yourself manually
/class = Opens the classes menu
/lock, /claim = Locks/unlocks objects
/whois <color> = Displays who is currently using a
specified color (Tirant is using Red)
/colors = Opens the colors menu (according to CVAR)
/mycolor = Returns what your current color is
/random = Selects for you a new color that is chosen
randomly
/guns = Opens the guns menu for yourself
- Admin
Commands -
/releasezombies = Manually starts the round
/guns <target> = Opens the guns menu for specified
player
/swap <player> = Swaps specified player's team
/revive <player> = Revives specified specified player
/ban <player> = Build bans/unbans specified player
from building
Console:
bb_buildban <player> //Bans/unbans specified player
bb_unbuildban <player> //Bans/unbans specified player
bb_bban <player> //Bans/unbans specified player
bb_lock //Locks/unlocks object looking at
bb_claim //Locks/unlocks object looking at
bb_revive <player> // Revives a dead player back to
life
bb_swap <player> // Switches the player to the
opposite team (and respawns them, no death counted)
bb_startround // Starts the round early (ends build phase)
Zombies :-
- Classic Zombie
- Fast Zombie
- The HeadShot Zombie
- Tanker Zombie
- Charger Zombie
- WereWolf Zombie
- Rejuminator Zombie
- Banshee Zombie
- Chainsaw Zombie
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