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  1. You can learn a lot by looking into the code of existing mods- spawning zeds is definitely doable but I forget the name of an example mod right now.
  2. trombonaught


    Awesome! Love this tiered release idea. 32 should be more than enough to satisfy most player scenarios anyways!
  3. trombonaught

    Ohio Orio

    *gratuitous salivation noises for all of the above*
  4. trombonaught

    EmergenZy Stop

    Freaking awesome. This game is/will be sososo unique on full launch. Thought about the rain though: if the height of the storm is to be as intense as the sound suggests, I (or anyone familiar with continental summer storms) would recommend significantly further increasing visibility obstruction at those times. Rain that sounds that loud in an outdoor, natural environment (as opposed to hammering on resonant rooftops) can obscure your vision of what's across the street from you, coming down in literal curtains of water. What we're seeing now reminds me of the light coastal showers w
  5. trombonaught

    Rusty Rifle

    Ugh so tantalizing 🤤 Any chance of a two-stage MP release I wonder, maybe with a hard cap of 10-20ish players for the first stage of the release? 🤔
  6. trombonaught

    Noise Works

    Whoa. Sounds, rounding out the 3D models, that crazy iterpolation optimization- that plus animations and cars add up to this being and going to be a radically different game from when I started playing, in all ways but core gameplay! Nice preservation of the game's spirit through these massive and relentless cosmetic overhauls.
  7. This is one part of the game that I hope gets a little more love/attention in the future. Right now if you get bit, and you start to get sick, you can just end the game right there. With NPCs, this might get a little spicier in that you'll have to monitor your companions to see if anyone is hiding a bite from you. This would help to give dying more significance to actual gameplay. Not sure how to make the player's side of infection more interesting though. I like the idea of the old Romero zombies, where a bite just means you light a smoke and wait for the inevitable.
  8. I'd wait to see how combat shakes out in the end first. Once that gets a bit more of a final sense to it, I'd imagine any armour/protection adjustments would stem from combat balancing. For now, I just imagine that zombies are going to bite and tear more effectively than live humans because they feel no pain and have no concern for self-preservation. They wouldn't mind ripping a few teeth out if it meant getting a chunk of the good stuff.
  9. Or can this be reframed as a *feature* and used to bring in single prop planes, which get shot down at the map borders by anti-aircraft artillery (with radio warnings) 🤔🤔🤔 Jokes aside, MP looks much more personable with all of the unique player outfits!
  10. Please for the love of Zombs tie it to exhaustion rather than fatigue if it needs future nerfing 🙈🙈🙈
  11. Yeah the massive trees in the forest are great, but I do think the urban trees would benefit from a 30-100% height boost.
  12. Should should definitely be able to zoom in/out. You can set this in the options (it lets you disable higher/further zooms to improve game performance)
  13. Wear denim clothes, sturdy boots and a hard hat! That's about the best you can do.
  14. trombonaught

    Mascot Mayhem

    Maybe it's the ability to alert other zeds so we can't lure away the perceptive ones one by one... yikes!
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