Zombie Night Terror

Zombie Night Terror

A Fable of Wave and Particle
Showing 1-10 of 18 entries
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Update: 28 Sep, 2020 @ 8:40am

-Switch after Gunner is activated from the start.

Update: 28 Sep, 2020 @ 8:15am

-Crawler room is now optional. Containers DNA canisters 10/20/30.

Update: 28 Sep, 2020 @ 7:34am

Update: 24 Feb, 2020 @ 4:16am

Rewired big and little generator's path in HQ.
Little generator unlocks the door.
Big generator destroys cameras and turrets in the corridor (also disables lasers everywhere on the map.)

The corridor past HQ:
Rerouted cheap drone destroy zombies off-screen due to generator's distance.
Removed Bouncer.

Update: 23 Feb, 2020 @ 7:02pm

Zoomed-out camera after swat team's cutscene.
Added a dialogue taunt by the swat team.
Increased diagonal lightning intensity above swat team.
Disabled swat senses till crossing the bridge or using hidden skip.
Removed camera turret before laser platform due to difficulty.
Shifted bouncer after platform.
Zombie door after Gunner +5
Zombie door Gunner +7

Update: 23 Feb, 2020 @ 11:26am

Tweak Gertrude to tank mutation, gunner vent skip and east-lab skip's time ratio for speed-running.

Major rework of pathing:
Broken wall behind throne is removed,
Eastern lab is no longer accessible from the broken floor.
-It allows toggling the acid room switch to acquire the tank mutation.
-You can scream to awaken the tank just before the laser platform to sequence break into the east-lab.

Generators rewiring, the tank mutation can be gotten without entering the eastern-lab.
Both lift doors now open, zombies on the right can now leap into the left section.

Red-hood's trigger spawn re-positioning.
Contamination near priestess removed.
Added a Dna barrel in the attic of the first building.
Fixed possible sequence bug of laser platform deactivation.
Staircase to brain boss now has railing, slight changes in layout.
Added missing texture near double laser and beneath three breakable walls.
One-way wall added to prevent HQ spawns from running up the stairwell past the lift.

Update: 21 Feb, 2020 @ 3:49pm

Known bugs:
The two molotov guys occasionally torches themselves.
The lookout at the start occasionally glitches and runs up the stairs instead of having a dialogue.
The swat team that runs up the stairs might bug out.
The guy that says "let me in" near the beginning sometimes glitches midway while running.
Lower window blocks the sniper's laser. Boss brain sometimes doesn't fire laser beams.
Daft Punk's dialogues are off-timing, the waypoints looks logical but it's has a weird offset.
Agent patrol near the laser platform walks off-path at times.

Some seems to happen randomly, most are due to fast-forward.

Can't stop the Brain's laser from going through the floor, it's probably hard coded.

Update: 21 Feb, 2020 @ 11:45am

Added lightning, the path above the swat team is now more visible.
Fixed guy in the toilet's orientation.

Update: 21 Feb, 2020 @ 10:45am

Edited Level design:
Tank room is now disconnected from the mutation,
Crawler vent to the lab on the right removed, the ground remains breakable.

Generator in the lab on the right now unlocks the tank mutation room and connector's door.
Large generator, where the priestess is, now unlocks the connector's door (among other things)
It's possible to travel from either direction.

Alarms in the HQ triggers from either side, entering by the right however, does not activate the lift's door.
Generator in the underground HQ now breaks the camera and sentries.

Invisible spawners added in the corridor that connects the two labs.
Invisible spawner added to the lab on the left.
The cameras where the Brain boss is triggers the scared animation of the scientist watching the screen.

Update: 21 Feb, 2020 @ 10:16am