The Killing Antidote

The Killing Antidote

Liminal Arena
40 Comments
Mr. Fahrenheit  [author] 30 Aug @ 3:20pm 
Guys.. It's in the description of the mod and on the loading screen. Press 5 to toggle music.

Also, use the zombie count to your advantage. Leave one alive before going to the next wave to stock on ammo and supplies.

As for zombie cleanup, that's something I still haven't figured out yet. Once I figure out the right way to setup the blueprint, I'll fix it. For now, the best option is to move to different areas of the arena as zombies begin to pile up. This will despawn most corpses.
MeanderingBeing 30 Aug @ 2:20pm 
continued because there's a character limit... what is this, old Twitter?
Definitely needs more time between waves still, or a saferoom. I get enough time to run to the vending machine, open it, and immediately get hit in the back of the head with a hammer. I just want to buy a loot vacuum and more knives!
MeanderingBeing 30 Aug @ 2:19pm 
I get what you were doing with this and it's totally up my alley, but there are still a few issues:
Music is way too loud. I understand you used local sound sources on the map to get the music in, but it's overbearing and overpowers everything. I had to turn my headphones WAY down. Maybe 6 and 7 to decrease and increase volume, since the local sources dont respect my sound settings?
I can usually run TKA at about 120fps, but after having about 200 corpses on screen running physics, 200 drops, and about 20 enemies trying to path to me, it grinds down to 10fps and gets extremely difficult to play. Definitely needs some cleanup script running to disable physics medium age corpses, and removal of the oldest corpses. A spawn cooldown would help too, because with enemies spawning as fast I kill them, TKA's standard cleanup script, which is time based, can't keep up. I am making mountains of corpses.
Tom阿乐帕 29 Aug @ 10:31am 
bgm so fucking big
Xuruki 25 Aug @ 4:04am 
If you care about feedback, here it is:
It's pretty good, quite long however.

Centralized control area has safe shopping rooms. Given the number of enemies in your map, that might help.

The wall texturing is very repetitive, i think a variety of material might bring it to life better and aid in orientation. A global light source might help boost performance in stead of many small ones.
Performance drops are quite significant with rising enemy count X light sources illuminating moving bodies.

It's enjoyable to play, thanks for sharing your work! :happyBUD:
If you get fed up working on this map, maybe making a new one could be more fun.

Also given illiterate people, maybe making a sign ingame at the starting area saying "F5 mute music" would help. If you haven't already done so :delsmile:
The Golden Emo-Fish 24 Aug @ 4:48am 
bodies don't seem despawn
Hatsune Elissu 23 Aug @ 5:10pm 
And now i beat the map WITHOUT using Ammo Crates & Vending Machines! on extreme.
If anyone want a challenge, try it!
Abood 22 Aug @ 11:53pm 
pretty damn good! but the last wave u should remove the exploding enemy, cuz it made it way too easy.
Mr. Fahrenheit  [author] 20 Aug @ 4:34pm 
@Stiffler_Fdez It's actually all AI generated by Suno 4.5. If you check out the version uploaded to Nexus, I've actually included all of the MP3 files inside the zip package :)
Stiffler_Fdez 19 Aug @ 9:31pm 
what is the songs name? i like it
Telener 17 Aug @ 4:38am 
очень темно ни хера ни чего не видно
Khigo 16 Aug @ 6:54pm 
W map.:steamthumbsup:
干饭仙人 16 Aug @ 8:52am 
谢谢,我的问题。没有仔细:steamthumbsup:看地图介绍
Mr. Fahrenheit  [author] 16 Aug @ 8:34am 
Read the description of the mod or the text on the loading screen.

Music can be disabled.
干饭仙人 16 Aug @ 7:59am 
BGM太吵闹了:steamfacepalm:
yuki52 15 Aug @ 9:50am 
how can whe remove the music pls
MRDAEDRA15 15 Aug @ 12:11am 
*nods in spy jodi*
Mr. Fahrenheit  [author] 14 Aug @ 12:28pm 
I think that's just a limitation of survival maps at the moment. I recommend moving to a different section of the arena if FPS dips too hard, and then some zombies should despawn
Tai!oR 14 Aug @ 10:14am 
too many zombies fps go down
fabe705 14 Aug @ 8:02am 
great effort. I just hope frame drop issue could be solved.
Mr. Fahrenheit  [author] 13 Aug @ 1:24pm 
Weird, I thought that changing the light source rendering would improve performance, but it seems that something else is causing this.. I wonder if it could be related to the fog effect in the map, or overlapping dynamic lights. I will look into this further.

I believe the amount of zombie corpses should be less now, as I think I may have found the associated value, but I didn't have much time to test last night before I released that small update.

I plan to work more on this tonight and, given all goes well, I should be able to put out another update tonight with some more improvements.

I also am seeing a consistent pattern of there being too many enemies present on the field at once during waves. This is probably also causing a big performance hit, while also being more overwhelming than needed. I'll be working on tweaking those numbers so that you aren't being swarmed by 50 zombies at the same time.
Hatsune Elissu 13 Aug @ 1:01pm 
Just beat this map again on extreme!
First off, i lowered my settings to low to be safe!
"dont want no slide show yo" lol
and last thing, can u just remove all the item drops from enemies from last round?
Because its the last round and u dont need any more drops because most people could be ammo over filled by now! it just lags more.
hyroco 13 Aug @ 12:44pm 
Perfect for turning music on and off, but it seems that before the update the map was lighter, I have to walk to avoid lag because I put as much of my body on the ground as possible, the map is very good but I believe if reducing the number of mobs it would be better for the FPS in general. Thank you
Luna 12 Aug @ 8:15pm 
Way too many zombies in each wave, this is a hard no for me. 20 spitters in one second and lag....... Nope. There are ways to add a challenge without spamming enemies.
Mr. Fahrenheit  [author] 12 Aug @ 2:26pm 
I did actually increase the delay between waves in the last update. All waves should now be somewhere between 10-25 seconds depending on the round. But perhaps it still needs a bit more fine tuning
]\/[∆H$1N 12 Aug @ 10:40am 
Second last and last wave has too many enemies, game really lags alot with too many hazmet zombies chain reaction explosions. Too many dead zombies also causes frame drops in performance. Overall a quite challenging map but the mazes can really be tricky. Oh and zombie spawn from your back does exist. Great work Altanic Bro. Excellent Fun Challenging Map after a so long time.

But plz improve the following: its only 5 second break in next wave, not 15 seconds, some breathing space would be really nice tho or the map overwhelms the player.
Mr. Fahrenheit  [author] 12 Aug @ 7:41am 
It will be back! I'm working on a toggle that will let you mute/unmute the music with a key press. That way everyone gets the best of both worlds :)
juande_kn 12 Aug @ 4:52am 
music? what happen? :(
Show Me The Moni 12 Aug @ 12:38am 
Not too bad of a map, though some of the waves seems a bit excessive numbers wise (e.g. the Weeper wave has 14 of them, while there are 4 Predators in a single wave on Extreme). Mobs tend to get stuck at the entryway of the dark corridors. While they can come in, they don't really have much pathfinding there, so they won't really chase you at all. Map tends to lag out badly when there is a lot of chain explosion from the hazmat guys, especially with huge number of bodies.

Overall, pretty nice map, though I cannot find the revolver for some reason.
francesco151 11 Aug @ 11:22pm 
Good, but too many Zombies......
Mr. Fahrenheit  [author] 11 Aug @ 8:41pm 
Actually, I think I know exactly which one is causing it. I'm willing to be it's that one red lamp tucked away in the side passage. I don't think I changed that from Movable, and it's probably causing that performance dip. I'll get that fixed ASAP
Mr. Fahrenheit  [author] 11 Aug @ 8:38pm 
Oh yeah, you're totally right. I can see it when I test on my handheld. I'll double check the lighting setup tomorrow, I may have missed one that's causing a performance hit! There might be some kind of conflict or overlap.

Should be an easy fix 🤞
Hatsune Elissu 11 Aug @ 8:08pm 
somehow the map lags way more at the big spot with the vending machine!
FashionIsTheTrueEndGame 11 Aug @ 7:17pm 
Good optimizations
My fps is 150+ even while using your ultra quality aliasing preset
Pacing is much better as well. I survived past round 1 this time :cinnamon2:
hyroco 11 Aug @ 6:47pm 
thanks man
Mr. Fahrenheit  [author] 11 Aug @ 3:12pm 
No worries, I'll have an update soon that will include an alternate version that has no music
hyroco 11 Aug @ 8:23am 
turn that music off.......... for god sake..........
SinyzJ 10 Aug @ 8:43pm 
Fun af. Great map and music.:steamthumbsup:
Mr. Fahrenheit  [author] 10 Aug @ 7:06pm 
Yeah, I've noticed that too. I'll have to see how to fix that. There are 10 or 11 waves in total. I hadn't fixed the counter because the waves still functioned during testing so I was like "that works" lol.

But I'll look into fixing it. Been getting some good feedback from people so I'll have some tweaks and performance improvements coming soon.
Hatsune Elissu 10 Aug @ 3:40pm 
The thing that makes this map hard is that the round count doesnt work! it stays on 0/0
But on easy there are over 300 zombies, so good luck!