1. Post #1

    March 2009
    210 Posts


    New from the front line of the exclusive new Garry's Mod community, Refraction Servers, the newest innovation in Garry's Mod communities bringing you Zombie Master!


    This gamemode is still in it's beta phase, work progressively continues.

    The Refraction Team
    [list][*]Chewgum - Owner / Lead Lua Coder[*]Kevin - Owner / Web Developer / Graphics[*]Pyromaniac - Owner / Lead Modeler / Flash Developer[*]t205gorillaz - Developer[*]GreyIBlackJay - Developer[*]Snapster - Developer / Mapper[/list]
    Exclusive
    We intend to keep this gamemode exclusive to our servers. This way not only can we create a fun environment for the people to play this game, we can also update actively.

    How does Refraction work?
    Well. When you join any Refraction server, you are immediately prompted to create an account. When you do so, you should create a user name you like ( you will be using it to access your account on the website ) and also remember your password, because when you go to http://refractionservers.com/ you will need to login to access EVERYTHING.

    On our website we offer a lot of features for registered users, I'll go ahead and list some features below.
    [list][*]Forums[*]Donations made simple, to keep our community striving![*]Multi-player online gaming ( live multi-player flash games, and casino games )[*]Statistics for each and every user, shown on their very own fully customizable profile[*]Site customization, you love the color pink? Why not make it the color you always see when you visit![*]Live chatting with other players[*]Easy to use settings and navigation[*]Post & User ratings[*]Active updates ( We will be working on adding new features to the game and the site everyday )[/list]
    What is Zombie Master?
    Zombie Master is a multi-player Half-Life 2 modification, re-written for Garry's Mod after the Mod fell inactive. Centered around a zombie-apocalypse, which throws all but one player in the shoes of human survivors. Pitched against a relentless tide of rotting flesh, they must scavenge for weaponry and equipment just to stay alive. But that one player, chosen randomly at the beginning of the round, is not bound by mortal restraints.

    To speak his name is to invite the wrath of hell - but most call him the 'Zombie Master'. He is nigh omnipotent. His invisible hand controls the legions of undead like puppets on strings; slowly closing the net on the humans while they run to and fro like rats in a maze.

    Why is Zombie Master different?
    The common concept behind your average zombie horror game is, if you’ll excuse the pun, used to death. There are hundreds of games and modifications founded on this most simple idea; an undead zombie horde that spreads like a cancer, feasting on a few disorganized survivors who try and defend themselves. Zombie Master isn’t trying to break away from this core game play element, and neither does it try to "redefine the genre", or fulfill any other fabricated promise. No, what Zombie Master tries to do is challenge the players.

    Zombie games are, for the most part, incredibly brainless. You’re usually thrown against an army of rotting computer-controlled corpses, that have the simple task of walking towards a player and then attempting to bite their neck off. Most of the time they get shot a fair bit in the process. Of course, then you have the games on the other end of the scales, mostly multi-player, that allow players to take control of a zombie. The trouble is, the game play is either incredibly tedious and slow for the zombie, or the player zombie seems too intelligent, moving and fighting like a pro gamer rather than a mindless wretch.

    Zombie Master is a unique multi-player modification in that it maintains the tense, frightening atmosphere of a zombie horror game whilst truly challenging the player to think tactically and never underestimate their enemy. It manages to do this because humans only have one enemy- not an army of computer controlled corpses, or group of experienced players- but one single foe. The Zombie Master. He controls everything; his power is absolute. He can create zombies at will; and he leads them. Orders them. Rules them. He can hide a minion in a place that no computer would think of; flank players in a maneuver that is least expected, and plan strategies that player zombies are too impatient to execute. He is omnipotent. He is god. He is the Zombie Master.

    The Human Team
    So, how do a group of rag-tag civilians, weak from exhaustion and ill-equipped for survival, go about defeating the player who holds the all-powerful title of “Zombie Master”? Well, it’s simple. They don’t. Depending on the scenario, humans will be forced to team up in order to tackle a variation of objectives- such as repairing a crashed van to escape with, gaining entry to a military bunker, or simply getting out of the area alive. The Zombie Master; being the general git that he (or she) is, will do everything possible to stop them.

    It would be wise to keep in mind that humans usually survive longer against their callous foe if they make use of the environment around them. Tables, chairs and crates can all be stuffed in doorways and corridors to slow the undead advance (although “slow” is the best it will do, as the Zombie Master has many a trick up his sleeve / her bra). If, however, a more offensive strategy is needed- guns, sharp pointy things and objects that explode are generally effective if you feel like spilling some blood. Problems can arise, however, if the zombies manage to surround you- or your ammunition depletes faster than you'd have hoped!

    The solution to all your unholy problems, thankfully, is teaming up. While a lone straggler will be devoured by zombies before you can say “holy shit a zombie is eating me”, a well organized cluster of humans, each looking out for the other and keeping one finger on the trigger, are more likely to smite most of the undead in their path and cause the Zombie Master to stomp up and down on his hat / her dainty parasol in anger. In fact, most of the objectives will be incredibly hard to do without some friends watching your back or helping you out.

    The Zombie Master
    At the beginning of each new round, a player is selected at random to become the Zombie Master. It’s a tough job, commanding a legion of unholy damned to crush any pathetic mortals that get in your way, but someone’s got to do it. As time goes on the Master constantly gathers a pool of “resources”, which he can use to animate more dead to join his cause. Killing a human player (preferably in a very gruesome and terrifying way) will bag the Zombie Master a substantial amount of bonus resources, which can prove essential for building those huge armies.

    While human players would be forgiven for not stopping to inspect every shuffling horror they encounter, a keen eye might spot that the Zombie Master can actually summon a number of different zombie types to do his bidding. Other than the standard shambling corpses (the bare bones of your horde, slow but hard-hitting), there’s also rumors of faster units; running dead that can pounce on humans from a distance... and even hulking brutes that seem to have developed immortal strength. There have even been sightings of bizarre creatures that spit blood and command flames to disorientate the humans. Combining these various units allows for unique and efficient tactics. For instance; a skilled Zombie Master could attack with some expendable shambles to distract the humans, while secretly concealing heavy brutes within a small house. Once the trap is set, faster units could be ordered into the fray, forcing the humans to retreat for cover- right into your zombie-infested building.

    If you think the fun stops there, however- you’re sorely mistaken. At certain points in a map there are environmental actions or events that the Zombie Master can 'trigger'. These useful exploits, the so-called 'manipulates', can range from setting explosives alight, causing immediate danger for anyone nearby- to sending a bolt of deadly lighting down from the heavens. Whether manipulates are used as spooky scare-tactics or to actually deal damage, is all up to the Zombie Master. It’s essential to keep in mind, however, that these “manipulates” cost valuable resources to activate... and shouldn’t be used frivolously.

    Features

    Human team:
    [list][*]A wide range of weapons to scavenge such as shotguns, Molotov cocktails, rifles and more[*]A number of challenging objectives that encourage players to team up and work together[*]The ability to interact with the environment to build barricades and carry objects[/list]
    Zombie Master:
    [list][*]Real Time Strategy gameplay; create and command your own undead horde[*]A wide variation of zombie units encourages the ZM to adopt complex tactics[*]Environmental "manipulates" allow the ZM to interact with the world in devilish ways[/list]
    Screenshots!




    *Credit for the "About" statement and base goes to the original Zombie Master Sourcemod team.*
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  2. Post #2
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    If you want to better understand Refraction, check out our first news post on our site.
    http://refractionservers.com/

  3. Post #3
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,254 Posts
    Menu/HUD design is not final, if you wonder why it looks like shit.

    Also, we're developing other types of gamemodes too.

  4. Post #4
    captaindah's Avatar
    July 2010
    23 Posts
    Looks pretty radical broham

  5. Post #5
    <<-sniper->>'s Avatar
    January 2007
    95 Posts
    Interesting :)

  6. Post #6
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    let us have the whole team comment before everyone else does, just to feel important.
    (my alias is Pyromaniac :<)

    Anywho i'm making a flaregun for the gamemode, i can't wait till chewgum codes it.

  7. Post #7
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    I think this game can be successful because Zombie Master development died, which means we can not only pick up where they left off, we can apply new ideas and aspects to the game.

  8. Post #8
    GreyIOutcast's Avatar
    April 2008
    477 Posts
    Oh hey, I'm still on the team, even after disappearing for about a year.

    Tell me when a test is up, I'll be there.

  9. Post #9
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    Testing is already going, hurry up and join chewgum's laggy server.

    Steam died so i decided to post the idea here. How about the zombie master having the ability to BE a zombie minion. So you take over him in a first person perspective. You could also still spawn and control hoards in that manner. Obviously you can kill humans and be killed by humans.

  10. Post #10
    Freakie's Avatar
    April 2009
    1,916 Posts
    -fuck snip-
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  11. Post #11
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    Maybe you should in the server advertisement section instead, like everyone else.
    Oh, cause you noticed that we're not advertising a server? Cause there is no server? Cause we're developing it and want input?
    So what exactly are we advertising?


    EDIT:
    lol nice, respect

  12. Post #12
    Snapster's Avatar
    November 2009
    415 Posts
    I will be developing custom maps, Also taking map ideas.

  13. Post #13
    NATURALLY WIRED TO HAVE SEX WITH KIDS
    Rubs10's Avatar
    June 2007
    7,665 Posts
    I loved zombie master as a mod, I hope I love it just as much on Garry's Mod.

  14. Post #14
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    we've been testing it all night, pretty fun. we just have to iron out some bugs and figure out what maps we should use. (a lot of them are broken or are just dumb)

  15. Post #15

    March 2009
    74 Posts
    Great looking gamemode. I've found a number of good looking modes today, hmm.

    I'm a big fan of Zombie Master. A Gmod version would be great.

    I take it you guys already have a Server for testing and such. If you don't, feel free to contact me @ colonelblack on steam.
    We're currently hosting 5 servers.

  16. Post #16
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    If you don't, feel free to contact me @ colonelblack on steam.
    We're currently hosting 5 servers.
    We appreciate the offer, however we already have several servers. Once we open them we're gonna announce it here.

  17. Post #17
    Katherine's Avatar
    January 2009
    19 Posts
    My thoughts on your port :

    First of all, why are you taking the ZM source code, and porting it to Garry's Mod if you're just going to horde it on your servers?

    Next, you claim to have a modeler on your team, but while looking at your screenshots, I don't see a single custom model. I see default zombie skins, default fast zombie skins, and Kleiner models. On the topic of visuals, why did you replace the scoreboard/trap menus with such an ugly interface? You seem to have taken out quite a few features that the ZM could use, such as the entire 3 tier menu system that usually sits at the bottom right of the screen, no explosions now? No nightvison? No grouping zombies? I also spy a little kill icon at the top-right, and a kill icon for each individual zombie kill will kill any form of immersion that you possibly create.

    Also : If you release your changes as a patch/update/new mod, you should refrain from naming it "Zombie Master". Instead, add a sub-title or change the name entirely. This is necessary to avoid confusion between different versions of the mod by different authors, including the original ZM version. No one benefits from a situation where there are fifty incompatible versions all called "Zombie Master 1.X.X". A subtitle such as
    "Zombie Master: Beachball Extreme 1.0" helps a lot.

    This was taken from the readme, and I point it out because I noticed that your title is only called Zombie Master, which could confuse people seeing as another version of ZM that's close to release is already in the making : http://www.zombiemaster.org/smf/index.php?topic=8927.0

  18. Post #18
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    My thoughts on your port :

    First of all, why are you taking the ZM source code, and porting it to Garry's Mod if you're just going to horde it on your servers?

    Next, you claim to have a modeler on your team, but while looking at your screenshots, I don't see a single custom model. I see default zombie skins, default fast zombie skins, and Kleiner models. On the topic of visuals, why did you replace the scoreboard/trap menus with such an ugly interface? You seem to have taken out quite a few features that the ZM could use, such as the entire 3 tier menu system that usually sits at the bottom right of the screen, no explosions now? No nightvison? No grouping zombies? I also spy a little kill icon at the top-right, and a kill icon for each individual zombie kill will kill any form of immersion that you possibly create.

    Also : If you release your changes as a patch/update/new mod, you should refrain from naming it "Zombie Master". Instead, add a sub-title or change the name entirely. This is necessary to avoid confusion between different versions of the mod by different authors, including the original ZM version. No one benefits from a situation where there are fifty incompatible versions all called "Zombie Master 1.X.X". A subtitle such as
    "Zombie Master: Beachball Extreme 1.0" helps a lot.

    This was taken from the readme, and I point it out because I noticed that your title is only called Zombie Master, which could confuse people seeing as another version of ZM that's close to release is already in the making : http://www.zombiemaster.org/smf/index.php?topic=8927.0
    We didn't port shit what the fuck are you talking about? We coded the Zombie Master game in lua based on the entities on the map.

    The game has the same objectives and functions as Zombie Master as based on each map.

    We have a modeler but like the post says it's still in beta, we didn't take any screenshots with the custom content yet.

    Again the scoreboard isn't done, hense the "This gamemode is still in it's beta phase, work progressively continues."

    We're calling it Zombie Master, because it fucking is Zombie Master, in Garry's Mod. A complete recode, the only thing that is the same, is the name, and the maps. It's not a source mod, it's a gamemode.


    Nice try on that one though.
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  19. Post #19
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,254 Posts
    My thoughts on your port :

    First of all, why are you taking the ZM source code, and porting it to Garry's Mod if you're just going to horde it on your servers?

    Next, you claim to have a modeler on your team, but while looking at your screenshots, I don't see a single custom model. I see default zombie skins, default fast zombie skins, and Kleiner models. On the topic of visuals, why did you replace the scoreboard/trap menus with such an ugly interface? You seem to have taken out quite a few features that the ZM could use, such as the entire 3 tier menu system that usually sits at the bottom right of the screen, no explosions now? No nightvison? No grouping zombies? I also spy a little kill icon at the top-right, and a kill icon for each individual zombie kill will kill any form of immersion that you possibly create.

    Also : If you release your changes as a patch/update/new mod, you should refrain from naming it "Zombie Master". Instead, add a sub-title or change the name entirely. This is necessary to avoid confusion between different versions of the mod by different authors, including the original ZM version. No one benefits from a situation where there are fifty incompatible versions all called "Zombie Master 1.X.X". A subtitle such as
    "Zombie Master: Beachball Extreme 1.0" helps a lot.

    This was taken from the readme, and I point it out because I noticed that your title is only called Zombie Master, which could confuse people seeing as another version of ZM that's close to release is already in the making : http://www.zombiemaster.org/smf/index.php?topic=8927.0
    Now, the visuals haven't really been worked on, that's my next step.

    And 'to avoid confusion', this is for garry's mod, not a sourcemod. So I don't see how people would get confused if we call the GAMEMODE, zombie master.

    And as we said, we're still working out the small things.
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  20. Post #20
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    Why does it matter if we listed a modeler and there is no custom models.
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  21. Post #21

    March 2009
    210 Posts
    Now, the visuals haven't really been worked on, that's my next step.

    And 'to avoid confusion', this is for garry's mod, not a sourcemod. So I don't see how people would get confused if we call the GAMEMODE, zombie master.

    And as we said, we're still working out the small things.
    Yes, which is also what the post says, oddly enough people still fail to read.

    Zombie Master is a multi-player Half-Life 2 modification, re-written for Garry's Mod after the Mod fell inactive.
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  22. Post #22
    Katherine's Avatar
    January 2009
    19 Posts
    We didn't port shit what the fuck are you talking about? We coded the Zombie Master game in lua based on the entities on the map.

    The game has the same objectives and functions as Zombie Master as based on each map.

    We have a modeler but like the post says it's still in beta, we didn't take any screenshots with the custom content yet.

    Again the scoreboard isn't done, hense the "This gamemode is still in it's beta phase, work progressively continues."

    We're calling it Zombie Master, because it fucking is Zombie Master, in Garry's Mod. A complete recode, the only thing that is the same, is the name, and the maps.


    Nice try on that one though.
    You didn't port anything? You took code from Zombie Master that was on the Episode 1 engine, and moved it to Garry's Mod, which is on a different engine, and you didn't PORT it? If you didn't port it, then how did it get there?

    And even though something is in beta, if you talk about something being there, it's still nice to at least see your concept art so that people know what you're promising.

    The reason I asked whether any of those features were going to be in is for one simple reason. There's no sign of them being anywhere in the screenshots! How is anyone supposed to know that they're there without having anything in your screenshots showing it.

    And you can't use that, lul this is a beta, the scoreboard can look bad excuse.... You have a screenshot or two specifically showing off your scoreboard, if you weren't going to use it then why show it off?

    Lastly, if you're not even going to respect the wishes of the team that gave you your source code, then why the hell would you bother trying to use their code to base your mod off of? Speaking of respect, do you have permission to use Docksofthedead?
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  23. Post #23
    ~melon~
    AlfieGroove's Avatar
    May 2008
    2,874 Posts
    The mod isn't inactive, a community I co-run have 2 servers that are full quite a lot of the time

  24. Post #24
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    You didn't port anything? You took code from Zombie Master that was on the Episode 1 engine, and moved it to Garry's Mod, which is on a different engine, and you didn't PORT it? If you didn't port it, then how did it get there?

    And even though something is in beta, if you talk about something being there, it's still nice to at least see your concept art so that people know what you're promising.

    The reason I asked whether any of those features were going to be in is for one simple reason. There's no sign of them being anywhere in the screenshots! How is anyone supposed to know that they're there without having anything in your screenshots showing it.

    And you can't use that, lul this is a beta, the scoreboard can look bad excuse.... You have a screenshot or two specifically showing off your scoreboard, if you weren't going to use it then why show it off?

    Lastly, if you're not even going to respect the wishes of the team that gave you your source code, then why the hell would you bother trying to use their code to base your mod off of? Speaking of respect, do you have permission to use Docksofthedead?

    You are a pretty big idiot, We didn't port shit. We coded it from scratch in LUA based on the entites of each map. Coded from scracth, from scratch. We coded it from scratch, scratch. We didn't use any source code, we coded it from scratch.

    And what are you the fucking map police? We can rightfully use whatever .bsp we want.

    ps. We coded it from scratch.

    Also. Those are old fucking screenshots, to show that we have SOMETHING, right now we have the complete game almost ready to go, but we really don't give a flying fuck if you like the shots or not. We don't make bullshit, those are old shots. Take a look at our site that I hand coded from scratch, tell me that's shit too. http://refractionservers.com/
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  25. Post #25
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,254 Posts
    The mod isn't inactive, a community I co-run have 2 servers that are full quite a lot of the time
    We meant that he development is inactive by the official team.

  26. Post #26
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    The mod isn't inactive, a community I co-run have 2 servers that are full quite a lot of the time
    He meant no recent game updates. But our intent is to have the fun of the game in Garry's Mod.

  27. Post #27
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    You didn't port anything? You took code from Zombie Master that was on the Episode 1 engine, and moved it to Garry's Mod, which is on a different engine, and you didn't PORT it? If you didn't port it, then how did it get there?
    Yes, which is also what the post says, oddly enough people still fail to read.

    Zombie Master is a multi-player Half-Life 2 modification, re-written for Garry's Mod after the Mod fell inactive.
    re-written for Garry's Mod
    Stop crying and wait for us to finish up a bit, we arn't showing off anything, we are saying that we are making the gamemode in garrys mod and this is the place to keep updated on it. If you don't like it and have nothing CONSTRUCTIVE to say then don't post.
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  28. Post #28
    Katherine's Avatar
    January 2009
    19 Posts
    You are a pretty big idiot, We didn't port shit. We coded it from scratch in LUA based on the entites of each map. Coded from scracth, from scratch. We coded it from scratch, scratch. We didn't use any source code, we coded it from scratch.

    And what are you the fucking map police? We can rightfully use whatever .bsp we want.

    ps. We coded it from scratch.

    Also. Those are old fucking screenshots, to show that we have SOMETHING, right now we have the complete game almost ready to go, but we really don't give a flying fuck if you like the shots or not. We don't make bullshit, those are old shots. Take a look at our site that I hand coded from scratch, tell me that's shit too. http://refractionservers.com/
    So, let me get this straight. You took the source code from Zombie Master in order to rewrite it all from scratch, and then you went and stole someone's map and put it in your own mod so that you can use it yourself? That's plagiarism and no self respecting modder would steal someone else's work and call it their own.

    And if they're old screenshots, would you care to give us some newer ones?

  29. Post #29
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,254 Posts
    You didn't port anything? You took code from Zombie Master that was on the Episode 1 engine, and moved it to Garry's Mod, which is on a different engine, and you didn't PORT it? If you didn't port it, then how did it get there?

    And even though something is in beta, if you talk about something being there, it's still nice to at least see your concept art so that people know what you're promising.

    The reason I asked whether any of those features were going to be in is for one simple reason. There's no sign of them being anywhere in the screenshots! How is anyone supposed to know that they're there without having anything in your screenshots showing it.

    And you can't use that, lul this is a beta, the scoreboard can look bad excuse.... You have a screenshot or two specifically showing off your scoreboard, if you weren't going to use it then why show it off?

    Lastly, if you're not even going to respect the wishes of the team that gave you your source code, then why the hell would you bother trying to use their code to base your mod off of? Speaking of respect, do you have permission to use Docksofthedead?
    I looked at the source code to know how the logics/keyvalues etc worked on the entities.

    Then I coded them into lua, and no, I didn't just copy the functions and rename them into lua, my stuff is different from the source code, only thing that is similiar are the keyvalues/outputs/inputs. But that is required to make it work.


    So, let me get this straight. You took the source code from Zombie Master in order to rewrite it all from scratch, and then you went and stole someone's map and put it in your own mod so that you can use it yourself? That's plagiarism and no self respecting modder would steal someone else's work and call it their own.

    And if they're old screenshots, would you care to give us some newer ones?
    I asked 'Bad King Ugrain' and he said it was OK that I remade it into gmod.
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  30. Post #30
    Katherine's Avatar
    January 2009
    19 Posts
    Stop crying and wait for us to finish up a bit, we arn't showing off anything, we are saying that we are making the gamemode in garrys mod and this is the place to keep updated on it. If you don't like it and have nothing CONSTRUCTIVE to say then don't post.
    I had plenty constructive to say, when I gave you a little constructive criticism you summoned all of the developers to try and attack me...



    I asked 'Bad King Ugrain' and he said it was OK that I remade it into gmod.
    Just because you asked BKU if it was okay to port ZM into Gmod doesn't mean that you can just use whatever map you want. BKU didnt' map all of those maps you know. =/

  31. Post #31
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    So, let me get this straight. You took the source code from Zombie Master in order to rewrite it all from scratch, and then you went and stole someone's map and put it in your own mod so that you can use it yourself? That's plagiarism and no self respecting modder would steal someone else's work and call it their own.

    And if they're old screenshots, would you care to give us some newer ones?
    We didn't decompile the fucking map and reuse shit. We staright up used the map, the map created for Zombie Master, is being used for a Zombie Master Gamemode. Strange huh?
    There are no copyrights on a distributed compiled .bsp, and using that map has really nothing to do with "modding". When the mapper has an issue with our use he can contact us. And we have talked to a former ZM coder and he really didn't care.
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  32. Post #32
    Everything You Do is a Balloon
    Secone's Avatar
    March 2007
    1,355 Posts
    can you please add tons of assault rifles, maybe a lot of shotguns too because that is what ZM lacked
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  33. Post #33
    Naelstrom's Avatar
    June 2010
    1,957 Posts
    What was constructive again?

    Thank god I love you Secone, yes i will model some weapon models and some others will be included. We will also have some tactical weapons too, similar to tf2 where they have strengths and weaknesses.
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  34. Post #34
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    can you please add tons of assault rifles, maybe a lot of shotguns too because that is what ZM lacked
    We plan on it :), We've already included new custom weapons.
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  35. Post #35
    Rotinaj's Avatar
    November 2007
    131 Posts
    I don't think you guys know what port means. The concept isn't original, your mod is a essentially a remake on a different engine. I have no idea why you're so upset, the word port doesn't carry negative connotations. Chill out.

  36. Post #36
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,254 Posts
    can you please add tons of assault rifles, maybe a lot of shotguns too because that is what ZM lacked
    We've added some cool weapons and stuff :)
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  37. Post #37
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    I don't think you guys know what port means. The concept isn't original, your mod is a essentially a remake on a different engine. I have no idea why you're so upset, the word port doesn't carry negative connotations. Chill out.
    We're chill, his implication is that we converted over source codes. When we clearly stated that we coded it from scratch.
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  38. Post #38
    metromod.net
    _Chewgum's Avatar
    April 2010
    2,254 Posts
    I had plenty constructive to say, when I gave you a little constructive criticism you summoned all of the developers to try and attack me...



    Just because you asked BKU if it was okay to port ZM into Gmod doesn't mean that you can just use whatever map you want. BKU didnt' map all of those maps you know. =/
    If you fucking read, we didn't just 'steal' everything and claim it ours. Every developer who made maps and shit has their credit
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  39. Post #39
    Gold Member
    nivek's Avatar
    June 2009
    3,421 Posts
    I love the love on Facepunch, Here look on our site and hate on that too...
    http://refractionservers.com/
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  40. Post #40
    Katherine's Avatar
    January 2009
    19 Posts
    We're chill, his implication is that we converted over source codes. When we clearly stated that we coded it from scratch.
    If you made it all from scratch, then why is it called Zombie Master? Why would it even need to be related to Zombie Master in any way?

    If you fucking read, we didn't just 'steal' everything and claim it ours. Every developer who made maps and shit has their credit
    Crediting someone isn't enough. If you don't get their permission, then they don't want you using their map in your mod. It's that simple! Now go ask the original mapper of DocksoftheDead if he approves of your mod!
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