Hey Guys Zombie Server Op Here

.: Ideas, questions, comments and requests.

Moderators: c0ldfyr3, Mods, [CSSMC]

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Hey Guys Zombie Server Op Here

Post by JimBob »

Hey Guys

for the last 6 months ive been using zombie horde as u can tell by my sig

ive been shown this site from a friend telling me to switch, im currently the best zombie server in the world according to this site game-moniter.com

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Counter-Strike: Source Server Info:

JimBob's Zombie Hell!!!
IP: 83.142.52.157:28015
Players: 46/48 (average: 29.89)
Map: zh_slant_beta10 (1)
Game: Counter-Strike: Source
Last Updated: 13m01s ago (cached: 0s)
Month Uptime: 99.3743% (953 / 959)
Last DB Update: 13m01s ago

Server Rank:
Game Ranking: 12 Overall Ranking: 174

User Rating:
Score: 78 Total Votes: 42

im 174th out of 22756 servers :P

ok why im here ive been told ur good, i was wondering what sets u apart from the rest of the zombie mods?

as i can eb perswaded to join your mod to help out with testing maps etc i have 6 mappers for my server

12 admins (free adminship)

i have 48 slots pretty much always full

i took that screenie when i made this post u can look at any time ill be at the top

ive seen ur vids fo ur mod and it looks good but do u have the same problems with skins like zombiehorde for example whenever valve update the skins die till an update from u guys?

hope u can help me out here

JimBob (JimBob's Zombie Hell Owner)
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May Rock Music Live On...
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Post by c0ldfyr3 »

We use the same skins, but those old skinning problem shouldnt ever re-occur.

Ill leave it up to the community to tell you the pros and cons, I dont play it never mind admin a server =)
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Post by personaljihad »

If ZH works for you stick with it, at this point in time zombie mod seems to have certain issues with it.
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Post by SauceHelmet »

To configure Zombie Horde settings you don't need to test anything really, but to configure Zombie Mod, to where you have a good setup and the teams are even, takes some testing. I've been using it for months and I still havn't perfected equality. I've come damn close, but no cigar. You could always just use the default cvars that the mod comes with, but server owners like to change settings, try and make their server unique among the rest.

What you really want to do, as stated before, is try and make the teams as even as possible. Editing certain cvars such as zombie health, knockback, etc. help to achieve just that. However, if you are going to run ZombieMod, there are some other cvars you should consider, such as pushscale, so humans can make barricades with moveable props, and turbophysics (I think thats the name of it) so humans and zombies don't get stuck in moveable props, among other issues with jumping inside a prop.

However the mod does have a command called !zstuck, which is designed to un-stick any player if they do become stuck, whether it be in a prop, a wall, other zombies, etc. Sometimes !zstuck doesn't always work, and you may consider editing your stuck radius.

Theres alot of options you can set as well, such as if you want JetPack to be enabled so zombies have a chance of getting humans in what seems to be impossible areas of any given map.

Simply put, theres alot more configuring, alot more options, and alot more to do with ZombieMod. Humans come up with strats and tactics for each map, and Zombies use team work to try and win. Tactics change within each map, but its usually humans find ledge, sit on ledge, camp ledge, camp high spots, corners, hallways, stack up, and fire at will. Zombies - rush forward, try to stab, stack on top of eachother to each high places, etc. etc.
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Post by c0ldfyr3 »

personaljihad wrote:If ZH works for you stick with it, at this point in time zombie mod seems to have certain issues with it.
Please elaborate? The reason i havent released an update is because i dont know what to update :\
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Post by personaljihad »

c0ldfyr3 wrote:
personaljihad wrote:If ZH works for you stick with it, at this point in time zombie mod seems to have certain issues with it.
Please elaborate? The reason i havent released an update is because i dont know what to update :\
Mass Timeouts, it is horrible using mani 1.1.x, with the sourcemm version of mani 1.2.x beta n rc2 it's been reduced but I doubt the fault lies with mani.
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Post by Undisclosed »

nah, mines the most popular if u compare it with PERCENTAGE. I have two 21 slots servers.
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Post by SauceHelmet »

No one cares, and hes talking about popularity player-wise for Zombie Horde, not Zombie Mod. You two aren't even competing in the same league.
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Post by Games »

The difference between "zombiehorde" and "zombiemod" is the gameplay.

I only played zombiehorde a few times (correct me if i'm wrong ) but you start with 2 teams, one team is zombie's and the other team are human's.When a zombie knives you, than you will take damage untill you die.There are no extra zombie's comming.

With zombiemod everybody spawn's as a humans and after a small amount of time 1 of them turns into a zombie.When that person knives you, than you will be turned into a zombie.So you start off with 1 zombie and you can endup with everybody being a zombie.

The layout of a map for each mod is different since it require's different strategy / tactic's.
With zombiemod 1 person can make a fault and turn the game around in favour for the zombie's. (offcourse it depends on the situation)It all depends on teamplay for both side's and wether or not if you have a good position in the map.
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Post by Undisclosed »

zombiehorde is too simple. Its just a bunch of players in ugly models with alot of health.
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Post by JimBob »

so in a nut shell, the mods are completely different gameplay. is respawn a must? as weve played with that on my server and it doesnt seem to please people.

also do u have officall servers for zombiemod?
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Post by Games »

For a list of the official server's check the main page or press this link.
And for a complete list of server's running zombiemod press this link.

Most server's don't use respawn but the if you want, u can use the following setting's:

// If enabled, zombies who are killed respawn as a human after zombie_respawn_delay seconds.
zombie_respawn 0

// Time before players are respawned in autorespawn mode.
zombie_respawn_delay 1
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Post by Nebhead »

Lo all

Im actually one of Jimbob's admins for his server.

And indeed I would like maybe a different zombie mod.

With your current setup, I would like to make a few suggestions:

1) Infection and turning.

When you get slashed by a zom, personally I would like to see the human getting turned to a zombie (on the spot) if both the following are met:

a) They have less than 50 health
b) A 1 - 5 second wait from the point they drop below this health.

2) Zombies

Zoms should have at least 500 - 1000 (maybe even 1500) health.

They should also regenerate 5 - 10 health per second, (obviously this is piddle-nuts, but helps get those campers).

They should get the equivilent health back from a human they damage (possibly multiplied by 2 - 3 times. i.e. if they cause 15 dmg to a human, they should instantly regen 45 health.)

Spawning and respawning.

Zoms and humans should respawn, but only at the team-specific spawn locations. The only problem with this is spawn camping.

Teams should be even from the start, with half total players zombies and other half human.

Switching sides.

Zoms should respawn as human's when killed with headshots.

Infected humans should turn into zoms 5 seconds after they go below 50 health from zom attack. (i.e. not falling)

OPTIONAL: Infected humans should maybe die and respawn as a zombie at the zombie teams spawn, rather than turn on the spot.

Dont forget that these are only ideas, and tbh im not sure if they have been posted in the right forums.

Likewise, as they are ideas, could people post and reply with their opinions about these ideas please?

With thanks,

Nebhead
Totally random signature (Quite lame actually lol)
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Post by personaljihad »

Nebhead wrote:Lo all

Im actually one of Jimbob's admins for his server.

And indeed I would like maybe a different zombie mod.

With your current setup, I would like to make a few suggestions:

1) Infection and turning.

When you get slashed by a zom, personally I would like to see the human getting turned to a zombie (on the spot) if both the following are met:

a) They have less than 50 health
b) A 1 - 5 second wait from the point they drop below this health.

2) Zombies

Zoms should have at least 500 - 1000 (maybe even 1500) health.

They should also regenerate 5 - 10 health per second, (obviously this is piddle-nuts, but helps get those campers).

They should get the equivilent health back from a human they damage (possibly multiplied by 2 - 3 times. i.e. if they cause 15 dmg to a human, they should instantly regen 45 health.)

Spawning and respawning.

Zoms and humans should respawn, but only at the team-specific spawn locations. The only problem with this is spawn camping.

Teams should be even from the start, with half total players zombies and other half human.

Switching sides.

Zoms should respawn as human's when killed with headshots.

Infected humans should turn into zoms 5 seconds after they go below 50 health from zom attack. (i.e. not falling)

OPTIONAL: Infected humans should maybe die and respawn as a zombie at the zombie teams spawn, rather than turn on the spot.

Dont forget that these are only ideas, and tbh im not sure if they have been posted in the right forums.

Likewise, as they are ideas, could people post and reply with their opinions about these ideas please?

With thanks,

Nebhead
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Post by SauceHelmet »

Only problem with zoms ONLY respawning as human with headshots, is most servers run low tic rates to increase performance. The mod does take a toll on CPU, but if you configure everything it shouldn't be too bad. However, if you try to run a 48 slot Zombie Mod server at 100 tic you're destined for problems.

The starter zombie by default has 5000 hp I believe? Not sure. Every zombie after him that he infects will have a set amount of health which you configure in your zombiemod.cfg

I set mine at 2000, you can use whatever you wish. I wouldn't recommend using 500 health, but if you had the 5-10 health increase every second there should be no problems. However, as the mod sits now, this is not a feature of the mod.
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