New Overwatch Zombies: Real Cod Zombies Beta
Scroll to bottom to see all Update Plans.
In the process of creating a Black Ops 2 like zombies experience in Overwatch. It’s complete with origins type power, custom weapon names, Pack-A-Punch, & damage, ammo, and mystery box rarity rates. Classic Perks are all included, as well with Pack effects on certain weapons, different enemy types, & typical round progression. It is optimized for four players but can handle 6 with some crash prevention intervention. All crashes officially fixed ::). Please let me know any bugs, balance changes, or ideas I should fix or implement, or if a new crash problem arises. Any/All bugs I am aware of can be fixed in game with Debugger! Currently working on scripts to add new features, perks, mechanics, power ups, etc. I have also finished an Easter Egg script that will be added when I find ways to condense the code. Thanks in advance for any insights, & hope everyone enjoys!
Perk, Pack, Box, & Bow Information:
Quick Revive: 1500 Points. 2000 Points x Tier Level per Upgrade. Adds 500 Shields to player, increases revive time drastically, and heals you and all allies in a certain radius to full health upon revival. Invincibility window for you and allies after revive increases with Upgrade Tier. Health Regen Rate also increases with each Tier plus 500 Shields each. Bonus points for Reviving increase each Tier. Tier 5 Quick Revive Auto revives Players when above half health & down. Important to note this is one of the few ways to recover health after getting damaged by special enemies!
Electric Cherry: 1500 Points. 1500 Points x Tier Level per Upgrade. Sets all enemies in a radius asleep upon reloading and deals slight damage. Sleep time & damage ramps up with each Upgrade Tier, as well as radius. Cooldown decreases by 2 seconds each Tier, max 10 min 2. Tier 3 adds stun effect. Tier 4 adds hack effect. Tier 5 adds Freeze effect. All Effects stack.
Deadshot: 1500 Points. 3000 Points x Tier Level per Upgrade. Automatically snaps crosshairs to the head if previous shot was not a headshot & doubles points gained from headshot kills. Aim Assist levels come with a recommened value after some exhausting playtesting. This value can be adjusted by the player however, raising this value lowers where the reticle snaps to on the Enemies body, while lowering this value raises where the reticle snaps. Adjusting the value to 1 will turn Aim Assist off, however all potential Tier Upgrades will not trigger as well. Tier 2 Regens Health of Event Player based on Tier/Damage Done. Tier 3 adds bonus points for consistent headshots. Tier 4 doubles damage done with headshots. Tier 5 disables movements for all enemies within a radius. All bonuses stack.
Elemental Pop: 4000 Points. 5000 Points x Tier Level per Upgrade. 1 in 20 chance of having an elemental splash effect on the enemies. Ice (blue ring) freezes all enemies in a given radius in place for 8 seconds. Fire (red ring) burns all enemies in radius for 5 seconds. Wind (yellow ring) knocks all enemies down while launching them back dramatically & does significant damage. Lightning (purple ring) stuns all enemies in radius for 3 seconds & deals slight damage, however enemies that walk into the radius of an affected enemy will also receive the effect. Earth (green ring) Roots all enemies in place for 4 seconds, dealing massive damage & hacking all enemies that survive. Chance percentage increases with each Upgrade Tier as well as radius, damage, & uptime. Cooldown time also decreases based on Tier.
DoubleTap: 2000 Points. 10000 Points x Tier Level per Upgrade. Increases damage output by 250% and healing output by 500%. However increases Ammo Cost per shot each Tier. Points also adjust based on amount of bullets being fired. Both Ramp up with each Upgrade Tier level, as well as projectile speed.
Juggernog: 2500 Points. 5000 Points x Tier Level per Upgrade. Adds 50% more health and 1000 recoverable armor. Increases Health at same rate plus 1000 Armor each Upgrade Tier.
SpeedCola: 3000 Points. 500 Points x Tier Level per Upgrade. Decreases all reload times to .8 seconds and adds automatic melee on reload with extra damage. Ult Generation, Weapon Switch Speed, & Mystery Box Cycle rate wait times decrease each Tier. Galvaknuckle/Melee Damage increase dramatically each Tier.
Widows Wine: 4000 Points. 8000 Points x Tier Level per Upgrade. Stuns and damages all enemies while hit and have charges remaining. Adds slow effect to melee if out of ammo, have Galvaknuckles, or have Speed Cola (temporarily turned off). Charges regenerate two per round or 4 from a Max Ammo. Reduces damage received based on Upgrade Tier Level. Each upgrade Tier gives you 4 charges x TIer Level.
Stamina-Up: 2000 Points. 2500 Points x Tier Level per Upgrade. Increases Sprint duration & recovery dramatically. Increases base movement speed by 10% every Upgrade Tier while buffing duration/recovery times further. Tier 4 & 5 signifigantly increase Sprint move speed.
PHD Flopper: 1500 Points. 500 Points x Tier Level per Upgrade. Reduces Player Gravity, Adds slam effect when in air & holding crouch, & eliminates all self damage taken. Gravity reduction & Slam effect cooldown time/damage amplified each Upgrade Tier. Important to note players that normally wouldn’t have self damage take damage dealt to enemies within a radius if weapon has an explosive effect. Ie Raygun (Mercy) or Colt M16’s Secondary Fire when RePacked (Bap), or even War Machine (Junk).
Ghostly Gin: 3000 Points. 2500 Points x Tier Level per Upgrade. Disables Movement collison with enemies allowing players to walk right through them. When the Health of a Player goes below half, automatically enables wraith form, increasing players movement speed & allowing them to walk through walls for a short duration. Players also become invincible while wraith is active & dying with wraith will automatically resurrect the player in a random location. Duration increases & Cooldown time decreases each Upgrade Tier.
Mule Kick: 4000 Points. 20000 Points x Tier Level per Upgrade. Increases allowed weapon slots to 3. Each Upgrade Tier increases allowed weapon slots by 1. Tier 3 grants a random Pack-A-Punch'd weapon. Tier 4 does the same but with a RePack Level of 1. Tier 5 grants a fully maxed out Weapon (RePack 4).
Scavengers Scotch: 3000 Points. 2000 Points x Tier Level per Upgrade. Allows Player to see all enemies through walls. Creates HUD text that shows the health and max health of the enemy last damaged by the player. Random chance to collect bonus Ammo & Points upon eliminating an enemy. Each Upgrade Tier increases chance rate & ammo/points given each instance.
Tombstone: 2000 Points. 2000 Points x Tier Level per Upgrade. If a Player bleeds out, Tombstone will auto respawn said player after a duration based on Tier Level instead of having to wait for the next Round to begin. Players are invincible for a short time after respawning, blood debt is forgiven, & bonus points are added depending on Tier Level. Max Respawn time 30, Min Respawn time 5. Unkillable Status is lost until next round begins, so players will instantlly die instead of going down after respawning with this Perk
WunderFizz: [Upcoming with Essence Upgrades Update] 1500 Points. Random Chance to get any Tier 1 Perk or very rarely a Tier 2 or 3. Tier 5 Scavengers Scotch makes all Perks bought with Wunderfizz automatically Tier 3. Tier 5 Speed Cola allows slight chance of Tier 4, Tier 5 Perks to be found. Initially this will only be in one location but will move with box after play testing.
Pack-A-Punch: 5000 Points. Greatly increases damage output. Increases ammo clip and stock size. Damage output of some packed weapons vs others will vary based on damage variables written in code, e.g. a weapon that has low base damage might get a massive buff upon being packed. Unlocks all abilities and ultimates. Weapons (hero’s) with special pack effects will trigger. Lots of Pack Effects are unique & designed for each hero, have fun experimenting with different weapons! Some heroes have abilities or secondary fire that regenerates ammo, causes special effects, or even increases fire rate as well.
RePack: 10000 Points. RePacking can be done to a max of 4 times, each time enhancing damage based on weapons damage rate. Increases ammo, clip, and max stock size. Amplifies Pack effects & grants the Player a Max Ammo. Some Weapons have different names, new abilities, & added effects, adding lots of replay value for veteran players.
Mystery Box: 950 Points. Mystery Box currently does not change locations but that script has been written and is coming when Essence Upgrades are added in! Mystery box has rates with wonder weapons and higher powered weapons obviously being more rare then lower tier ones. Hitting the box will give you an option on your screen shortly after to accept the weapon. You can accept the weapon within a generous distance of the box but don’t stray to far! Currently 7 Wonder Weapons in the box, enjoy trying them all out!
Galvaknuckles: 6000 Points. Enables Melee at all times. Melee does massive splash damage, & stuns all enemies it doesn't outright eliminate. Adds 130 Points each use x number of players stunned in small radius.
Purchase Perk Slot: 11500 Points. Gives the player an extra Perk Slot if desired.
Lightning Bow: Can be equipped by its station near Pack when all parts are found. Upon final blow sleeps all enemies in a massive radius and heals all teammates 400 Health. While dealing damage the vicitm is briefly stunned, & then arcs damage & stun to nearby players. Healing creates an arcing effect starting with current target that damges all enemies in its path. When taking damage, hacks the enemy attacking the player & stuns enemies in a large radius. Effects are amplified with Kimat's Bite. Using a charge stuns all enemies on the map & unleashes 3 dragonstrikes from the air. All Teammates are resurrected/healed to full health. Max Charges 9. Upgrade path for Lightning Bow coming soon.
Ice Bow: Can be equipped by its station near Pack when all parts are found. Upon final blow freezes all enemies in a large radius. Damage against frozen enemies is amplified by 1000%. Damaging enemies will slow their move speed dramatically. Healing allies or self will increase move speed signifigantly for a short duration. When taking damage, freezes the attacker for a long time. Will also damage and slow all enemies within a large radius of the attacker. Effects are amplified with Ull's Arrow & move speed bonus duration is tripled. Using a charge slows down all enemies on the map, eventually freezes them, & deals massive damage. Max Charges 6. Upgrade path for Ice Bow coming soon.
Wind Bow: Can be equipped by its station near Pack when all parts are found. Upon final blow Base Zombie types in a large radius will teleport off the map & fall to their death. Special Enemies will teleport away from the player. While damaging enemies, they are knocked down briefly, pushed back, & dealt massive damage. While healing allies or self, enemies within the radius of the player, or teammate being healed will also be knocked down briefly and pushed back. When taking damage, all enemies within a medium radius of the player are dealt damage, launched back, & knocked down for a long duration. Effects are amplified with Boreas' Fury. Using a charge teleports all enemies to the player, shoots them up & then crashes them back down through the floor, killing them instantly. Max Charges 12. Upgrade path for Wind Bow coming soon.
Fire Bow: Can be equipped by its station near Pack when all parts are found. Upon final blow deals massive damage to all enemies within a small radius of the victim. When damaging an enemy, they burn & take damage over time for a short duration. When healing, phases out player being healed & heals the player over time for a short duration. When taking damage disables movement of the attacker for a period of time & attaches all enemies in a large radius to the attacker. Effects are amplified with Kagutsuchi's Blood. Using a charge burns & damages all enemies on the map, while healing all teammate. Max Charges 3. Upgrade path for Fire Bow coming soon.
Sonic Arrow is a healing ability for bows. All Charged Shots revive every downed player on the map. Charges can also be used to self revive.
Controls & Mechanics:
Purchase: Stand still and Press Interact. Points are in top left of screen. Wall buys for ammo are listed on locations. Pack a Punched wall weapons cost 4500 points for ammo. Perk slots are limited to 4 unless extra are gained/bought. Specific button per platform/player top right of screen.
Sprint: Move and Hold Interact. You can see remaining sprint stamina under player points as well as required button.
Switch Weapons/Heroes: Press Ultimate. Your stored weapon is listed on your left screen HUD. If you have an ultimate ready use the ult and press ultimate again about 3 seconds after to switch. There is a short delay after switching that decreases with Speed Cola Upgrades.
Teleport: Jump through Purple Portals to teleport! This is repeated on top left of screen & in world at Spawn however some people still will get stuck in spawn the whole game bc they never try jumping lol. If a portal is Yellow it means it is turned off!
Revive: Hold Crouch on a downed player. Don’t move or shoot or the revive process will be canceled! Regular revive takes 6 seconds. Revive is complete when the downed player is no longer stunned. You cannot revive players that have fully bled out unless you have Packed Ray Gun, Ballistic Knives, or PDW-57.
Melee: Melee is disabled whilst ammo is available to a player. It is reenabled when ammo runs out. This is due to every weapon (hero) having different damage rates, therefore higher powered weapons would be a one hit melee well into the high 20 rounds, making already powerful weapons broken early game. With that being said you can purchase Galvaknuckles for 6000 Points to Unlock Melee permanently with an electrical stun effect & very high splash damage!
Debugger: Hold Jump to debug the script of any/all bugs caused by players leaving the match (auto debugger should do it first). Will also reset spawn points & clear taxing effects.
Points: Points are given out as follows; dealing damage to base Zombie types gives 10 points per instance of damage. Healing a teammate also gives 10 points per instance. Getting a Final Blow on an enemy will grant 60 Points, 110 for a Headshot. Completing a Purge or eliminating a Special Enemy grants 200 points to all players. Nukes will 400, while finding a Part grants 1000. While a Purge is active Points for Damage & Kills aren’t gained.
Health Regen & Downs: Health regenerates rapidly and automatically after not taking damage for 6 seconds (or less depending on Quick Revive Tier). Everytime a player takes damage the Regen process is stopped. It will not start again if a Player takes damage from a Special Enemy type. If health falls below 10% of max health and stays below this threshold for a few seconds, the player will go down. The Player will also go down instantly if they take damage while health is less then 115. If players aren’t revived within 45 seconds they will bleed out and have to wait until next round to respawn, unless the Player has the Tombstone Perk or gets revived by a weapon with that Pack Effect. Going Down will subtract 15% of current points. Currently all perks, weapons, pack status, and repack levels remain regardless of being downed or bleeding out.
Blood Debt: When a player bleeds out 300 Points x Round are subtracted from all players. Blood Debt can go into negative points & stacks up quite high on later rounds. If Blood Debt is greater then -50k, points will be set back to 0 but damage received will increase by 10%. Blood Debt forgiveness not yet implemented.
Purges: Purging an area turns on the power for the teleporters and/or perks in the vicinity. Pack-A-Punch requires all 6 areas to be purged before using. Purchases for the Player who initiated the Purge Sequence are disabled while it is active. Purge text turns green when available & red when not. You can also check top left of screen for the status of Purges. Each Purge site has a Special Enemy type to defeat. Make sure to prepare before each one! Kills do not subtract while a Purge is active, & most essence effects are disabled during Purges.
Lockdown Rounds: Every 12 Rounds the Map quite literally locks down & all teleporters are turned off (yellow). Players are teleported to the Subway/Spawn & must survive the entire Round to end Lockdown. Many special enemies Spawn during this sequence so be sure to prepare in advance. Lockdowns will also trigger if a Player stays in a safe area for longer than 60 seconds.
Crash Prevention: If the server load is maxed for to long Crash Prevention will trigger. You can monitor this by the color of the rapidly changing number next to the "Zombies Left" display. When Crash Prevention is triggered a Dummy Bot is automatically deleted & health equations of remaining dummy bots are adjusted. This will also automatically trigger when Players join a match that has more then 4 players & the number of dummy bots > 11. Don’t be alarmed when Crash Prevention triggers or if it triggers a lot!
- None as of this patch :).
Secondary Fire for Scoped Weapons does not subtract Ammo. Will patch when script is completely finished as this involves redoing the entire Ammo Mechanic.
Zombies Left got stuck at 40 after a Player left as the round was just about to start. This was a millisecond behind not being a bug, will come up with a debugger option to fix this soon.
Bots get stuck at half or quarter size if a Player with a Packed 31-79 JGb215 (Moira) leaves the match before eliminating scaled enemy. Will also add to debugger soon.
Purges can get stuck purging forever if a Player leaves after triggering it. This is already in the debugger but only in the debugger failsafe, & won't work if the Round isn't changing. This will be a massive fix to add to debugger but I will try and patch it soon.
Enemies won't Detach if a Player takes damage with Fire Essence & leaves. This fixes itself when enemies teleport to a spawn point.
Debugger fixes any/all other bugs I am aware of! Most common bug is Round Change getting stuck when Players leave after killing the last zomb, so be sure to run debugger if this happens in your game!
Coming in order listed, each one will more then likely have some tweaks, balance changes, & bug fixes.
1.) All 3 Essence Containers, Refiner, & Stations being added to the map. These along with certain puzzles, challenges, & trials for each Essence will make up the majority of the second easter Egg step; upgrading Essences.
2.) Rehauling down system to allow for Perk Decay and full player resets on death. Round difficulty will be adjusted accordingly.
3.) Wunderfizz & Box Switching will be added.
4.) Full Easter Egg release. Happy Hunting :).
5.) Adding Workshop Toggle Settings that will allow players to customize difficulty (Easy, Normal, Hardcore), starting Round (any Round up to Round 25), & Enemy Types (players can choose which special enemy types to include in the game or to play without. Also adding a Toggle for turning on/off main Easter Egg quest. If Easter Egg quest is on all other toggle options are disabled and set to default (Difficulty: Normal, Round: 1, Enemies; All). Lastly on non Easter Egg runs you will have a custom setting option to perform an Exfil type event (win condition) on a desired round, or opt for endless.
6.) Porting all current script elements to new Map Havana. This Maps Easter Egg will follow Der Eisendrache more closely, compared to the Kings Row Map following Origins.