Killing Floor 1 but it's bad + 1 sources
Killing Floor
This Gamemode is based off of the 2009 game Killing Floor 1.
Killing floor is a game where you kill Enemies called Zeds, in the first game normally there are 9 zed types + 1 boss, you need to kill a number of Zeds in order to progress to the trader stage at which you buy weapons and armour, and you do that again and again until the final round where you fight The Patriarch.
The Patriarch is a boss..(I am too lazy to write more)
OVERWATCH KILLING FLOOR
-----ZEDS-----
Clot
Abilities:
Grab - Roots a target player and forces them to look at the Clot
Gorefast
Abilities:
Deflect - Blocks damage but does not deal damage back
Crawler
Abilities:
Leap - leaps at a nearby player dealing damage, the Crawler can melee while leaping making it dangerous even if a player is up hill
Bloat
Abilities:
Puke - when activated, the bloat will damage nearby Players dealing damage overtime
Husk
Abilities:
Flame Cannon - when activated the Husk shoots a rocket which deals on hit damage + fire damage (Has a visual warning)
Stalker
Abilities:
Faulty Invis - goes in and out of invis every 0.5 seconds - 1.5 seconds
Siren
Abilities:
Sonic Scream - once activated, all players 8 metres around the Siren (regardless of los) will take damage while they stay around her
Scrake
Abilities:
Enrage - the scrake starts off calm and slow but once the scrake is at 50% health or lower he will be sent into a fit of rage moving at an increased speed, attacking much faster and having all damage recieved reduced by 20%
Fleshpound
Abilities:
Enrage Meter - the Fleshpound will enrage over ~12 seconds but will become increasingly enraged when attacked regardless of damage done.
Once enraged the Fleshpound becomes faster and gains reduced damage taken until his enrage meter is depleted (~13 seconds after enrage initiates)
Extra Info
Most stats of Zeds are increased as the round number increases
Enrage is visually shown by a nano boost effect
Invulnerability is shown through a lucio sound barrier effect, this effect is only visible to yourself
Three of the seven classes (Berserker, Field Medic and commando. Reinhardt, Ana and Soldier) have an upgrade revamp. This revamp adds many more upgrades and combos to use, additionally, each upgrade has some form of special ability tied to them.
This allows for more variety and more reason to play more, overall increasing the fun.
Ultimate is a base heal, if this didn't exist, most classes would have very little to no sustain, making round nearly impossible to survive
There are 4 difficulties
Normal, Hard, Suicidal & Hell on Earth
Normal is designed for players with little experience with wave/horde shooters, doesn't take much awareness of your sorrundings to get to a high round.
Do keep in mind this is the default setting, so if you think the mode is too easy, try bumping up the difficulty, in the future I plan to make the difference between the difficulties more meaningful (such as new abilities for the zeds and boss)
Bosses
The Patriarch
Abilities:
Rocket - the Patriarch will fire soldiers basic rocket ability much like how the Husk fires their rockets, there will be a visual warning as well as a big message warning which says "One in the pipe!" which is a reference to a classic line of the Patriarch from killing floor.
Additionally when the rocket hits a player they will burn and be damaged for 30% of their health (on normal difficulty) over 5s, while they burn, their healing received is reduced by 50%
Heal - Not Implemented
Player Classes
- Berserker - has upgrade revamp
Can't be Grabbed
Take 25% less damage from all sources
+20% Movement Speed
+0.12x Damage multiplier
- Commando - has upgrade revamp
Disables invis of stalkers around you
+25% Base Health
Shift is always sprint
- Field Medic - has upgrade revamp
Healing Syringe (ult) does more healing
+10% Base Healing
+50% Base Health
Your Weapons are Toxic
Remaining classes discontinued for the time being
Reason: Script Constraints
Sharpshooter -
Headshots deal +25% damage
Headshots give +2 ammo
Headshot Kills gain +5 dosh
Your Headshots give you temporary damage (note: 5 stacks of 12% damage increase max, your current stacks are shown on the right side of your screen with a skull and a red number)
+15% Base HealthDemolistionist -
Deal Increased damage to High Value Zeds
Zeds killed by you explode (stronger zeds deal more damage)
+100 Base Armour
On Death you let off a large explosion that deals 3000 damageFirebug -
Damaging zeds burns them
Burning zeds spread flame every 2 seconds
Immunity to husk burn
Patriarch burn does 50% less damage
+100 armour
Class Upgrades (Upgrade Revamp)
- Commando -
- T1
Upgrade 1 - Disruption: Hacks enemies on attack
Upgrade 2 - Slow: slows an enemy by 50% on attack (lasts 4s)
Upgrade 3 - Bash: Melee knocks an enemy back, stunning them and dealing damage (15s CD)
- T2
Upgrade 1 - Critical: Increases headshot damage by 20%
Upgrade 2 - Fragile Ammo: Deal 20% damage as splash damage (note: your damage gets a 0.8x multiplier)
Upgrade 3 - Ghost Dash: {Interact} Dash forward and avoid damage for 2s (15s CD) (note: you become phased out during the dash, meaning you can go straight through enemies)
- T3
Upgrade 1 - Psionic Armour: Immunity to Siren Scream
Upgrade 2 - Road Runner: Increases base speed by 25%
Upgrade 3 - Rack Em Up - Headshots give temporary damage (5 stacks of 6%) (note: a visual is shown on the side of your screen with a skull and red number that shows your current number of stacks)
- T4
Upgrade 1 - Ammo Hoarder: Gain +3 ammo for each kill, regardless of ammo count
Upgrade 2 - Quake Boots: sprinting stuns nearby enemies for 0.75s every 1.5s (note: holding ability 1 in order to use commando's sprint will always count as sprinting)
Upgrade 3 - Breathing Room: Knocks down enemies near you while reloading (10s CD)
- T5
Upgrade 1 - Gut Wrecker: Melee knocks down an enemy, doubling their damage taken for 4s (15s CD)
Upgrade 2 - Lethal Force: Halves all damage but deal 3.5x headshot damage (note 1: Fragile ammo's negative damage multiplier stacks, turning a 0.5x multiplier to a 0.3x multiplier)(note 2: damage is calculated after base double damage)
Upgrade 3 - Iron Will: Upon taking fatal damage you reset to half health and get 5s of invulnerability (once per round), Iron Will (with downs): Pick yourself up and get 5s of invulnerability (once per round)
- Field Medic -
- T1
Upgrade 1 - Binding Heal: healing others heals you for 25% healing
Upgrade 2 - Healing Canister: using ultimate does an aura heal (can use whenever)
Upgrade 3 - Corrosive Toxins: poison damage is much faster (note: this does full poison damage in 0.75s rather then the normal 3s)
- T2
Upgrade 1 - Vampiric Strike: melee steals health based on 20% of your max health (15s CD)
Upgrade 2 - Impeccable Defence: take 25% less damage from all sources
Upgrade 3 - Hyperactive Agent: gain a 1.2x multiplier to healing percent (note: the multiplier effects your healing percent)
- T3
Upgrade 1 - Adrenaline Shot: the healing syringe (ultimate) gives temporary speed
Upgrade 2 - Withering Toxins: attacking enemies reduces their damage by 50% (lasts 3s)
Upgrade 3 - Healing burst: healing gives out a heal equal to 25% of your max health (3s CD)
- T4
Upgrade 1 - Lethal Injection: melee kills an enemy over 8s (20s CD, Boss is Immune)
Upgrade 2 - Impulse: {Interact} to push back all enemies close by (12s CD)
Upgrade 3 - Rapid Refil: healing syringe (ultimate) charges faster (note: twice as fast)
- T5
Upgrade 1 - Heardened Skin: Complete Immunity to ability effects (such as husk burn) (note: this includes Patriarch burn)
Upgrade 2 - Poison Burst: Ability 2 is an aura heal that does poison damage (note: this hero is soldier 76)
Upgrade 3 - Reincarnation: Hold crouch on a dead player to revive them (once per round) (note: may not work, I am looking into it)
- Berserker -
- T1
Upgrade 1 - Feral Slash: 15% chance to double hit (note: a double hit does full damage)
Upgrade 2 - Agile: 30% chance to dodge an attack (note: dodging is indicated by the moira disappearance sound)
Upgrade 3 - Regen: heal 16hp per second (note: the regen will activate once a round starts, it is not bugged if you aren't healing during trader)
- T2
Upgrade 1 - Counter Attack: deal 15% damage back to an attacker (note: you get credit for this damage)
Upgrade 2 - Inspire: increase movement speed of allies regardless of distance by 20%
Upgrade 3 - Anti-Corrosive Coating: Immunity to bloat bile (note: bloats start to deal hefty damage using their puke ability later on)
- T3
Upgrade 1 - Soul-Vap: heal yourself for 15% of an enemys max hp on kill (note: this appears to not give the right amount of healing for scrakes and fleshpounds)
Upgrade 2 - Thick Skinned: +0.25 multiplier to health
Upgrade 3 - Havoc: gain damage the less health you have (max 25%) (note: the 25% is theoretical, meaning if you were dead you would get a 25% damage boost)
- T4
Upgrade 1 - Blood Harvest: each kill gives blood, when using syringe, you get extra healing based on your blood count (note: the blood count has no hard limit. Also blood gain is based on what zed you kill, not the tier of zed)
Upgrade 2 - Electrify: healing syringe (ultimate) hacks and stuns enemies near you (note: the duration is not affected by the zed)
Upgrade 3 - Dreadnought: -0.22x damage but gain a +0.75x health multiplier (note: any increase/decrease in stat multipliers will stack)
- T5
Upgrade 1 - Enrage: {Interact} gain +25% speed and damage for 15s (45s CD) (note: nano boost visual effect is applied)
Upgrade 2 - Tremor: {Interact} knock down enemies close by for 3s (12s CD)
Upgrade 3 - Exoskeleton: gain temporary armour at round start, equal to half your max health
Known Issues
- Pathfinding is a bit janky, AI may end up not moving when they should be
- Clot grab autoaim aims above the clots head on bigger characters (for most characters this isn't a problem)
Credits
Creator - TheCrazyPain
Pathfinding mod used - https://workshop.codes/QRD5A
Sources
This post utilizes other codes either in part or in full. This could be because they remixed them, used parts of them, were inspired by them, or other reasons.
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