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KamenRider

Ladies from Hades - ZSM Spinoff Project

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This code is over 6 months old. The code may have expired and might no longer function.

This is a spinoff of ZSM gameplay loop meant to have alternate versions of objectives, "zombies" (not really zombies anymore) with more shooting abilities, different enhancements, and probably different power-ups.

I had burnout from working on this and later hoped I could merge this project into a stadium version of ZSM. Unfortunately Stadium did not have the tools I hoped it would have, and now that I actually have a stadium version of ZSM, I have been too busy/playing other games to really work on this also. Decided to post it publicly as I think its still fun enough to play in or to maybe potentially give other zombie surviving fanatics extra code or ideas for their own projects. I don't see me finishing this (by myself at least) for a long time.

Thank you for those who I kept asking for a test with, and those I forced to play this against their will. 🥰

Ladies from Hades is a project meant to be a ZSM spinoff themed around the ladies of Overwatch! New enhancements named after characters in lore, new enemies, boss objectives, and death mechanic.

Credit to Mazattack for making ZSM. My other code is the Modded version of his work.


Not added in yet

  • Most enemies to be replaced with new ones
  • Different extraction cutscene, its really butchered right now
  • Madness mechanic functional
  • Losing condition, you literally cannot lose right now
  • Different power-ups, maybe
  • Easy mode option for individual players in voting phase

Known Issues

  • Only host can change objectives, objective voting will be removed alltogether eventually
  • Quispe Power charge resets if any player switches heros
  • Extraction may not load correctly
  • Pretender may get reset after revealing herself
  • Swarm Shootout may have Portal/Boss objectives shoot. Not intended to happen anymore.
  • Changing heroes with 3rd person on in voting phase overrides camera
  • Boss ignores rule for dying from massive damage. They are ignoring what I say because they are mean
  • Boss fights may reset after a player joins the game

New Features added in

  • Experimenting with 3rd person camera feature: options for accuracy, centered position or side position.
  • New Enhancements, some entirely new and some reworked
  • Reworked objectives
  • Players self revive after a period of time, but gain a stack of Madness as punishment (does nothing yet)

Enhancements

P.U.P, Battery, and Barrier are reworked here. These enhancements are meant to be strong, since I want new enemies I add later to be more difficult and have ranged attacks.

Random

Randomly selects an enhancement from the pool below. This is the default enhancement when joining a round in progress or when none is selected..

Guillard Grapple - 5 second cooldown

Hold Melee key to launch a grappling hook. Grappling hook stops after hitting a surface or can attach to the air after some time. Grappling hook will detach after letting go of melee or when reaching its end point. Guillard Grapple will have no cooldown while in your ultimate, or with No Cooldowns power-up.

Oxton Replay - 3 second cooldown

Press Interact key to attach a bomb to an enemy target. Player deals bonus damage to the target, reduced at higher difficulty settings. The bomb records all damage dealt within 5 meters of the target for 1.3 seconds, then explodes, dealing the recorded damage to all enemies within 5 meters. Oxton Replay will not go on cooldown if under 200 recorded damage.

Quispe Power - 10 second cooldown

Hold Melee key to place down a ultimate charging boost at a desired location. Ultimate charge boost builds up slowly over time, giving 25%, 50%, and 100% charge.

O'Deorain Method - Passive, 40 second cooldown

Dealing damage builds resource stacks that increase healing output, up to +300% bonus healing. Support heroes generate stacks faster. Stacks are reduced when healing. If the player’s health is low, resource stacks are automatically converted into an emergency burst self heal. This emergency heal then goes on cooldown.

Myung's Matrix - 25 second cooldown

Hold Melee key to place a matrix field at a desired location. The matrix blocks enemies and absorbs damage recieved by players inside it. If the matrix breaks, it will respawn after some time and become temporarily immune to damage until it regenerates to a healthy state

Zhou Snowball - Passive, 10 second cooldown

Hold Melee key to direct a weather drone to generate a mini blizzard at an area, dealing damage until freezing enemies. The drone will passively protects the player with freezing attacks at nearby enemies when not directed.


Objectives

To be honest making a completely new objective that's also possible in workshop is really hard😅, these are all reworked version of existing ones.

Game difficulty scales off the amount of players on the team by the way, and has nothing to do with Insanity Challenge

Sojourn Boss Fight

Maybe she will have a cool name later, this boss has increased jump height if her target is above, takes reduced damage when Overclocked. Credit to Reese for helping me by making the homing laser detection.

Sojourn The Boss

Abilities
Melee When not Overclocked, fires a Disruptor Shot infront of her after meleeing an enemy. 2 second cooldown
Overclocked Activates ultimate, selects a random ability listed below for the remainder of the ultimate. 10 second cooldown
Disruptor Cluster Goes into Overclocked, and spams Disruptor Shots in a line at her target.
Bullet Storm Goes into Overclocked and stands in place, firing slow moving projectiles from her gun. If a player touches these projectiles, she will instantly fire a high damage Railgun shot at their position.
Star Rail Goes into Overclocked and stands in place. Fires Railgun into the sky, bringing down homing lasers that do 50% of player's current health.

Showdown

(This one can get really difficult playing solo, I'm still tweaking this)

Capture an area from enemies that deplete your progress when they stand inside of it. Objective radius slowly grows with percentage progress. Enemies killed inside the objective have a chance to grant bonus progress, with the chance increasing based on their maximum health. Percentage is protected at 25%, 50% and 75% marks.

Entry Portal

Destroy a massive portal that enemies now spawn from. Any player who damages the portal becomes marked, and the player farthest from the portal will get chased downl. The portal chases players more frequently depending on higher difficulty settings. No longer "invisible", meaning lock on abilities can target it.

Greet the Queen

The map gets engulfed in darkness, with enemy outlines dissappearing (results my vary) . Junker Queen will be immune to any damage while darkness is active. Light up torches marked around the map to get rid of the fog and remove Queen's immunity. Some torches are rigged to summon Queen instead. Has increased jump height if her target is above Queen.

Junker Queen The Queen

Abilities
Axe Swing Swings Carnage while in melee range of player. While the map is in darkness, Axe Swing briefly root players, force their camera to face the Queen, and teleport them to a random location on hit. 8 second cooldown on darkness ability for individual players.
Hasten While map is in darkness, uses Commanding Shout when spotting a player. 20 second cooldown
Combo While vulnerable to damage, fires her shotgun, throws Jagged Blade to her target, then pulls Jagged Blade back. 2 second cooldown
Shadow Tricks Disappears into smoke, splitting into up to three orbs that chase players down. Teleports to a random target being chased and immediately swings Carnage. 8 second cooldown

Alchemy

Still Biomorphing from ZSM Modded, but with an alchemy theme this time. Collect Salt, Azoth, and Sulfur from enemies and deposit inside the objective. One material will be preferred and give bonus progression every 25%, 50%, and 75% mark. Eventually, the objective will demand life force from the player. It will be much more damage than Biomorphing's and may demand life force again instead of additional materials.

Disaster Zone

This one is a collection of mini disasters happening while you collect kills in the kill zone. Disasters will start after the first kill, and will randomly select one until enough enemies are dead. Radius will change in size depending on the disaster.

Disaster List
Rogue Satellite Zone The satellite from Satellite Uplink turns against you! Randomly targeting a player within the objective, if no player is inside the objective, the Rogue Satellite will instead target enemies. Enemies are healed by Rogue Satellite, while players take high damage. Rogue Satellite's speed increases depending on difficulty setting
Gambit Zone If multiple players are on the objective, one will be randomly selected for sacrifice. The chosen player becomes rooted and highlighted with dark effects. Sacrificed players can be rescued using displacement abilities (Lifeweaver, Mei). If the sacrificed player is killed, they gain 2 Madness stacks, and bonus progression is added to the objective.
Meteor Impact Zone Two meteors crash down from the sky, turning into massive area denial zones. Players inside the blast take damage that scales with the difficulty setting
Feeble Zone Players are cursed by Moira, unable to be healed while inside objective zone
Valkyre Zone Enemies are blessed by Mercy, able to fly towards any target inside objective zone

Death & Madness

This lose condition is what I hope to add, but is not in game yet!!

Players self revive after a period of time, but gain a stack of madness in return. Madness does nothing right now besides increase revive time!!. When I get to it, I want team Madness stacks to add more to enemy attacks, mutations, spawn high threat enemies (Mercy & Moira are meant to scarier than a Speed Rein here if you get what I mean.) Until it's an overwhelming team wipe. After a certain point of stacks are reached, a teamwipe would then mean a loss. Playing solo reduces your self-revive time to 5 seconds.

There is still a reason to revive players, you don't want Madness stacks at all. Any first death has a revive timer of 5 seconds, a small window to avoid getting your first few of stacks. Players in easy mode would get less Madness and probably other buffs.

Basically extra lives. This started as a fun side thing, and since I don’t expect full lobbies very often, I needed a way to prevent the game from ending immediately when I’m playing by myself. Later on i would also want to make a "Insanity" type challenge that gives everyone high Madness immediately!


New Enemies

Supposed to get more/faster abilities with madness stacks, not there yet. Freja was always supposed to be in this version after her trial in ZSM Modded. I still want Juno to return, but I've been struggling with that girl.

Boss enemies, Kiriko, Echo, Mei, Mercy, and Moira are considered special enemies and may ignore interactions with other enemy types.

Freja The Sharpshooter

Abilities
Taking Aim After charging up, ascends with Updraft to hover in sky and fire 10 infectious bolts. Will avoid ascension if line of sight is blocked. Can be cancelled early by crowd control, lack of targets, or by firing Bola Shot. 2 second cooldown
Ice Cold Takes reduced damage when not in bolt firing state.
Stockpile Damage outside of bolt explosions grants 1/3 of ultimate charge, difficulty 3+ grants 1/2 of ultimate charge.

Kiriko The Infector

Abilities
Contagion If nearby any non-special enemy type, throws Protection Suzu. If it connects, that enemy is transformed into another Infector. Enemies with high health are turned into Heavy Infectors. 6 second cooldown
Multiply Fires a kunai at her target, fires an additional kunai for every existing Infector. 2 second cooldown + 1 second for each extra kunai
Outbreak When 3 or more Infectors are active, the nearest one to her target triggers Kitsune Rush. 13 second cooldown, decreases by 1 with game difficulty
Hivemind While any Kitsune Rush is active, melee hits cause nearby Infectors to use Swift Step and teleport to the attacker. 5 second cooldown
Relentless Will climb up walls.

Echo The Pretender

Abilities
Mimic Dons a red power-up disguise and spawns near a random player. During Alchemy, it disguises itself as a valuable reagent instead. Can be forced out of disguise by crowd control or when below half health. Single use
Duped If a player uses their Interact key within 6 meters of a disguised Pretender, the Pretender will attempt to respond with Duplicate. During Alchemy, players must be within 2 meters of the disguise to trigger this ability instead. In +3 player difficulty, the Pretender will also use the copied ultimate if it does not require placement or delayed input (Baptiste, Sigma). Pretender will activate this ability anyway when ignored for 20 seconds. Single Use
Glide Will float while in air.
The Great Pretender While disguised, can not be detected by lock on abilities or enhancements, will not display a warning icon, or decrease points in Showdown. Can be detected by lock on power ups.

Zarya The Warden

Abilities
Attractor When directly facing a target within 10 meters, fires a particle beam that pulls players toward her. Briefly knocks back targets who are not facing her. Gains +10% ultimate charge on connection. 10 second cooldown
Repulsor When in melee range, fires an explosive grenade that briefly knocks down players and pushes them away. Gains +10% ultimate charge on connection.
Siphon Gains +15% ultimate charge whenever a player or enemy dies. Boss enemies are not counted.
Collapse When fully charged, winds up and fires a stationary Graviton Surge from her position, then pulls all enemies and players within 24 meters toward her. Can be canceled during wind up by losing her target or by crowd control. In 3+ player difficulty, she will repeatedly deploy weak Particle Barriers to protect herself. 5 second cooldown

Juno The Space Tunneler

Abilities
Phobos When spotting target, ascends into air and uses Glide Boost to stay above target, staying in the air until 10 meters above target. Stops gliding when line of sight breaks or when in melee range. 2.5 second cooldown
Deimos Charges Pulsar Torpedoes and begins strafing. Fires shots after 4 seconds. Can be cancelled by losing her target or by crowd control. 1-9 second cooldown, cooldown is decreased by game difficulty
Manifold Summons a portal when nearby her target, bringing all enemies to her position and speed boosting them. This ability goes on cooldown for all Space Tunnelers. 15 second cooldown

Existing enemies I want to rework/replace: Roadhog, Mauga, Mercy, Wreckingball, Moira, Widowmaker, Pharah, Winston, Mei


Other (unfinished) things

There's a Mei enemy type running around. I tried doing something with her early on and it didn't turn out well. She doesn't do anything now unless you enable Swarm Shootout. You can be nice to her or melee her to death.

This project started before a lot of damage nerfs, and some updates from ZSM Modded are missing. Roadhog and Mauga do a lot more damage right now. They are going to be replaced at some point.

Swarm Shootout and Insanity are on to make things harder. Swarm Shotout is what I'd want the fights to feel like. The voting options won't be the same when I get to that.


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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