Hostiles on the streets 1.12
Play solo or team up with 2 people to kill all of the Ai bots to receive your choice of upgrades and open a portal to the next room. Difficulty increases with each room cleared. Once your team dies, it is over and you must start back at the beginning.
Features
- 12 custom heros each with around 7 hero specific rewards each
- 36 global rewards for all heros (inculding non-custom)
- 8 Enemy heros called hostiles, each with seperate AI
- 22 different custom rooms all from the out of bounds area in "New Queen Street"
- Custom huds and help menus in-game
- Many easily changable settings such as hostile scaling, reward scaling, difficulty, lives, and starting rewards. If the balancing is off for you then the settings should be enough to completely revamp the balance
Coop-Multiplayer features
- Reviving dead allies
- Difficulty scaling with number of players
- Saves player progress on disconnect (If the lobby is still running)
This gamemode was created by only me (Springall) and 99.9% of the playtesting was also by me. I have given my best effort to find any bugs, balancing issues, and server crashes I could so any feedback is much appreciated.
Performance is a top priority. Server overloads are lame and is a terrible way to end a run. My multiplayer testing is very limited so if the server overloads on you, let me know and what heros was being played. If you want to take the issue to you own hand, the workshop settings has options to increase performance.
Features preview
At the end of each room, you pick 1 of 3 randomly choosen rewards. This is the list of non-hero specific rewards all heros can pick from (Including non-custom heros). Each reward can be picked multiple times.
0 - (+30%) damage
1 - (+30%) healing and (17.5%) critical damage
2 - (+30%) speed and (^7.8%) critical chance
3 - (+35%) critical damage
4 - (^15%) critical chance
5 - (+7%) lifesteal
6 - (^20%) chance for full ult charge after ulting. Otherwise, start with (^15%) ult charge
7 - (^15%) resistance and (+15) regeneration at low (<30%) health
8 - (*45%) Healing and (^15%) resistance at high health
9 - Unkillable for (+5) seconds apon reaching 1 hp per room. Cleanses at start and end
10 - (+2.8%) lifesteal, (+24%) healing, (+6%) regen, and (+16%) health
11 - (^7.8%) critical chance, (+15%) critical damage
12 - (+15) Regeneration
13 - [1 - 1/[2(+2)]] of damage taken is dealt over 5 (+5) seconds. DoT removed by cleanse
14 - (+70) Temporary health on kill
15 - Instantly kill hostiles under (^12.5%) health
16 - Hostiles within 10 (+2) meters take (+100) indirect damage every 5 (-^10% faster after lvl 1) seconds
17 - Explode hostiles on kill dealing (+175) indirect damage in a 5 (+0.5) meter radius
18 - At low health (<30%), gain (+150) temporary health. 30 sec cooldown (-1, max -15) sec cooldown
19 - When reaching full health become invincible and gain (*22.5%) damage for [2 + (+2)] sec. 2 sec cooldown
20 - Every 11 (-1) seconds, next stun is cleansed and gives (+120) temp health
21 - (+15%) damage and (+30%) healing
22 - (+7.5) regen and (+40%) health
23 - (+15%) damage and (^7.8%) critical chance
24 - (+40%) health (+3.5%) lifesteal
25 - At the start of each room, 4 (+1) healing packs [healing (+64)] spawn in random locations
26 - (+3.5%) lifesteal and (+17.5%) critical damage
27 - (+80%) health
28 - (+30%) healing and speed
29 - In each room, (+66%) randomly divied up to health, critical damage, speed and damage [Stats are weighted to be equal in value]
30 - (*30%) speed and (+16%) lifesteal on kill for 6 (+2) seconds
31 - (+30%) speed and (+40%) health
32 - Every 5 seconds, fire (+1) homming missle at the furthest hostile dealing 100 (+25) indirect dmg
33 - Leave a mine every 5 (-^5% after lvl 1) meters on the ground that deals (+75) indirect damage for 4 (+1) meters
34 - Deal (+5) * [1+(+0.1)] indirect damage every 0.1 seconds to hostiles you are looking at.
35 - (+15%) damage and (+7.5) regen
After room 5 you pick between Tank, Bruiser, and Assassin. Every room after you pick between 3 fixed rewards.
Tank
(+20%) chance to revive when you die. -100% on death for the current room. More likely to find health at level 5
Health rewards are increased by (+5%) and regeneration by (+7.5%). More likely to find regeneration at level 5
(+8%) Damage taken reflected back as indirect damage. Increases by 25% every 5 seconds. More likely to find sources of indirect damage at level 5
Bruiser
(+26.7%) of your increased damage as health. More likely to find damage at level 5
Speed and damage rewards are increased by (+5%). More likely to find speed at level 5
Invincible for (+0.5) seconds and they explode for (+35) damage on kill. More likely to find lifesteal at level 5
Assassin
Speed and healing rewards are increased by (+10%) and health by (-7.5%). More likely to find healing at level 5
Critical damage and damage rewards are increased by (+5%). More likely to find critical damage at level 5
Evasion is raised by (^7.5%) of your critical chance. More likely to find critical chance at level 5
Junker Queen
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Generates charge which is spent on abilities and attacks for enchanced effects.
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Spent charge turns into discharge which will zap a nearby hostile after a delay. Chains on kill
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Spends charge for extra damage and stuns
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Has 2 ammo and reloads faster
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Discharge also zaps stuck hostile
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Repeatedly spends charge to poison nearby hostiles
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Converts all of discharge to 50% charge
Junkrat
Randomly changes stats. Random effects happen on hit and when hit.. Uses ultimate frequently and uncontrollably.
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Kills when dead revive him
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Changed to be a bomb that explodes every bounce. Can be used when dead
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Gain ultimate charge randomly and is used whenever possible
Mercy
Has 3 AI bots (changes with number of players; Adjustable in settings). Regeneration effects all allies.
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Damage boosting or holding secondary fire with pistol generates charge
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Healing can crit
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When releasing secondary fire, fire a high damaging projectile
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Hits create a healing explosion healing equal to her lifesteal
Genji
Gain a killstreak for killing hostiles within a time frame. Each kill resets the timer. Gain damage and ultimate charge depending on the killstreak.
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Can't take damage when deflecting
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Ultimate charge resets on room clear. Resets killstreak timer
Hanzo
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Headshots uses lunge and resets its cooldown
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Explodes on impact
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Fires 4 additional projectiles converging to a point
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Activates 3 times in a row with low gravity
Sojourn
Every other room gain a prefix or a sufix instead of a reward. Prefixes give stat increases and sufixes give reward increases. You only can have 3 prefixes and 3 sufixes.
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Cooldown resets on kill. No cooldown when using ultimate
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Fires in a burst of 1. +1 projectiles every time this ability is used this room
Reinhardt
Plays with a Zenyatta on his back. An AI Zenyatta will be provided in solo play.
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Teleports you to hit hostiles. Less end lag
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Heals based off of distance traveled
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Launches you high into the air before slaming you down
Zenyatta
Plays ontop of a Reinhardt. An AI Reinhardt will be provided in solo play. Can dash Reinhardt in any direction and can crouch to shrink and gain damage resistance
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Stuns the discorded target every time they take damage
Roadhog
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Also damages nearby hostiles. Heals off of the damage dealt. Still heals normally
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Can be cancled mid use. 2 second cooldown on hit, none on miss
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Rains scrap on hit enemies. If too much scrap spawns, a scrap nuke is launched
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Pulls in hit hostiles
Doomfist
Every ability cast and shooting heals you
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Grabs all hostiles hit and slams them to the ground
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Doesn't move you but activates 3 times in a row
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Grabs the hostile and pummels them.
Widowmaker
Indirect damage is increased by 50% of her damage
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Deal more damage based off of hostile's missing health
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Converts 1% current health to damage
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Chance for each of the 5 special effects to activate each shot. Theses effects are bounce shots, delayed shots, exploding, lifestealing, and disabling shots.
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Deals more critical damage per headshot until you miss
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All shots must be fully charged to fire
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Has 3 charges. Gain a charge on a scoped headshot.
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Freezes all hostiles on the same hero
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Scoped shots have 2 additional special effects
Orisa
Firing gives heat which passively decreases. Heat lowers ammo capacity. Randomly, based on heat, create a fireball that can be shot at to explode. Explodes twice if hit with Energy Javelin
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When reloading, Fortify and Javelin Spin are disabled and Energy Javelin has no cooldown. Reloading takes longer and stuns you for 5 seconds when finnished reloading
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Fire extra projectiles when attacking and using Energy Javelin
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Deals damage and heals based on missing ammo. Lowers heat
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Also applies to ultimate
Go and try out this gamemode already! Lifeweaver from image 11 is judging you heavily for this hesitation.
Snippet
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