Paranoid Rezurrection v11 RELEASED! & FFVII Mako Reactor v5_3 RELEASED!

Posted: June 30, 2012 by Hannibal[SPA] (Rafuron) in Map Update, ZE FFVII Mako Reactor, ZE Paranoid

WARNING: New Paranoid version soon. Lag issues and some bugs. Will be out soon enough.

“Nothing to do there”

Hi everybody! Finally, after many tests versions im gonna release PARANOID REZURRECTION! (v11) The changelog is just… impossible to write, so I will let you discover how the map works now, and met the many new modes, the tens of possible random item locations, the 9 secrets (including the Last Man Standing easter egg), the many details and strategies you can find, …

This is not the final version, I know it, some servers will find bugs, some critical bugs that must be fixed. Sorry for this, but it is the only way to propertly test Paranoid, with many people of all playing ranks (noob, normal, pro, Paranoid master, …). This is the list of known bugs:

  • Titan charge doesnt kill
  • East trap door doesn’t work perfectly
  • Epic winner message can be spammed (spawn zone)
  • ZM mode: there are 3 crate barricades now, but the one of the middle doesn’t have ladder
  • Saw shows blood if it touches props.
  • Gandalf staff texture not showing

As you see, are not important things and I could fix them, but probably Im gonna receive some PM of crashing issues, missing textures¿?, exploitable things, not working things,… thats because the map has unlimited things that could be tested but I don’t have time to test them all (it would take days).

The incoming changes in mind are:

  • Add more info at spawn.
  • Improve the core destruction (now there is nothing)

Paranoid Link – Removed

(New version soon enough)


About Mako Reactor:

The problems you told me in previous post have been fixed. This is the list of bugfixed bugs:

  • Epic bug of no teleporting area when bahamut fight, screwing the game.
  • Gravity projectile was solid (now is passable)
  • Trigger_teleport at Sephiroth bridge, at the hole, sending you before elevator, has been fixed
  • End Vent now opens 1 second earlier
  • “Sometimes the materia filter doesn’t work” maybe you were talking about zm (there is a restore name trigger there that has been removed). If it happens in other difficulties, then drop your weapons and pick up them again, because it seems to be a real unfixable problem (soruce engine not workin propertly)
  • Zombies bunny jumping at pipes: I put an invisible block to prevent that (don’t worry, only bunnyjumpers will touch that brush).
  • Zombie stuck in jail: the teleport destination has been lowered
  • Zombie plague problem: the core teleport is active more seconds.
  • Non showing materias: I force to re-start the materias effect to prevent that.
  • ZM super camp spots (roofs) fixed.
  • “Immortality ends in x seconds” message instead “Inmortality will end in x seconds”

This is the link, profit!

ze_FFVII_Mako_Reactor_v5_3

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Comments
  1. Mr.HotDog says:

    Testing yesterday was fun I’m glad the map is still as awesome as in 2009 🙂

  2. Kaemon says:

    Even if it doesn’t look like it, Paranoid was remade from scratch. Many/some monsters/weapons/triggers were copy-pasted into the new map; but it was made from scratch to get rid of many things that were wrongly made in the very basics of the map.
    This way, the entity limit could be lowered while adding new things; and new things could be added without conflicting with forgotten lost triggers.

    The Mako Reactor version, as you can see from the changelog, is just a fix version. People discovered a big flaw in the map and had to be fixed. While doing so Hannibal did also some minor fixes to improve the gameplay.

    If you are wondering what’s new on Paranoid… You will have to play I guess. Many things where changed, edited or added.
    Turtle Launcher and Crow are gone however; since they were kinda glitchy or easily abusable.

  3. Anonymous says:

    I have tested paranoid and I had 3 times an error message from windows in blue, there are other players who had the same thing.

  4. Alpharadia says:

    You cannot imagine how much players are telling about the same “Windows error screen”…. But, lol, it’s just part of the map, it’s fake, the trigger shows that screen to blind you.

    So stop thinking it’s a real error xD

  5. Kaemon says:

    As Aplpharadia says, its part of the map to make you go…. paranoid! Get it? 😛

    Aparently v11 has some lag issues… wich aparently didn’t show while testing. Not sure if there weren’t enough people or if it depends on the servers.
    Looks like Hannibal will make a new version ASAP-ish. I think it should be V11_1, not V12.

  6. Anonymous says:

    On the server of fog we were at least 40 players, the map bugged really, it has happened more advance.

  7. TonyMontana says:

    Reverse mode; zombies get teleported back to colloseum once they reach spawn.

  8. owen says:

    hey in our server v5_3 has MAJOR issues we cant even play it, the infection starts literally as soon as you spawn leaving the humans stuck in the same train as the zombies, they get telied away after around 20 seconds… So its kinda unplayable right now

  9. FierceG says:

    Squishy Cheese

  10. TonyMontana says:

    Owen, that’s up to the server owner to configure, Mako was originally made for 1 mother zombie spawning. Set infection time to MIN 29 and MAX 29.5 for best results if you have multiple zombies spawning.

  11. Yes owen, when admins put a new map, they have to put the config, so they didnt put the config for Mako, not my fault.

  12. Kaemon says:

    Anonymous from the Server of Fog: What exactly bugged? “The map bugged really” doesn’t tell us anything. XD

    Tony Montana: Thanks for that and other reports; some bugs certainly showed up; including the Titan Monster not killing his owner upon death because he has the wrong Target Name (old “Titan Owner” instead of the new and more global “Monster Owner”).

    Owen: As you had been already told, is because that server aparently uses a default zombie spawn that is not compatible with Mako Reactor and when changing the map version your admins (or whoever is in charge) forgot to re-add the Mako Reactor specific spawn config (they had to rename it from v5_1 to v5_3). They probably fixed this already and you are happily playing it on your favourite server.

    Hannibal: Is always your fault.

  13. Anonymous says:

    This morning we play a paranoid to about 10, the map worked great there was no bug.

  14. Paaf_^ says:

    Hi there !

    I’ve never created or tried to create a map, I’m really no skilled in mapping.
    But I noticed that lag issue appears only when there is a certain number of players on the map. So maybe the lags appear only when the game area is increased. I guess, the pb would come from an area in the first lab which is playable only with a lot of ppl.

    But you’ve probably already thought about that…

  15. Anonymous says:

    I noticed that the map has bugs, only when there are many players who play on.