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Loccstan

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Posts posted by Loccstan

  1. 2 minutes ago, willywilson said:

     

    Yes; but doesn't the shrek npc deal 100 damage? meaning if we had 150 from the cake, trim would be minimized? 

    Yeah I think we have a better shot with 150 hp, but I am still worried lol. That stage seems cursed. Other than that, I think your stage order is great.

  2. 2 hours ago, willywilson said:

    With these new changes, I think we should go

     

    Weeb --> turtle (because lasers will trim and we need to get used to them at the boss and we get heal) --> shrek (we will need heal to prevent npc trim) --> dicklet (we will need the heal before final diddle level + we need as many people as possible to live through this, also it needs less practice than turtle or shrek) --> omaha (ez holds, and now we can see the indication for the bombs? ez win baby)

     

    turtle and shrek are first because we need the most practice on those levels and bosses due to turtle having boss lasers, and shrek having npc trim

     

    tl;dr

     

    weeb

    turtle

    shrek

    dick

    omaha

    have you considered doing shrek first? The reasoning being, if shrek is done first, we will be able to practice it the most since it is probably the stage that most likely results in trim. Also if we fail on shrek, the time wasted is also minimized. Shrek is pretty RNG as well due to how npc targeting works, so we keep on retrying the stage until we beat it with good numbers.

     

    7 hours ago, Luffaren said:

    Been fiddling a bunch yesterday/this morning, with help from Vauff:

    - The mortar-strikes on omaha beach will now have visible indicators (but only for extreme mode)

    - Push cost from 40 to 50

    - Diddlecannon cost from 50 to 40

    - Torches should indicate their cooldown through disappearing during the 300s (only for extreme)

    - Placed wall-items now take proper auto-damage from being placed near a teleport destination

    - The 2nd door on shrek breaks automatically after ~5 seconds or so, to prevent delays/exploits

    - The cake-heal item should now function properly on extreme (where it previously only spawned one instance instead of two)

    - The diddle shop now has proper price-texts shown for each item

    - The torches shouldn't block bullets anylonger

    - A background scoring-system has been added, which will prioritize players for the shop later on depending on certain actions (score gets added from certain actions, like stage-wins/rounds played)

     

    If/when things seem to run just fine, it'll be released to the public 🤠

    Thank you @Luffaren and @Vauff for making this possible!

  3. As for the stage order, there are several which I think are viable:

     

    Strat A: Weeb -> Dicklett -> Shrek -> Turtle -> Omaha 

    Strat B: Weeb -> Dicklett -> Omaha -> Turtle -> Shrek

     

    These are pretty self explanatory, for Omaha you must do either Dicklett or Turtle first to get that 150 hp. I hope with my Dicklett boss strat above you should not be taking any damage from the boss. The trade offs between A and B is that B is slightly harder due to Shrek at the end with less players, but will get you into final diddle with more hp, so the last stage is a bit easier. 

     

    There is also an unconventional strats:

     

    Strat C Shrek -> Weeb -> Dicklett -> Turtle -> Omaha

    Strat D Shrek -> Weeb -> Dicklett -> Omaha -> Turtle

     

    Why these strats? Assuming that we can wait out the mortars on Omaha, Shrek becomes the most unpredictable and RNG stage due to the npc trims from people messing up or panicking. In that case, we should just fail fast and repeatedly retry the Shrek stage until we get a good number of humans who beat the stage (45+ at least).  Compared to Strat C, Strat D will get you to final stage with more hp, but is also harder.

     

    *****4/21/20 Update*****

     

    Two new discoveries regarding Shrek stage:

     

    1. If you wait long enough outside the house (not going beyond the outhouse where you find Shrek in the second cycle) on the fifth cycle, it seems Shrek npc will die by itself after a green flash. It is possible that by waiting, you can avoid the Shrek npc fight completely. You cant defend inside the house because zombies will eventually TP right outside the door. This waiting strat is most viable if the player count is high, which should be the case if the Shrek stage is done first. Video: https://streamable.com/zsbgur

     

    2. Shrek npc only does 100 damage to you if you have kevlar. If you gotten 150% hp from cake, Shrek npc will not 1-shot you! This means that doing Shrek after a heal stage such as Dicklett or Turtle is very good idea as well! However if you do Shrek stage when players left alive is low, you have to kill Shrek very fast before zombies overwhelm humans defending. 

     

  4. Here are some interesting strats/discoveries we can do for the ministages:

     

    Omaha beach If you stay on the bridge, not immediately rush for the trigger on the helicopter, and wait for approximate 3 minutes, the mortars will disappear all by themselves. On the bridge, you are pretty safe from mortars as well. AFAIK, zombies do not TP on the Omaha stage, so you can defend as long as you want. 

     

    Also, if you stay near the sides while moving up the beach from the boats, it is somewhat easier to dodge the mortars. You are more likely to take less damage. 

     

    Dicklett Boss For both the middle and final boss, there is a sweet spot on the far left side where  you can crouch and not take damage from the lasers or the earthquake. This does not require any pillars, in fact all you need to do is just crouch there for the entire time! If you are low on HP, this is an easy way to avoid death during the boss fight. See attached images for where you need to stand. IMPORTANT: Your z-position  when crouching must be between 15534.00 and 15534.60. You can see your z-position by typing "cl_showpos 1" in console. If you are too high, you will take a slight bit of damage from lasers. If you are too low, you will take earthquake damage. 

     

    If you cant figure out the exact spot, simply go as high as possible during earthquake and move forward (down the slope) towards the boss during the lasers.

     

    Turtle Boss For the first phase of the boss fight, stand on the edge of the bridge (but NOT touching the platform) as shown in the attached images and you can avoid all of the boss attacks without any moving or dodging. You can also do the same on the other side. After the first phase ends, you MUST get off the bridge before it breaks and go on either the middle or side platforms. 

     

    dicklett.jpg

    dicklett2.png

    turtle.jpg

    turtle2.jpg

  5. 2 hours ago, DUSTY said:

    I've been saying there needs to be a system to give players who have beaten more minimaps priority in the shop for regular diddle. Now even more so because we are gonna be playing the one big stage for so long  only to have some dumb fuck buy the wrong thing. I don't know how this could be done on extreme with everyone having to beat the 5 consecutively, maybe just have the shop open and first come first serve so at least the bhoppers can get them. But just pointing out how mad everyone would be if some zoomer got selected and purchases the wrong thing.

     

    I think the current system should be fine. By the time we get to end of 5 stages, there will be already a pretty large trim. I am estimating that at most 30 people would be alive and most of them should be Diddle veterans. 

  6. As some of you may know, @Vauff has created an extreme mode for Diddle using stripper. In this "extreme" mode,  humans must beat all 5 ministages in some fixed order and then complete the final stage in 1 round. This entire experience takes up 1 hour of playtime and perhaps is even harder than Santassination extreme mode. We played Diddle extreme recently a few times and unfortunately there are several issues which make the gameplay experience less than satisfying. I will list them out and what my suggestions for changes are. This is not about making diddle extreme easier, but rather to make it less frustrating and more fun.

     

    • Mortars on Omaha Beach stage. The mortars give very little warning and strike randomly. It is pretty much impossible to avoid damage and if you are unlucky, death, no matter how skilled you are. I suggest that the mortars be given a indicator like the meteor in Minas or alternatively reduce the mortar damage and frequency. 
    • Shrek npc health scaling. As far as I can tell, the Shrek npc health is fixed and does not scale with number of players. This might be a problem since we play Shrek in the later stages where there are very few humans left to kill it. The Shrek npc should scale with number of players. Another solution might be to make the torches from Weeaboo damage the Shrek npc. Also, there should be a boss hp counter. 
    • Torch cooldown indicator. The torches from the Weeaboo stage have a 300 second cooldown outside of that stage. Unfortunately, entwatch can only keep track of the 20 second cooldown for torches within the stage. Not knowing which torches are off cooldown makes it very hard to coordinate their use. The torches need some sort of alternative visual indicator when it is off cooldown. Another small issue is that the torch physical model blocks bullets.
    • Cake bug. The last time we played Diddle extreme, the second cake (healing) item that is picked up could not be used. Fixing this problem should be pretty self explanatory. 
    • (Optional) Grenade refill. It kind of sucks that you only have 2 nades available for an one hour stage.  If possible, there should be a way to replenish grenades in between the  ministages.
    • (Optional) Bhop while running from giant Shrek. When running from the giant Shrek, zombies can bhop and catch up to the humans. This is a problem when zombies vastly outnumber humans because there is very little humans can do to slow them down. Setting zombies on fire with nades do not prevent bhopping. Also, bhopping humans can attract the Shrek npc and kill fellow humans. Bhopping should be disabled for zombies and possibly for humans if it is not needed for particular strats.

     

    I believe with these changes, Diddle extreme could be made into a fun and challenging map for events. If anyone else have suggestions for how to make Diddle extreme a better experience, feel free to comment as well.

     

    On a related note, Luffaren has plans to tweak the costs of the items in the final stage. Namely, the disco push will be increased to 50 coins and diddle cannon decreased to 40 coins. I am unsure how these changes will play out with Diddle extreme.

  7. One Diddle at a Time

     

    Map(s): ze_diddle_v3

    Restrictions/Limitations:  For final stage, you can only buy 1 of each type of item

    Event Time preferred: Saturday 5pm Central

    Others: N/A

    Reward: VIP 1 Month

     

    Lets challenge ourselves to new strategies, do we really want to play diddle with the same 3 type of items everytime?

    •  
  8. Bioshock Hardcore 

     

    Map(s): ze_bioshock_v6_2

    Restrictions/Limitations:  Primary weapon is limited to 800 ammo, secondary weapon has unlimited ammo

    Event Time preferred: Saturday 5pm Central

    Reward: Big daddy model?

     

    I always wanted to do a limited ammo event and the original bioshock game is famous for having very limited ammo, so why not?

  9. I discovered a new strat which might reduce the difficulty of the final hold and boss fight in Diddle heaven. Its called the ISLAND STRAT and a more detailed explanation here:

     

    Hopefully, this strat might make diddle extreme only brutally hard, instead of impossibly hard 😎.

    Also, if GFL is capable of beating diddle extreme, santa extreme win confirmed.

  10. 14 hours ago, hotEvercLear said:

    I can see this work if you have 1 push. 

     

    This is very similar item loadout to big dick strat we were testing a few months back, but the island strat is a neat idea and I think you are onto something. 

     

    i will 100% try this next time diddle is up as getting to the final boss is not hard at all. Big dick is also very helpful at the fetus boss as if you can fire it when he goes bezerker and not need a diddle cannon. 

     

    The hold after the fetus buss at the zombie cage is not hard if you have 2 push, and is a breeze with 3. 

     

    love it!

     

    Thanks, glad you like it. Looks like we are going to have a Diddle event very soon as well. If this strat does work, it would very useful during the event. 

     

    11 hours ago, Mavis said:

    Good idea but I'd say at least 1 push is needed. The last thing humans will want to do is run towards the jump with Negevs out trying to knock back slowed zombies to clear a path & I can see a train of people dying if one person were to edge near the front of the boost.

     

    Also not sure if the zombies would be slowed down if they were to jump from the top near the boss.

     

    Interesting idea though, I'm curious to see how it'll play out!

     

     

    Yes having a push would make this part so much easier, almost too easy I think. I would love to see this done with no pushes, aka helms deep style with the humans charging while trying to avoid getting knifed. 

  11. I have discovered a pretty easy to execute strategy for the final boss in Diddle which should lower the player count and item requirements to win.  It is called the ISLAND STRAT and is inspired by the tower strat proposed by Skadoosh: 

    Before I go into more detail, I want to add a disclaimer that I only tested this in offline mode so while this strat probably will work on a full 64 player server, it is not guaranteed.  Anyways here is the strat:

     

    1. The only mandatory items are big dick and legendary heal. Any extra items, especially disco pushes, would be helpful as well. My suggested item loadout would be 1 big dick, 3 push, 1 legend heal, and rest green walls. Also as long as at least 16-18 players are alive right before the boss fight, this strat should have a reasonable chance of succeeding. 
    2. The island strat is pretty much the same as the existing popular strats leading up the final boss fight. It only diverges once humans teleport into the location for the final boss fight and leave the house they TPed in.  
    3. The humans need to split 50/50 and go into two directions. The first group goes through the middle as humans typical go (see image 1). The second group goes right and up the elevator (see image 2). Both of these paths are not that hard to hold, especially if humans defend a bit before the paths split up. 
    4. As you notice the elevator brings the humans up to an island. This island is actually a very safe spot for the humans. There is only 1 path into the island besides the elevator and it is very narrow (see image 3 and 4). In addition, once the elevator ascends, it will disappear and zombies cannot use it. About 10 humans with negevs are enough to defend this narrow path from any number of zombies. The only zombie items which might cause trouble are jumper and jihad, but the humans should be able to easily shoot them away as there is no cover for zombies below. 
    5. The humans who went middle needs to trigger the boss fight by touching the gate besides the tower and then quickly run to the island to join the humans who are already there. 
    6. From the island, humans can wait for the final boss to spawn and then shoot at it from a distance. I tested it and you can indeed use a weapon like a negev to kill the boss from the island (see image 5 and 6). 10 humans should defend the path while the rest should shoot the boss. Given how easy the defense is, humans should not expect to suffer any losses during the boss fight. 
    7. After the boss dies, the humans need to go down onto the bridge, run to where the boss used to be and jump off. This is where the big dick is needed to give humans extra speed boost and slow the zombies. The speed buff from big dick lasts long enough for the humans to run all the way to the end. This might be the hardest part of the island strat as you will need decent zombie dodging skills, but it should be doable at least 15 humans. Having at least one push ready would make a huge difference as well.  

    1.jpg

    2.jpg

    3.jpg

    4.jpg

    5.jpg

    6.jpg

  12. Everyone thinks that Santa Extreme is the hardest map out there, but there you know that the hardest map is actually Diddle? I present Diddle Extreme:

     

    Map(s): ze_diddle_v3

    Restrictions/Limitations: You must beat the entire map in 1 round! Thats right, all five random stages and final stage must be beaten without restarting the round. As you probably know, if the human count falls below roughly 40 at the end of each random stage, the round restarts. Thereby, the human count must be maintained above 40 for all the random stages. If the round restarts, admins must press reset button in admin room to reset all progress made as well. The overall time to beat every stage back to back will be around 1 hour. 

    Event Time preferred: Saturday 3:00pm Central time

    Others: This is very very hard and requires mastering the map.  If humans make no progress, admins can allow going back to normal diddle. 

  13. On 6/17/2019 at 4:42 PM, willywilson said:

    Hello everyone! as you know, I've been pushing the server on santa extreme lately, and so far in my various attempts leading, we've got a 2/3 success rate at getting to extreme act 3. So now with the recent stripper fixes to make items hit fat santa and work properly, I figured I'd make a post to discuss santa extreme, the changes, and use the thread to mark our progression.

     

    6/27/2019 Today, with Luffaren leading us, and tweaks to item damage to boss, we made it about 85-90% through act 3 extreme. We beat skinny santa with 24 surviving. We beat fat santa with 16 surviving. Here is where we stopped. 

     

    This is very good progress. I think with better teamwork, beating act 3 now is entirely within the realm of possibility.

    vlcsnap-2019-06-27-11h54m18s065.png

  14. 1 hour ago, JLlaneras said:

    @Loccstan There isn't much tutorials about zombie escape things like items or bosses you kind of have to figure it out yourself. That's what i did but, if you ever need help with something you can always message me or any of the professional mappers like Luffaren, Moltard, Naraka, ect...

    Thanks for letting me know. Quick question, how do you play test your maps? Do you setup a dedicated server running with the zombie reloaded plugin for that? 

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