Situation Outbreak

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Game Information
Zmslogo.png
Title Situation Outbreak
Developer Agent Red Productions
Release Date Q2 2009
Current Version v1.50
Genre Horror
Mode Multiplayer
Ratings ESRB: Mature 17+ (M)
Platform PC
Recommended System Requirements
  • 2GHz Dual Core processor
  • 2048MB RAM
  • DirectX 9+ GPU with at least 512MB VRAM
Minimum System Requirements
  • 1.7 GHz Processor
  • 512MB RAM
  • DirectX® 8 level Graphics Card
  • Windows® Vista/XP/2000
  • Mouse
  • Keyboard
  • Internet Connection

This game requires that you own a Source engine game such as Counter-Strike: Source, Half-Life 2, or Day of Defeat: Source. Click here for a full list of games that meet this requirement. Please note that Portal: First Slice and the bundled Half-Life 2: Deathmatch do not fulfill this requirement.

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This mod for Source has been released! Download it now.

Overview

Situation Outbreak is a zombie-themed Orange Box modification for the Source engine. There are currently six different gamemodes, each with their own twist on the next zombie apocalypse.

As a Survivor, you are hopelessly thrown into various situations with a pair of brass knuckles and a 9mm. Your objective? Do whatever it takes to survive. Your enemy? The mindless waves of zombies pouring down on your position, some of which are the same men and women you had called your friends but a moment ago. The cost of failure? Your meaningless life, your corrupted mind, your free will.

In this world, no one is spared. There are no heroes to save the day, and death is inevitable. Regardless, you fight on knowing that the next wave of zombies could bring an end to your pitiful existence on an even more lamentable planet...

Description

Situation Outbreak has several features that make it unique. There is a buymenu system from which a Survivor can cash in points they earn for killing Zombies and zombie NPCs for weapons and ammo. There is also a simple pick up and drop system for making barricades. SO's most useful feature is its user-friendly mapping system, complete with custom entities that make creating complex game dynamics simple so that most anyone can create their own maps for any gamemode, even if they have very little prior experience using Valve Hammer Editor. Versatility is the name of the game, and each and every map is truly unique which makes them fun to play every time. Like L4D, Situation Outbreak has it's own "director" system called dynamic difficulty. This system automatically adjusts to the Survivor's progress every few seconds, making the round easier or more difficult depending on the gamemode and how many kills they've acquired as a team. Agent Red Productions also takes pride in the fact that each and every custom weapon and player reskin was made in-house. The mod is constantly being updated every month or two with new gamemodes, maps, and weapons, making Situation Outbreak one of the most supported mods available for the Source engine to date.

Gamemodes

-=INFECTION=-

The original SO gamemode! Towards the start of each round, one player is chosen to be the host of the infection. Once infected, a player has the power to instantly infect others using their terrible zombie claws of doom. The Survivors' objective is to contain the Zombies and prevent them from infecting the human race. Conversely, it is the Zombies' mission to infect all of the Survivors before time runs out.

-=SURVIVAL=-

In what is quickly becoming the mod's most popular gamemode, the Survivors must defend themselves against wave after wave of zombie NPCs for a specified amount of time. As an added challenge, players never respawn once they are killed.

-=ESCAPE=-

Similar to Infection, one player is chosen to be the host of the infection towards the start of each round and the Zombies' objective is to destroy the human race. However, there's an additional twist: prevent the Survivors from achieving their goal of escaping from their fateful situation before time runs out. As an added challenge, all Survivors must escape before they can claim victory.

-=HOLDOUT=-

Similar to Survival, Survivors will find themselves defending their fellows against wave after wave of zombie NPCs. However like Escape, there's a twist: the Survivors must also defend a specified holdout area until time runs out. Therefore the mission is not only to survive the infection, but to contain it, which makes this gamemode notably harder than the others.

-=OVERLORD=-

Often deemed an Infection-Survival hybrid, one player is chosen towards the start of each round to be the zombie overlord. As a zombie overlord, a player is capable of killing Survivors for points either by using their zombie claws or by spawning their own army of zombie NPCs to command. These points can then be exchanged to spawn even more zombie NPCs. If a zombie overlord is ever killed during the middle of a round, they are spawned as a Survivor and another zombie overlord is chosen to take their place. This continues until a zombie overlord successfully destroys the human race or until time runs out, in which case the Survivors win.

-=OBJECTIVE=-

Often deemed a Escape-Survival hybrid, Survivors must complete a set of objectives before they can escape to safety with the additional twist of having to defending themselves against endless waves of zombie NPCs. If the Survivors fail to complete all of their objectives before time runs out, they lose, making this gamemode the most versatile and open-ended as far as what objectives the Survivors are assigned to complete. As an added challenge, players never respawn once they are killed.

Official Graphics

Screenshots

Team

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Lead Developers
James Pizzurro (£cho) - Coder, Mapper, Compiler, Animator, Public Relations
Jordan Nolan (GlitchedSystem) - Coder
Developers
Harrison Burton - Mapper
Ryan Gaston (Stubby) - Mapper
(Sethen) - Mapper
Ryan (Undead) - Public Relations
Patrick Nielsen (Red Caste) - Public Relations
(Rusty) - Texture Artist, Compiler
Stephen Swires (SteveUK) - Coder
Ryan Gholson - Modeler
Jarlan Perez - Texture Artist
Chris Mathews - Modeler, Texture Artist
Wallace Fajardo - Modeler
Chris Roth - Texture Artist
Thanet Gasorntip - Mapper
Curtis Williams - Mapper
Michael Perron - Modeler
Brian Smith - Concept/Illustrator
Leonardo Carrion - Texture Artist/Animatior
Kai Sidler (yardy) - Mapper

Tutorials

External Links