Thank you both for your feedback guys!
The game has music
...just start a "Zombie Massacre". Means just kill around 4 or 5 Zombies in a row (fast), music will start playing. As long as u keep music playing, u get a lot of money fast. I see people playing to "shy"...get some ammo and shoot the hell out of them
Ive seen the map as some kind of "killing bowl". While walking around kill, kill kill...besides you push some pigs. If you go crazy killing it almost feels like another game. When the three pigs are home, gunshop unlocks all weapons. Take the dual mp5...zombies will die like flies.
Fox example, when i go insane, i have around 10.000 Cash in 10 Minutes, all time Music playing...ok iam the dev...but i thought people would play it more aggresive some how.
Its like a invisible "kill counter". When it reached some amount/time, music starts and cash comes faster.
https://www.youtube.com/watch?v=xylbA8-3WpYMinute 29:30 (29:50 music starts cause of the stress and kill amount) shows what i mean. Another non-aggressive-player in the vid
When increasing fov, i have to change weapon pos, cause it doesnt look good.
But 3run also suggested this, so i guess would be a good idea yes. Guess now (need to look up) its Hl2 like,around 70.
Anyone tested dive and swim in map2 ?
Also this map features a new NPC, a lot of Zombies and new quests.
Btw. Safehouse is driveable later. Also the RC-car infront of the safehouse is driveable.If you see the desktop when leaving map1...restart and click "Load Game". Its that bug i mentioned above...sometimes(almost never for me when testing,of course) acknex feels like not switching the map...published version is a real b****.
Thank you both for taking the time.edit: *Gunshop unlocks almost all weapons. The grenate launcher a bit later. Btw. guns are hidden on the map. On containers or rooftops, you may find really great guns (Uzi's, M79 grenate launcher). Fex on the safeplace are two land mines on the ground. You can crawl and pick em up.edit2: Another issue: Winmill climbing works good BUT when you reach the top, it will be very tricky to get on. Only with "jump-grab's". This windmill problem is more a design then a script problem.