The Marine - This is the basic marine, you start as this guy. Armed with a AR-26S Semi-Automatic Rile, he's rather ill-equipped to deal with hordes of zombies, however, he does have a hand grenade that's a decent weapon for taking out the undead.
Primary - Semi-automatic rifle
Special - Hand Grenade
Unique visual trait - Standard Marine
Striker - The Striker is slow, big, and hits like a two ton, exploding wrecking ball. Able to load multiple munition types and fire at long ranges, when the Strikers hits, you'll know it.
Primary - Dual Rockets
Secondary - Stun Rockets
Unique visual trait - Rocket Launchers
The Krusher - The Krusher goes for a high rate of fire and heavy explosives. Armed with a Rapid Acceleration Trigger-41 SMG (RAT-41) the Krusher hoses his targets down with hot lead. While not able to deal great damage to single targets by himself, he is able to place Time Bombs on the ground, blowing rotten bits of flesh all over the landscape.
Primary - SMG
Secondary - Time Bomb
Unique visual trait - Gun is constantly sparking
Shotgun Medic - The Shotgun Medic is a must for any team that wants to survive for very long. Wielding a G-25DS Governor Shotgun, he can keep zombies at bay long enough to heal injured teammates.
Primary - Shotgun, Double-shot
Secondary - Heal (healing self takes longer)
Unique visual trait - Glows
Seeker - The Seeker has always loved bright flashy things. He smokes the fancy cigars and has the weapon to make it look cool. Armed with the Imperial Class Plasma Launcher and attached Flash Mk.II Impulse Cannon he always strives to be the brightest and the best.
Primary - Plasma shot
Secondary - Impulse Burst
Unique visual trait - Standard Heavy Marine
Recon - The Recon complained when all we gave him was the R5 "Stingray" Carbine. Not enough he said, its just a rifle, he said. So we gave him a Prominence Class EDU (Energy Dispersal Unit) to shut him up. He's still an asshole.
Primary - Rifle burst
Secondary - Particle Beam Cannon
Unique visual trait - Standard Heavy-Rifle Marine
Pyro - How do you like your meat cooked? Overcooked, or charred? Armed with a 42CF "Xiuhcoatl" Flamethrower and a W-2A "Yorrick" Wight Gas Sprayer the Pyro excels at close range area damage. Just watch out for friendly fire.
Primary - Flamethrower
Secondary - Wight Gas
Unique visual trait - Flamethrower is always smoking
Tekk - The Tekk couldn't decide what he wanted to be. One one hand, he likes shredding, on the other, he likes fire. So we armed him with a FA-52 "Goliath" Minigun and a Spitfire Class Incendiary Thrower. Works wonders in cramped corridors.
Primary - Fuel Accelerated Minigun
Secondary - Incendiary Launcher
Unique visual trait - Chaingun
Uber-Zombie - It's only been two weeks, but there are already rumors. Fallen comrades springing back headless, turning on their previous partners without a second thought.
Primary (close range) - Swipe attack
Primary (ranged with mana) - Puss throw
Normal Zombie - The average zombie, grim, gruesome and all ready to devour your brains. They are, however, slow and not very smart.
Primary (Close Range) - Bite/Swipe
Primary (Ranged with Mana) - Flesh chunk throw.
Wight - Only found in Quarantine, this explosive zombie is quick on it's feet, and ready to take you out with itself.
Primary - Suicide/Explosion
VIP - Only found in Six Feet Under, these helpless humans are easy fodder for the zombies.
None
Baen Draw - An old quarry in New Mexico, after running non-stop for decades, it has finally stopped. After receiving a distress call, Marine Team 3 made their way there.
Baen Draw is mostly flat in the middle area, with buildings and quarry equipment for cover, while towards the sides the terrain gets more bumpy and rocky.
City of Delusion - A large city with a park located somewhere on the east coast. Due to the large population, Team 3 is asked to take extreme caution when cleaning up the scene.
City of Delusion has a lot of terrain, and is nearly all flat except for the part on the east side of the map, and the rooftops that are accessible. This is one of the hardest maps in Deadfall, and is designed to be tackled by larger groups of marines, therefore, there is also an easier version of the map, "City of Delusion (Easy) - Infection)".
Comcenter - While cleaning up the research lab in Alaska, they forgot to warn their original Comcenter to be careful, returning too late, Marine Team 3 finds the Comcenter already overrun.
Comcenter is very close quarters, making it easy to line up enemies, but even easier to get overrun, or cornered.
Crossroads - Located in South America, this boarder town was overrun quite suddenly, and unexpectedly. The Coalition Government still doesn't know how the zombies got there...
Crossroads is a large forest map, with a road down the middle and two small towns. It comes in two flavors, normal and Classic. The normal version of crossroads has the non-asphalt ground contaminated, Making marines only able to stick to rooftops and paved ground. The Classic version plays like any other infection level.
Derelict - When sending for evacuation in Alaska, they sent the survivors off in a few ships, one of which said that they were having engine problems, soon after, they didn't respond to radio messages. When returning to the scene to find the black-box, Marine Team 3 finds the whole area infested with Zombies.
Derelict is one of the most wide open maps in Deadfall, making you need to move around a lot to avoid zombies. The level is mostly flat and great for longer range classes.
Kew Battleground - Designed as a arena to test marines, this small piece of land has seen it's own share of blood.
Kew Battleground is small and can only be played with the Versus gametype, it's a great map to play with small numbers of people.
Port Eden - After sending a ship without proper clearance back across the sea, the ship's captain reported seeing what appeared to be zombies on board, Marine Team 3 was sent to the docks in Britain to stop the zombies from getting lose, however, when arriving, far before the ship, the place is already swarming with them.
Port Eden has very little walking room, so be careful where you walk, as you could be walking into a dead end, or worse, a whole group of zombies. The level mostly takes place on boats separating 2 docks.
Quarantine - The first distress call responded to after returning from the Alaskan base lead them to a small village in Africa, the village was seemly empty, but they soon found more then empty houses.
Quarantine is a small map taking place on a island on a hill, Team 3 faced a new type of zombie here, which hasn't been seen since...
Red River Down - After a city nearby was overrun, the people in the bordering town begged for help, pointing to a key spot where a bridge ran over the river, and where the zombies would most likely cross.
Red River Down is a small map where most of the action takes place on, or around the bridge in the middle, this map also comes in two flavors, normal infection, or marines stranded on one side of the gorge, trying to keep the zombies at bay (West Bank).
Rhynth City - When following a lead on one of the missing scientists they ended up in the small town of Rhynth City. Rhynth City is a postage stamp farm town in Kansas, and doesn't see many visitors. When arriving in Rhynth City they found the town completely overrun, and the scientist nowhere to be found.
Rhynth City is a small map and has a lot of rooftops and alleys making it great for new recruits of Team 3.
Rhynth City (Night) - Returning to Rhynth City later to install a spying device in case a missing scientist returns, the city seems quiet, however, them being there seems to attract zombies, and they start to show up from all directions.
Rhynth City (Night) is very similar to Rhynth City, bar a few changes in design, and the darker lighting. This map also contains one unique gametype, in which the zombies come at you in waves, coming from a single direction at a time (Waves).
Seven Dead Lies - In an alcohol factory near the City of Delusion, the marines were following another lead on one of the missing scientists. The factory was famous for producing the brandy, Seven Dead Lies. Upon finding a pool of water with suspicious chemicals in it, zombies where suddenly heard in all directions.
Seven Dead Lies is a small indoors map with lots of bottlenecks and places to get cornered. The level has a unique gametype, Water Supply, in which Team 3 must protect the pool of water from being contaminated by zombies.
Six Feet Under - After a successful extraction of some of the missing scientists, Team 3 retreated through the sewers to their evacuation point, not knowing the dangers the sewers held.
Six Feet Under is a maze of pipes and hallway, ending in dead ends and zombies. This level contains a unique gametype, Rescue, where Team 3 must take the scientists through the sewers, and make it out with at least one alive.
The Oratorio - After extracting the scientists, Team 3 returns to it's satellite command center, only to find their ship infected, part-way through the journey.
The Oratorio is a mix of smaller and bigger rooms with hallways splitting them up. This level contains 2 unique gametypes, the first being a game in which one of the marines was infected, and the others must fight to survive the time limit (FFA - (Infected).), while the zombie is trying to infect the other marines. The other unique gametype is a first person shooter style multiplayer versus match (Deathmatch). If deathmatch is on, you can respawn with multiple spawn points. In this game type, you can change your class as many times as you wish, also, When playing CTF, you need to collect your opponent's flag, and return it to your base to score.
Tundra Base - Returning to where it started to find clues, the intense winds and snow forced Team 3 to stop at a nearby branch of the same research facility, the area is still, overrun.
Tundra Base is a small map and contains nearly no cover, and mostly flat terrain, it will take your wits to survive this one.
While a lot of people have asked for this, I feel it's not worth the time to script it, and make sure it is balanced correctly in time to release Deadfall. While I wont rule out Coops later on, somewhere down the line, they aren't bundled with this release.
This plugin comes with a tagset that cane be used to co-op Myth II solo missions, but it's not fully tested, and will probably make things much too easy.
However, you can easily play all the Infection! levels solo either online, or in a one man LAN game.
A lot of people with older computers might lag on this plugin due to it's excessive high-res sprites, pretty color maps, large 3D scenery, numbers of units on screen at once, and Detail textures.
While I can't make a version of this plugin that would be compatible and not lag older computers, I can offer some advice, first off, make sure the texture cache is higher, make sure Anisotropic Filtering is off, and turn off detail textures, (F11 or Page Up in game).
You can also try turning off 3D Fog.
Since I find this interesting enough, I thought you might as well.
As per suggestion of Pyro (Thanks Pyro!), I downloaded Quarantine, though I didn't try it for nearly a month, at which point I was clearing out plugins that weren't good enough. I tried Quarantine, Infection on Rhynth City and was completely blown away. I pulled it up for the next Myth LAN party I had, and while people liked the concept, people were complaining that it was too hard. So I asked Zeph for permission to make a LAN edit, and he accepted (Thanks Zeph!). Soon I found out that, when making it a little easier, I had unbalanced the classes completely, and I set to work to fix this. More and more I fixed things for my LANs, then I talked to LegacyTyphoon on µDogs and he asked to try it, soon enough a few hours were spent on killing zombies, and from then on LegacyTyphoon became my head tester, giving me ideas and pushing be along. (Thanks LegacyTyphoon!)
Someone mentioned to me that the maps were from ADT, which at the time I hadn't heard of (Thanks whoever this was!). Soon enough I had a list of all the maps from ADT that I thought would make great Infection! maps, and over a week or two I had ported nearly all of them over.
Things slowed down, and I stopped working on Deadfall for a short time to pursue other projects (Myth RPG, JG's Tower Defense, Green Berets Myth 1.7 port, ect.) and at the beginning of this, Zeph took notice that people were starting to play Deadfall, and came back to help, showing up at a bad time for me. :/ Zeph made new collections and changed lots of stuff. Soon enough we talked and sorted things out, and I got back into Working on Deadfall, turning it into this finished project.
The total time was 6-7 Months.
As far as I know, there is only a few bugs left in this.
Occasionally, the zombies will get confused and stop attacking players, and start clumping into a circle, if you get to close, they will start to attack again usually.
Sometimes Wight Gas and Particle Beams 'bounce' around the map after they are fired, doesn't seem to hurt anyone, and doesn't happen that often.
Sometimes when attacking at close range, Rocket Strikers, Pyros and some other classes will fire backwards.
Zombies will sometimes get clumped together and stuck in tight areas on certain maps. The easier way to sovle this problem is explosives..
If you find any bugs not listed here, please E-Mail Jon God at:
thelazygen (at) gmail (dot) com