Welcome to Deadfall, a Class-based Zombie Survival plugin for Myth II.

Table of Contents:
1. Installation
2. Story
3. Gameplay
4. Classes and Units
5. The Undead
6. Other
7. Gametypes
8. Hints from the "Vets"
9. BRAAAAAAAAAAAINS....
10. Levels
11. COOP?
12. LAG?
13. Can I make my own Deadfall level/May I use the Tags from Deadfall?
14. Deadfall Future
15. History
16. Known Bugs
17. Credits


Installation:
Requires Myth 1.7

1. Unzip 'Deadfall v1.zip'
2. Drop 'Deadfall Tagset v1' and 'Deadfall Mappack v1' into your Myth II plugins folder.
3. Start a multiplayer game of Myth and activate the plugins 'Deadfall Tagset v1' and 'Deadfall Mappack v1'.


Story:

Welcome to Marine Team 3, where the roughest group of battle worn marines end up. Marine Team 3 is the Coalition Government's clean up crew, sent to the worst possible situations to 'clean up' any problems.

Team 3 is well known for their competitive nature, the team all works together to finish the missions given to them, however, they can't help but to keep track of the kills they make, and compete for the highest kill count.

Two weeks ago, they were sent to a research base in Alaska to locate some missing scientists, who disappeared suddenly, leaving a distress call. Soon after arriving Team 3 realized they were not up against some "kidnapping terrorists" as they expected, but something much, much worse.

Two weeks later (present time), things are no better for Team 3, they are now being sent all over the globe, trying to contain this new threat... Zombies!


Gameplay:

The gameplay of Deadfall is quite different from most myth plugins, being the most similar to perhaps Santa's Head's WWII.

One unique thing about Deadfall in regards to most Myth plugins, is it's class system, for those of you that have played Team Fortess 2, Battlefield or Battlefront, you know what to expect. At the start of each game, you select your unit and hit i to change classes, keep in mind, you are the class you choose until you die, so choose what you want to play as for the whole round.

In the Infection! gametype, players work together competitive co-op, trying to stay alive, yet get the most kills. If a marine falls in Infection! he will be revived as a zombie, and then will receive points for killing Marines.

The game ends when all the marines have fallen, all the zombies killed, or the time runs out.


Classes and Units:

There are eight classes that you can choose from by pressing the inventory key at the beginning of the round: Each class has visial differences, so it's possible to tell what class someone is just by looking at them.

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



The Undead:

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

Other:

VIP - Only found in Six Feet Under, these helpless humans are easy fodder for the zombies.
None


Gametypes:

Infection! - Fight off the zombies and survive until the time limit. When you die, you respawn as a zombie and must quench your thirst for braaaaains....
Infection! (Waves) - Same as Infection but they come at you in waves from different directions.
Versus - Choose a team and kill each other. No zombie respawns.
Versus (Death Match) - Same as above but with respawning. Has a special "FPS Style CTF" gametype.
FFA - May the best man come out with all of his limbs attached.
FFA (Infected) - One player starts out as a Uber Zombie, the others must work together to survive until the time runs out, each fallen Marine returns as a Uber Zombie to help infect.
Water Supply - Defend the Water Supply from the infected zombies. If 25 or more zombies get into the water, you lose.
Rescue - Lead the helpless VIPs to the exit. At least one must make it to the exit for you to win.


Hints from the "Vets":

Try to stick together if possible. Lone marines often get surrounded and killed.
Don't get surrounded. That'll just get you killed.
Clump groups of zombies. If possible, try to get the zombies to clump up so you can destroy them in large groups.
Work together. If you can plan something out using all the classes, you can take out the hordes that much quicker.
Don't shoot each other in the back. Its hard sometimes, but try not to blow each other away. Watch for what your teammates are doing otherwise they'll just come back as Uber-Zombies and mess up your day.
Focus on Uber-Zombies if they're around. As pointed out above, Uber-Zombies just mess things up for you. They're mean buggers.
Avoid flesh chunks when you can. While they don't do that much damage, over time they will wear you down, also, you never know when it could a Uber-Zombie puss piece.

BRAAAAAAAAAAAINS....:

Use cover. If they can't see you, they can't hit you. This includes using the other zombies to block their attacks.
Dodge. Don't move in a straight line around Marines, you'll get toasted.
Attack from all angles. If you get killed once, try circling around or attacking from above. Keep the survivors on their toes.
Attack the Medics first. The medic can heal any damage you may have done to a Marine in just a few seconds, so if you can take down the Medic first, you'll not only have a new partner in crime, but you'll have taken ou the survivor's ability to heal.
Don't Clump. A well placed rocket and grenade can send you right back to the graveyard, giving the survivors a few more precious seconds of life.
Work Together. Make feints, suicide charges, another to kill off the pesky marines. You have unlimited regeneration, make good use of it.


Levels:

(In alphabetical order)

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.


CO-OP?

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.

LAG?

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.

While I might tell you to get a new computer, it lags on mine too. :)


Can I make my own Deadfall Level/May I use the tags from Deadfall?


You got an idea for a Deadfall level? Great! Feel free to make your own Deadfall levels, just make sure they are compatible with current Deadfall Tagset, otherwise it will be confusing for people.

Well, most of the tags included in Deadfall are complied from other plugins in general, such as WWII, ADT, Frenzy, ect, so it's probably fine, though if you feel you should, ask me (Jon God) or Zeph.




Deadfall Future:


Depending on how popular this plugin is,you can expect some future plans for it.

• I am sure it will need a v1.1 to correct bugs found in the inital release.

• People keep asking for Co-ops, they may come at a later date, via a mappack.

• Zeph was planning on releasing some of his own Deadfall levels which would be able to be downloaded from the Tain.

• I have plans for more multiplayer co-ops, and possibly some story based co-ops, depending on how popular this plugin gets.

• I am working on another map pack that contains all the other ADT maps not seen in the initial Deadfall Mappack, including another, never before released one, and Kakel's Harbour.

• An interface is an idea I have been tossing around, not sure if it will ever come to light.


None of this is a confirmation, however, just posibilities, so don't come crying to me later on.


- If you have any requests for levels, E-Mail me at thelazygen (at) gmail (dot) com. Your request might just be zombified.

History:


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.


Known bugs:

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

Credits:

Jon God - Adding levels, making pregames, scripting a lot of the gametypes, original idea (Based off of Quarantine), extracting, balancing (with help from LT and Zeph) and Detail Texturing the maps.
Zeph - For making Quarantine, and providing new tags and collections.
LegacyTyphoon - Head tester, along with being the reason this made it so far, for helping me keep this FUN, many ideas for tweaks came from him. I am underlining his name because he was the reason this plugin came this far.
Pyro - For the zombie ignore script, along with a lot of other scripting help.
Strangelet - For making ADT, which the maps/models, and marine model are from.
Steel Axe - For helping me test, testing solo and finding many bugs.
IronDuke - For 'HD' wight and Thrall pieces.
Santa's Head - WWII Grenade and fire.
OogaBooga
- For the HD explosions.
ProjectMagma - For keeping Myth up to date, and making this possible.
Mariusnet
- For giving me a place to test this when not LANing.
Bungie - For making Myth!

All the other testers: WarriorMouse, DarthRevan555, OogaBooga, Graydon, Myrd, Melekor, Dac, ChrisP, GroovyGuy, StupidMonky, Action Jack, Diamondex, Fenster, Mad_Man, Souly, Sillek, Road, Plague Bearer, Zoso, £N, Soulblaster and many more.