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The Horde, an Intense PvE Mode

ZNXGW
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Category:
Custom game mode

Author:
Scourge

Rating:
4

Version:
1.2.0

Posted:
3 months ago

Last updated:
10 days ago

Tags:
scourge pve endless horde infinite custom ai zombies waves multiple difficulties survival timed configurable coop co-op challenging boss fight

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Horde, an Infinite PvE Mode

Horde is a custom PvE mode in which players fight increasingly difficult waves of enemies which are endless! Slay the bots to claim victory in the final round!

This mode may prove difficult and requires a good team composition and about an hour of your time from start to finish.

Details?

  • This mode uses a wave system, with short breaks in between.
  • Each wave requires a higher number of enemies to be slain before the time runs out, or all players die. (Depends on game mode.)
  • The players win if they defeat the enemies required, and finish the boss fight without failure!
  • For completing activities the players earn or lose their team score, which can be a measurement of the team's performance.
  • The host can modify the various settings in the code to make it easier or harder.
  • This mode REQUIRES a good team composition in order to defeat the bots as they are relentless, and can prove a seemingly impossible challenge.
  • The host may select one of two game modes, one with timers & infinite lives, and one with unconsciousness but no timers.

Waves

  • This mode scales linearly with each level, however at level 7 a Random bot is created which is capable of various different capabilities.

  • At level 12 another Random bot is created. This bot may do special things that alter the outcome of the game.

  • At level 15, Brigitte unlocks her ultimate ability and uses once she dies.

  • At level 15 & beyond, the Random bots will reroll through their roaster and select a hero (different or same).

  • At level 20, several bots upgrade and unlock their game altering ultimates.

  • The final fight is difficult, and may prove a challenge, and is immune to ... clever use of game mechanics. (For the most part.)

  • ... and many more secret A.I. unlocks!

Hosting?

Simply load up the code in the settings, and open the lobby to everyone, and you're good to play!

  • If you want to change the difficulty or other settings, you can find them at the top of the workshop.

My Other Modes

Defend the Point! - [RETIRED] A fully custom PvE gamemode!

Hide and Seek, With Glitches! - A custom hide and seek gamemode.

FFA Hide and Seek, With Glitches! - A FFA hide and seek gamemode.

Changelog

10 days ago 1.2.0

///// 02/08/2020 /////

Gamemode

  • Added a new difficulty, Hardcore it replaces the old Endless mode and ends after 1,000 kills.
  • When you hit the goal kills, it will now reduce the enemies remaining.
  • Adjusted teleport scripts.
  • Fixed a bug affecting Timed Mode to end preemptively.
  • Fixed a bug causing bots environmentally killing players not working as intended.
  • Fixed a bug causing deaths to be incorrectly counted.
  • Added a few more failsafes.

Enemies

  • Damage gained per threat level reduced from 6% to 5.5%.
  • Health increases now take Threat Level into account instead of Waves.
  • When the bots kill a player, they will say something special.
  • Brigitte: Now gains ultimate charge at 333% up from 100%.
  • Doomfist: Deals less damage.
  • Moira: Ultimate now stuns regardless of the game stage, however the duration is scaled based on threat level.
  • Sombra: Damage reduced to 100% from 110%.
  • Widowmaker: Deals 88% damage up from 77%.
  • Winston: Deals 250% damage up from 111%.

Players

  • Ultimate generation increased to 100% from 70%.
  • Genji: Deals 115% damage up from 100%.
  • Hanzo: Sonic Arrow now also causes a bleed over 3 seconds.
  • Tracer: Now applies a mark to a target. It lasts for 20 seconds, and causes the target to take +20% damage, and 9 damage every second.
  • Mercy: Resurrect now heals for 300hps, and the visual should be visible in first person.
  • Wrecking Ball: Now reflects 20% of damage sustained to nearby foes, only occurs once every 4 seconds.

ZNXGW
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13 days ago 1.1.1

///// 02/05/2020 /////

Gamemode

  • Made a general pass to Survival, in which most heals that apply specifically to downed allies to be procedural instead of instantaneous.
  • Fixed a bug that caused the points gained per wave completed to display an incorrect score.
  • Score granted by completing a wave has been increased.

Enemies

  • Fixed a bug that prevented Torbjorn's turret from being deployed in Survival.
  • Fixed a bug that prevented Sombra from shooting.
  • Optimized several attack scripts from executing too much.

Players

  • Survival: Downed allies now have a visual ring that is white in color and expands with the target's health percentage.
  • D.Va: Defense Matrix charges slower, but heals 25% more. (125 HPS)
  • D.Va: Ultimate charge generated from dealing damage reduced significantly. (70% -> 45%)
  • Lucio: Amp it Up now restores 240 HPS up from 200 HPS on downed allies.
  • Mercy: Survival Resurrect no longer deals a flat 500 health on cast, and now heals 275 HPS up from 200 HPS.
  • Orisa: Fortify now restores even more health. (Closer to 100% over its duration)
  • Wrecking Ball: Adaptive Shield now also restores health.
  • Wrecking Ball: Minefield now lasts 150% longer. (250%)

Z773F
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26 days ago 1.1.0

///// 01/23/2020 /////

Updated the description.

Gamemode

  • Fixed a bug that affected incorrect scoring above 100,000.
  • Reduced the minimum score required for the thousand abbreviation. Was 10,000 now 1,000.
  • Polished some game mechanics.
  • Polished the game startup.

Enemies

  • Added Moira to the re-roll. She does not have access to her boss wave ultimate.
  • Added an additional boss mechanic, Reflective Stun, stuns that affect the boss monster are now reflected. - This is less intense than the freeze reflection.
  • Reflective Freezing now causes Roadhog to take damage.
  • Phase 3 Roadhog has a new mechanic to avoid.
  • Fixed additional pathfinding bugs.
  • Fixed many bugs with the boss fight.

Players

  • Ana: Nano Boost now also boosts the caster, granting +10% damage, +40% movement speed, and +100% healing dealt.
  • Baptiste: Immortality Field's cooldown reduced from 25 seconds to 16.5 seconds. (Fix for 1.44 nerf.)
  • D.Va: Ultimate charge granted via dealt damage reduced significantly.
  • Hanzo: Sonic Arrow now causes the next damaging attack to trigger again (double damage), and heals equal to the bonus damage dealt.
  • Moira: Healing with a non-primary fire heal now applies an additional 200% of the effect over 3 seconds.
  • Orisa: Fortify now recovers health over its duration.
  • Zenyatta: Tranquility now deals 45 dps to foes within a 15m radius. (This is 25% weaker than its heal, but has 50% more range.)

GEHPJ
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about 1 month ago 1.0.2

///// 01/03/2020 /////

Gamemode

  • Updated the pre-game HUD elements.
  • Modified the final boss fight in various ways.
    • Added a new "Phase" mechanic, when Roadhog drops below 50% and 25% health he will upgrade into a new phase which adds additional mechanics.
  • Improved A.I. conditions to scan for all CC.
  • Fixed several bugs relating to unconsciousness, bots glitching out of bounds, and the likes.
  • The amount of players required to start the game automatically is determined by the difficulty level.
  • Tons of minor and major polish changes.

Enemies

  • Added Ashe.
  • Updated the ultimate charge rate of Sigma and Torbjorn.
  • Sigma learned how to deploy his barrier.
  • Revamped the reroll mechanic. After the A.I. reach Level 12, every 3 levels onward the A.I. reroll 1-4 bots, depending on difficulty.
  • Updated Pharah and Doomfist, in both A.I. and settings.
  • Minor improvements to pathfinding.

Players

  • Ana: Healing increased by 10%. (Was 115%, now 125%.)
  • Mercy (Survival): Resurrect now lasts 15 seconds, up from 10 seconds.

XXKK3
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about 1 month ago 1.0.1

///// 01/01/2020 /////

Release 1.0.1 - 2020 is here, and I got some bug fixes for you

Gamemode

  • Fixed an issue affecting the balance of game modes.
  • Fixed bugs affecting the Timed version of the game.
  • Removed the Kill Cam.
  • When all players lose on a Survival version of the game, they will no longer respawn.
  • Other various tweaks and improvements.

Enemies

  • Added a Pharah bot.
  • Performed various buffs and improvements to the Sigma bot.
  • Buffed the Sombra bot a bit, and fixed ultimate usage.
  • Doomfist's Meteor Strike now causes knockdown.
  • Updated Moira's ultimate stun.

Players

  • Added a heal during Sombra's Stealth. (This helps her be more survivable.)
  • Reduced Lucio's damage by 5%. (Was 110%, now 105%.)
  • Fixed a bug that prevented Lucio's Amp it Up extended Recover effect from working on Survival game modes.
  • Fixed several bugs in relation to the unconscious system on Survival game modes. (This is still receiving updates and fixes as needed in response to player interaction.)

GXHAG
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about 1 month ago 1.0.0

///// 12/26/2019 /////

Release 1.0.0

Gamemode

  • Added a brand new game mode option, Survival. Select Survival at the top of the Workshop and change the Game_Mode to 1. The original timed mode is no longer the default and can be enabled by changing Game_Mode to 0.
    • Survival removes the timer and makes players go unconscious when they sustain lethal damage. When all players are unconscious, the game is over.
  • Changed the time formula for each wave.
  • Added a new customizable variable that controls the percentage of enemies to face.
  • Added lots of polish and tweaks.
  • Enabled more maps.

Enemies

  • Fixed an issue with Moira, and added ultimate to her toolkit. It now stuns any enemy it lands on.
    • Heals significantly more.
  • Added Doomfist, Sombra, and fixed issues with Sigma.
  • Roadhog has significantly more health per difficulty.
    • Heals much more health with Take A Breather.
  • Fixed an issue affecting the boss fight.
  • Added an Easter Egg.

Players

  • Corrected the movement speed granted to Reinhardt during Barrier Shield, and added health recovery. Increased base health. (Optimized this script too.)
  • Sigma's Kinetic Grasp now restores health due to the lack of projectiles.
  • Deployment of Zarya's barriers now grants a HoT till death/unconsciousness.
  • D.Va's Defense Matrix now restores health.
  • Wrecking Ball gains damage reduction per enemy in 8m.
  • Increased the damage of Winston & Lucio.
  • Increased the healing of Zenyatta & Moira.

HXADQ
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about 1 month ago 1.0.0

///// 12/26/2019 ///// Release 1.0.0

Gamemode

  • Added a brand new game mode option, Survival. Select Survival at the top of the Workshop and change the Game_Mode to 1. The original timed mode is no longer the default and can be enabled by changing Game_Mode to 0.
    • Survival removes the timer and makes players go unconscious when they sustain lethal damage. When all players are unconscious, the game is over.
  • Changed the time formula for each wave.
  • Added a new customizable variable that controls the percentage of enemies to face.
  • Added lots of polish and tweaks.
  • Enabled more maps.

Enemies

  • Fixed an issue with Moira, and added ultimate to her toolkit. It now stuns any enemy it lands on.
    • Heals significantly more.
  • Added Doomfist, Sombra, and fixed issues with Sigma.
  • Roadhog has significantly more health per difficulty.
    • Heals much more health with Take A Breather.
  • Fixed an issue affecting the boss fight.
  • Added an Easter Egg.

Players

  • Corrected the movement speed granted to Reinhardt during Barrier Shield, and added health recovery. Increased base health. (Optimized this script too.)
  • Sigma's Kinetic Grasp now restores health due to the lack of projectiles.
  • Deployment of Zarya's barriers now grants a HoT till death/unconsciousness.
  • D.Va's Defense Matrix now restores health.
  • Wrecking Ball gains damage reduction per enemy in 8m.
  • Increased the damage of Winston & Lucio.
  • Increased the healing of Zenyatta & Moira.

HP5ZJ
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about 1 month ago 0.95.0-beta

///// 12/26/2019 ///// Official Release should be in January.

Gamemode

  • Reworked how Threat Level is calculated.
  • Each wave is now independently stored as a separate value.
  • Updated several messages and improved upon some bugs.
  • Increased the amount of enemies per difficulty per wave. This is to pair with the threat level changes.
  • Increased the amount of time per wave slightly. -- These changes should make each difficulty a bit easier, but more distinct and normalized.

Enemies

  • Roadhog's death event now checks if he was slain over ground or not.
  • Added Sigma to the random bots.

Players

  • Using Hanzo's Sonic Arrow now restores 20% of his maximum health.

Improved the description a little.

80356
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3 months ago 0.95.0-beta

///// 12/02/2019 /////

Gamemode

  • Amount of score granted per kill reduced.
  • Added an abbreviation for scores that pass 1000k (1,000,000) into 1.00m.
  • Fixed the bot reroll for Wave 20 not functioning, and added reroll for higher level waves in general.
  • Changed the difficulty requirement for kills:
    • Easy: 425 -> 450
    • Medium: 555 -> 600
    • Hard: 666 -> 750
  • Increased the damage modifications of harder difficulties to be even more difficult.
  • The enemies remaining now reduces the present bots if the value is lower than the total number of bots. (Essentially 1 enemy remaining = 1 bot alive.)
  • The bots also now hang around in between rounds, as a corpse. Neat.
  • Increased the amount of time between each wave.

Enemies

  • Damage reduction now has a minimum of 200% such that the first few waves are no a walk in the park.
  • Health gained per wave increased by 6 times.
  • Increased the damage dealt per wave.
  • Reinhardt now attempts to keep his barrier up much longer and consistently.
  • Updated the consistency of Epicenter (Reinhardt's Wave 20+ ultimate).

Players

  • Mercy's Resurrection now restores the correct amount of points.
  • Mercy's Resurrection cooldown reduced to 15 seconds from 30.
  • Attempted a fix for enemies swarming player corpses, if there is another valid target.

7FFDD
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3 months ago 0.90.0-beta

///// 11/18/2019 /////

Gamemode

  • Merged and fixed a few scripts.
  • Added several new maps to the rotation.
  • Every wave defeated increases the maximum health and healing received of bots and players by 1%.
  • The amount of score gained has been drastically increased, and now directly correlate with the current difficulty.
  • When the Team Score goes above 10,000, it will become abbreviated and will display as 10.00k instead.
  • Wave completion now immediately heals everyone for full health.
  • Amount of enemies required for Easy difficulty reduced from 444 to 425.

Enemies

  • Difficulty now correlates to the enemies required to be slain each wave.
  • Damage reduction per level drastically reduced.
  • Reduced the health of Reaper from 500 to 400, and ammo from 8 to 6.

Players

  • Mercy's Resurrection now restores some points lost, and modifies the total death counter.
  • D.Va now heals for full health upon meching and demeching.

KHRRS
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3 months ago 0.85.0-beta

///// 11/15/2019 /////

Gamemode

  • Replaced the Final Wave for a new Event. This event may be a test of your coordination and require much more effort than the previous waves.
  • Game difficulty now impacts more settings, such as wave timers, and damage dealt/received.
  • Further improved the pathing of the A.I, they should no longer get stuck above a player, and no longer get stuck way out of range of any player.
  • Wave 20 and beyond now cause doom to occur, much more frequently.

Enemies

  • At Wave 20 and beyond, Reinhardt's ultimate upgrades. This should make him even more scary than he is.
  • Improved the stats of Winston, Reinhardt, Reaper, and Tracer bots.
  • Fixed a bug preventing the A.I. from detecting their current health verses their maximum. (This fixes Tracer and Reaper not using their abilities completely.)
  • Torbjorn's ultimate now automatically attempts to fling him into the air, for maximum coverage. Juicy.

Players

  • Player Reinhardt no longer receives a speed penalty for using Barrier Field. This is the likely start of some minor hero tweaks to make them better.

Updated the details (and tags) on this page.

3ZQXV
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3 months ago 0.75.0-beta

///// 11/12/2019 /////

  • Added a new difficulty variable, this can be set to 0 for 444 kills to win, 1 for 555, 2 for 666, and 3 for Infinite.
  • Tweaked the values of the Widowmaker bot.
  • Wave 12 now selects 1 out of 6 random bots, which is then rerolled with Wave 20.
  • Replaced the ultimate UI tracker with Torbjorn. Yes, Torbjorn is scary.
  • Added and changed some actions the current bots do and require.
  • Added a new anti-stuck script, instead of jumping when they get stuck, they will actually attempt to get unstuck and teleport.
  • Enabled a few more maps, but Château Guillard is still buggy.
  • Changed some other minor values and variables.
  • Significantly increased the timer per round, should be more achievable for players who cannot score kills as easily as other teams.
  • Gave Widowmaker the ability to use Grappling Hook.
  • Gave Reinhardt the ability to use Barrier Field.
  • Some additional round and final based polish.

Updated the details on this page.

P0XS0
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3 months ago 0.50.0-beta

This revision contains no notes

AZ0ZV
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3 months ago 0.50.0-beta

This code is non-functional, and is just a reference for links.

HORDES
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3 months ago 0.50.0-alpha

  • Fixed some bugs involving the final round.
  • Added some more polish.
  • Changed some of the values of Widowmaker, and when she spawns.

EFEH6
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3 months ago 0.40.0-alpha

This revision contains no notes

4SRS8
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