ZT : Playtest 17 | Map Overhaul, Grim Reaper
[ New Prototype Weapon ]
Added Grim Reaper to Boulder Tier prototype mysterybox pool
[ Map ]
Cleaned up & polished barriers
Added moon
Added clock
Extra geometry & details
New skybox
Fog adjustments
Added new dropdown location at left teleporter
[ Gameplay ]
Whenever you need to chamber a bullet, the slide pickup range gets increased to make chambering a bullet easier
Note: adding an indicator of where to grab is quite tedious so this is the easiest solution I have right now
Increased katana cooldown ranges
Slightly increased hellhound stop distance
Reworked how bullet impacts are chosen -- effects now match the actual surface material you hit instead of a rough physics tag, so the right particles and sound play even on objects made of several different materials
[ Performance ]
PowerUpManager script optimizations — powerup state checks (InstaKill / DoublePoints / FireSale / Katana) are now push-cached, eliminating per-frame polling cost across zombies, mystery boxes, knife hits, and the resting place
Cable wobble shader optimizations
[ Bugs ]
Fixed a Monkey Bomb bug where throwing it out of bounds would lock every alive zombie onto the unreachable bomb for ~10 seconds
Adjusted out of bounds trigger zones to prevent false teleports
Attempt to fix rare bug where your starting pistol becomes unusable after starting a match
Fixed a few perk machines not playing their jingles anymore
Fixed knife creating crawlers
More zombie stuck safeguards
🇯🇵 日本語版はこちら → LINK
