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burtondrummerNY
6th Jan 09, 3:14 PM
Hey guys, I'm back with an update!

Well, after the ( :bonk: ) deletion of the zombie mod file, I restarted and have been slowly making progress with the mod.

Just some new features I added:

- Survivor infantry move slowly when they are in unfamiliar territory (think about it, if you don't know where the zombies are, are you just going to run around?)
- Survivors can upgrade buildings, which serve as a safehouse. Survivors are healed, abilities are recharged, and squads can be reinforced. Securing the building adds to your pop cap, and some manpower points.
- New veterancy system:
- The better the squad is in combat, the quicker they gain experience, and therefore accuracy, movement, and health is improved. Also, they are less prone to suppression.
- New Survivor unit: Chopper dude (needs a new name)
- Motorcycle with a machine gun, that deals effective damage to zombies, but can easily be overwhelmed when not moving.

Thats all for now. I still need a mapper and a skinner, as well as voice actors for the zombies. Send me a PM if you are interested.

Malcador123
6th Jan 09, 3:17 PM
uh just one thing..well mroe like two or three i dont like counting. lol i like the safehouse and movement idea, the veterency sounds great but im really hating on the "chopper dude." i thought towards the begining we decided no mgs cause they dont really kill zombies nor do they do anything but waste ammo and, attract more zombies. btw i had an idea about weapons if you wanna hear it ask tell me and ill throw you a pm.

burtondrummerNY
6th Jan 09, 3:24 PM
Well...idk. Maybe we can get rid of the sidecar and just have the cycle as a recon unit?

Also, how can I make it so that a zombie unit will follow an enemy unit it sees?

Captain Trek
6th Jan 09, 10:15 PM
- Survivor infantry move slowly when they are in unfamiliar territory (think about it, if you don't know where the zombies are, are you just going to run around?)

I assume you'll just use the British infantry section's "slower in non-allied territory" system, right?


Well...idk. Maybe we can get rid of the sidecar and just have the cycle as a recon unit?

Except, of course, that a motorcyle without a side car can't stand up on its own when it's still, meaning you'd probably have to create a new idle animation where the rider leans over to put his foot on the ground or something like that... I'd say you're better off just keeping the side car, even if you just have it empty... Far less work...

burtondrummerNY
7th Jan 09, 5:45 AM
Yeah, that is true...

I'm using a modified version of the british movement penalty system. Instead of the upgrade and captain/lieutenant to get rid of it, it is always on. So whenever you leave friendly territory, you move a lot slower.

tutt6
7th Jan 09, 12:50 PM
Chopper dudes new ideal name:Jack (From land of the dead the video game)

Side car issue:Hell if there bikers theyve run into these creatures before just reduce the ammount of bullets they spray and extend the idle period after shooting one full second that way itll look like hes trying to hit them hard.
Voice acting:For zombies just grab some RE files or somthing.
Veterncy:Make the veternce knives or somthing..
Movement penality:They should start running IF they see a horde.
Human voices:Grab some of your buds or do it manily..
mapping:Ill try to find some good people for ya..

Captain Trek
7th Jan 09, 6:31 PM
Movement penality:They should start running IF they see a horde.

The question there is, is is possible for an enemy unit to have an effect on allied units in a radius, or can only allied units do that?

tutt6
7th Jan 09, 8:10 PM
Run:Units run for a short time to avoid the horde.

(speed+50 lasts for 10 seconds) (after effect:Squads tired and must slow time building time is decreased by 20% squad is slower to shoot and reload time last is 30 seconds)

tutt6
9th Jan 09, 4:47 PM
Hey my bud is a mapper uhm can ww2 cars be in the wrecked city?

burtondrummerNY
10th Jan 09, 12:55 PM
Unfortunately, no. They look to old fashioned. Maybe the pick up trucks.

burtondrummerNY
11th Jan 09, 6:22 AM
Hey all!

I just recently made a page over at the Mod DB for the Zombie Mod! Yay! Now everything will be more organized and easier to find.

Zombie Mod at Mod DB (http://www.moddb.com/mods/zombie-mod-a-company-of-heroes-modification)

tutt6
11th Jan 09, 6:20 PM
Looking great...Search for a hand to hand cinimatic.. :rant: or beer..mmm..beer.. :rant:

burtondrummerNY
11th Jan 09, 6:47 PM
i like beer

tutt6
12th Jan 09, 10:24 AM
search for both mate..If not ill take the lose hp and no swing thing aslong as its done ^_^ :bricks:

burtondrummerNY
12th Jan 09, 2:32 PM
Ok I've run into a bit of a road block:

Me and my buddy wanna beta test the mod a little bit, so I packed the mod into a SGA file, but now what? How to I run the sga file?

I tried mannerheims launcher, but it didn't let me use my mod.

tutt6
13th Jan 09, 11:29 AM
iono..

burtondrummerNY
17th Jan 09, 5:49 AM
It's been a while, but I'm back! I've been working a little on skins, and I got some basics done. You can see them here. (http://www.moddb.com/mods/zombie-mod-a-company-of-heroes-modification/images)

torenico
17th Jan 09, 10:33 AM
Wow man awesome!

BazzBrother
17th Jan 09, 2:42 PM
I recommend now working on making the zombies bloodier, and maybe making them raise their hands when they attack.

PaLLeRo
18th Jan 09, 9:45 AM
I would recommend to make the Zombies something like Axis & American soldiers. Would be much more nicer to see Americans Killing Zombified Nazis (Also Vise Versa). :3

Alex3426
18th Jan 09, 10:06 AM
What about making american zombies killing american soldiers?

PaLLeRo
20th Jan 09, 7:22 AM
@Alex

Well, That works also. You will see the diffrence between the Soldier and Zombie.
Zombie has probably Really much blood on him, Sometimes meaby Belly open :3

burtondrummerNY
20th Jan 09, 12:43 PM
@ Pallero and Alex: On the first couple of pages, you can see why we chose not to do army zombies. So in the first release, no military content except for the national guard call ins.

@Sad_eyed_irony: Yep, I'm doing my best with them. I don't know if I can physically put holes in them without messing it up, so im playing it safe...

tutt6
20th Jan 09, 4:45 PM
IVE GOT IT!ive got issues to all your problems!(most)

Alright for the infected building crap..Give them a +1 to buildings and if they run up to it they will start to damage the building..

Holes idea:Just put the bullet holes from walls into'em..

Cozmo
20th Jan 09, 5:24 PM
Very nice job, if you pull this off, then with the help of scar, then alot of things will be possible. Like having a group of survivors and you must keep them alive, while searching for better weapons etc...

IrisDane
20th Jan 09, 5:29 PM
So hows the mod progressing?

burtondrummerNY
20th Jan 09, 5:56 PM
Very well actually. I am pleased to say that the survivor units as of right now have quite a bit of a fight in them, and the zombies are lookin mighty sexy (for zombies...)

Keep in mind though that I don't update here much. Check the mod here http://www.moddb.com/mods/zombie-mod-a-company-of-heroes-modification for updates.

BazzBrother
20th Jan 09, 6:01 PM
lol at Ghost Busters T-Shirt guy XD the guys look chinese for some reason (their clothes at least)

burtondrummerNY
20th Jan 09, 6:28 PM
well its actually a white flour shirt, not ghost busters

(for those of you who have never seen it before, click if you dare (http://img.photobucket.com/albums/v513/Avanarius/nowhereimportant/white_flour.jpg))

churchill rifle
27th Jan 09, 5:05 PM
just an idea but what if there was like some zombie unit specifically designed to counter vehicles it will be really fast have high damage but attack slow also if you add a sniper there should be more than one sniper in the sqaud because one sniper wont help alot against a horde of zombies cause of the long reload

also i think automatic weapons would be effective because the zombies are just humans controlled by a parasite or virus thus they can still die normally

i think maybe one of the zombie doctrines could be focused on numbers another on like stealth and ambush and one on super zombies just to add some differentiation

IrisDane
27th Jan 09, 5:55 PM
Wowza watch the video; going good. Nice skins picked out.

Btw were the Knights Cross Police?

churchill rifle
27th Jan 09, 6:08 PM
i saw the video to but how will the zombies attack the survivors in the buildings perhaps the presence of zombies for a certain amount of time would cause the survivors to leave the building and not being able to enter it again

burtondrummerNY
27th Jan 09, 6:58 PM
Yea police are knights cross :) Easiest skin to make (zombies were hardest)

I have to come up with a feasible counter to buildings for zombies.

Malcador123
27th Jan 09, 7:10 PM
idk some sort of ability that has them rushing the door all at once. kills most occupants but has a chance of being repeled with high caulties on the attempters

Captain Trek
28th Jan 09, 2:05 AM
I have to come up with a feasible counter to buildings for zombies.

Maybe give them a grenade-like ability that represents the zombies leaping into the windows or something...

burtondrummerNY
28th Jan 09, 8:17 AM
lol super zombies.

Is there a way where after a while the doors would open automatically and the people inside would be forced to leave/get killed?

IrisDane
28th Jan 09, 12:10 PM
I like the Grenade ability except it does it instantly, but makes no explosion but creates damage.

:uber:
(\___/)
(=`.`=) Post The Bunny on every post you make and he'll conquer the world.

burtondrummerNY
28th Jan 09, 12:13 PM
Wait so grenade ability but replace the grenade model with a zombie!?

bwc153
28th Jan 09, 3:57 PM
LOL... that is good.. (no im not trying to be funny, it is a good idea, and it is also funny)
maybe everytime you do that, 1 zombie in the squad dies, and 1 of the targets it chooses dies. (to represent people turning around and mowing down the zombie with weapons once it kills a person)

churchill rifle
28th Jan 09, 4:12 PM
what about a mutant zombie just for getting infantry out of buildings it would be slow but would have an ability that would make a building ungarrisionable for 20 seconds in my logic this forces the garrisoned units to appear right outside the building cause i made an ability like that once but i deleted the mod

also it sounds kinda boring to play zombies cause from my impression you just spam them and have only three units
survivor vehicles:
truck: basically a jeep from coh with no weapon and low survivability but can carry 5 infantry that can shoot out and its very fast
hummer: a 4 wheel drive hummer with a lmg heavy armor and the ability to carry 8 infantry
zombie "vehicles":
mutant canine: basically a big zombie dog that is really fast and does extra damage to vehicles
zombie elephant: an elephant from a zoo has alot of health and damage and moves faster than survivors it attacks kinda slow though but its attack does area damage can destroy buildings with attack very expensive
alos a zombie doctrine idea for zombie animals for example one ability could be zombie birds attack survivors in a territory for a minute or less

burtondrummerNY
28th Jan 09, 4:16 PM
can't make new models, so no elephants or dogs :(

Zombies will have more than 3 units. Plus, zombies do spam, so what do you expect, a micro heavy army like wehr? lol

churchill rifle
28th Jan 09, 4:54 PM
what i meant was like have special zombies like incredibly fast strong attack zombies that died in one hit but could stealth or a ranged zombie that throws rocks or something at people in buildings but i actually do have experience modeling so i could do those models
would i need the coh object editor or could i use my own tools

hello
is the model exporter out anyways it was supposed to be out like 4 days ago

burtondrummerNY
28th Jan 09, 6:19 PM
i dunno

bwc153
28th Jan 09, 6:26 PM
it was supposed to be out like 4 days ago
more like 4 months ago, they released it (withought documentation), but then they recalled it, and the few who have it have no documentation, so few of the few that have it know how to use it effectively

Dauntless
28th Jan 09, 7:42 PM
Erm, zombies are dead human bodies controlled by parasites.

So head shots only kill.

burtondrummerNY
29th Jan 09, 1:14 PM
Yea kinda hard to kill something thats dead.

You gotta kill the thing thats not dead in the dead thing.


BTW: new zombie ability - Throw rock: smarter zombies can throw heavy stones at survivors in buildings, killing them if they stay inside

Basically using the grenade ability but modified so it doesnt explode and kills a guy on contact.

Panzer Ace
29th Jan 09, 3:25 PM
Thats a pretty good idea. It'll give the zombies a way to get the survivs in the buildings. Wait....is there already a way to dislodge survivs?

burtondrummerNY
29th Jan 09, 3:31 PM
not that i know of

Twitchy
29th Jan 09, 6:06 PM
Sorry for my extremly Long hiadus my friends, Needed to deal with some things in RL before I could get back. So could I get a quick update on what I missed?

burtondrummerNY
29th Jan 09, 6:08 PM
Mod page at ModDB is where i update the most. New unit skins mostly.

ModDB Page (http://www.moddb.com/mods/zombie-mod-a-company-of-heroes-modification)

churchill rifle
30th Jan 09, 4:09 PM
crazy idea
two new factions
wermchat would be zombies panzer elite would be half zombies(humans that arent turned into a zombie by the zombie virus but still have zombie urges like eating flesh they can use guns but are very innacurate and have a few normal zombie units

americans would be survivors and british would be native americans or post apocolypse gov
native americans could fight the zombies in close combat but are limited at long range and defenses and can be outnembered very easily (they like stealth)
post apocolypse gov would be survivors who think that the old goverments are gone and have formed their own small nation they have great defenses and can use police helicopters for airdrops and fire support (imagine a police helicopter with an mg and people shooting of it)
the survivors would be renamed something like holdouts to signify their waiting for old gov help

btw nice work on the melee attacks for zombies

geolol5
31st Jan 09, 3:39 AM
how about letting zombies booby trap a building but call it something like leave zombie in building and when they humans enter the building you hear a scream or something and it kills 1 or 2 people in the building.

Celution
31st Jan 09, 3:48 AM
Could be possible, use the Panzer Elite Booby Trap Buildings abilty, and change the sound of it... (It's not that easy, but you could use that).

Altough I'm not such fan of "Zombie Mod"...

burtondrummerNY
31st Jan 09, 6:13 AM
haha that would be awesome. AAAH

Aw celéstial, why not?

geolol5
1st Feb 09, 7:39 AM
if you want i can get some zombie sound samples from games and films.

burtondrummerNY
1st Feb 09, 10:12 AM
that would be great! preferably in wav form, but if you know how to use mannerheim's converter, that would be great.

burtondrummerNY
1st Feb 09, 11:00 AM
I am making this because after 2 failed attempts, the community still had interest. I am merely giving them what they want.

I respect your decision not to play, but please don't derail this thread if all you are going to say is that you don't like the mod.

geolol5
1st Feb 09, 12:23 PM
ok if you give me a msn or email ill have a few sounds tomorrow. Now ill get out everything zombie related.

edit

might not be tomorrow actually, my laptop doesnt have a card in it that allows me to record directly from speakers so i have to use my REALLY slow pc so might take 3-7 days at the way that RAM and processor works.

burtondrummerNY
1st Feb 09, 12:40 PM
email: usafdrummer1994@yahoo.com

georider
1st Feb 09, 6:55 PM
@burtondrummerNY I make the post because I like the subject of WWII not anything else .I don't post in Down of war although it is a grate Game. Sorry That I post it I'll erase The post and the next time I'll PM to you. But I still believe this is a rape of the game:) .

burtondrummerNY
1st Feb 09, 7:15 PM
Ok, you don't have to erase it.

Niftyeye
2nd Feb 09, 11:46 AM
Well to be honest if you dont like a certain mod you just dont make any comment about it, the fact is that there are members out there (myself included) who wouldnt mind seeing an undead theme in a game, since it has never been done in an rts before.

Twitchy
2nd Feb 09, 3:51 PM
What About Quislings? You know, People that have basicly given up on life and start acting like Zombies themselves, but are still human so are much weaker. :D

burtondrummerNY
2nd Feb 09, 4:33 PM
never heard of them! wouldn't real zombies identify them as humans and eat them?

churchill rifle
2nd Feb 09, 5:31 PM
the humans who acted like zombies could be like partially iinfected so the zombies think their other zombies

Dauntless
2nd Feb 09, 6:07 PM
Erm zombies can't be fooled.

burtondrummerNY
2nd Feb 09, 6:11 PM
They're too smart, those zombies :D

churchill rifle
2nd Feb 09, 6:43 PM
lol

Niftyeye
3rd Feb 09, 4:18 AM
'Quislings' are out of the book WWZ, and are basically people that have said 'hey im on your side!' like the people of occupied countries who collaborate with the invaders.


They would be a useless unit though because humans think they are real zombies and kill them and zombies know they are actually human and kill them anyway.



Whats the progress of the mod?

churchill rifle
3rd Feb 09, 6:02 PM
when should we expect a beta

burtondrummerNY
3rd Feb 09, 6:34 PM
Well, I'll give you details when I know, but I'm hoping some time soon (I'm starting to sound like Relic! :lol: )

As of right now, I have:

Survivors:
- Builder unit
- Survivor unit
- Police unit
- Hunter unit

Zombies
- Zombies

Bunch of other game functions, like a SCAR file for a game mode (WIP)

Still got a lot of stuff to do :bonk:

churchill rifle
3rd Feb 09, 9:43 PM
burtondrummerNY did you like my ideas

crazy idea two new factions wermchat would be zombies panzer elite would be half zombies(humans that arent turned into a zombie by the zombie virus but still have zombie urges like eating flesh they can use guns but are very innacurate and have a few normal zombie units americans would be survivors and british would be native americans or post apocolypse gov native americans could fight the zombies in close combat but are limited at long range and defenses and can be outnembered very easily (they like stealth) post apocolypse gov would be survivors who think that the old goverments are gone and have formed their own small nation they have great defenses and can use police helicopters for airdrops and fire support (imagine a police helicopter with an mg and people shooting of it) the survivors would be renamed something like holdouts to signify their waiting for old gov help

burtondrummerNY
4th Feb 09, 4:45 AM
Well, I like it, but that is a ton of work. For the first release, there will only be 2 factions. Maybe for the second release I will add those two, and by then the object editor should be user friendly, so the helicopter will be feasible.

churchill rifle
4th Feb 09, 8:42 AM
i was thinking maybe we could have two plain zombie factions but the doctrines would come from different movies/games and their would be a few unique units
also zombie unit ideas:
bloodseeker: a really weak zombie (weaker than basic) that can boost all its stats (move speed, attack speed, and damage) by 400% for 14 seconds to become a killing machine
fleshshepard: basically a zombie lieutenant with heroic charge and fire up also with an upgrade zombies can reinforce near him

burtondrummerNY
4th Feb 09, 3:21 PM
Well some of those are already in this one.

churchill rifle
4th Feb 09, 3:53 PM
i was thinking the two zombie factions would be movie/book zombies (day of the dead, world war z, 28 weeks later) and game zombies(resident evil, house of the dead, left 4 dead)

burtondrummerNY
4th Feb 09, 6:26 PM
um yeah, we already included them...

churchill rifle
4th Feb 09, 7:06 PM
oh

BazzBrother
4th Feb 09, 9:53 PM
seriously? in that order?

Is it possible to include monsters? maybe using the dead horse/run ver cow mix

Niftyeye
5th Feb 09, 3:19 AM
No mod tools so the guy cant include much



You could always use a skin like the sniper and make it a single uber powerful zombie that can call in a firestorm or something, who knows.

burtondrummerNY
5th Feb 09, 1:28 PM
I was thinking of making like a rotting army guy who can do special stuff. I don't want to make him uber like calling in firestorms (maybe a demon to do this lol), but just make him more powerful and can do better things than basic zombies.

churchill rifle
5th Feb 09, 6:19 PM
perhaps for a super zombie you could do like a zombie supersoldier which could have been one of the original experiments thats really fast and attacks fast and deals lots of damage has low health but damage taken is reduced alot

by like enough to turn damage from a rifle to like 0-1

Alex3426
6th Feb 09, 9:42 AM
Lame, who the heck should shoot the firestorm? Call it a blizzard and rename the mod to The Scourge Returns to Pwn Those Nubs

BazzBrother
6th Feb 09, 9:45 AM
lol

tutt6
9th Feb 09, 8:24 AM
Give the human police officer an ability to say:FUCK OFF!and pull off three headshots at once..

then the zombies would be like :banned:

burtondrummerNY
9th Feb 09, 12:22 PM
No those are the marines lol

I'll think about it. Oh, quick question...do people mind expletives in abilities? (like the above "Fuck off")

SoulAssassin
9th Feb 09, 12:44 PM
No those are the marines lol

I'll think about it. Oh, quick question...do people mind expletives in abilities? (like the above "Fuck off")

Not at all!

Niftyeye
9th Feb 09, 12:45 PM
I dont mind either.


Maybe Police Officers should give a passive accuracy ability to civillian units? Would represent the fact that the police are keeping things organised ;)


And maybe marines should REDUCE their accuracy, because the marines are constantly shouting at the noobs to stop stealing their kills <.>

burtondrummerNY
9th Feb 09, 12:53 PM
lol every night the marines make the survivors do 100 push ups
over time they get stronger lol

I don't think the marines should get weaker, i mean, they could just ignore the n00bs and just kill the zombies before the survivors can. lol

Niftyeye
9th Feb 09, 1:20 PM
Then I jump into the game and kill em all.

burtondrummerNY
9th Feb 09, 1:24 PM
New unit, marines (National Guard) added. I will post screens ASAP. They feature the "Fuck OFF!" ability.

Niftyeye
9th Feb 09, 1:26 PM
GoOoOoOoOoOoOoOoOoOoOoOoOoOoOoD



You should give them the 'Im a Lead Farmers Motherfucker!' Which increases their rate of fire for a few minutes ;)



Dont make it TOO cheeky though, we need some level of seriousness :P

burtondrummerNY
9th Feb 09, 1:48 PM
They already have fuck off! But I'm glad you know that movie :D

tutt6
9th Feb 09, 2:04 PM
So my fuck off idea worked?:D!!!!!!!!!!!!

burtondrummerNY
9th Feb 09, 2:42 PM
Yea, and it works pretty well too!

Oh and another ability for the marines: no man left behind.

One of the guys becomes a medic, and any downed soldiers for, say 5 or 10 seconds will be saved.

I'll have to see about it though. The survivors are starting to get invincible when i play vs ai lol

Niftyeye
9th Feb 09, 3:03 PM
Release beta for testing and feedback?



*Pray*

burtondrummerNY
9th Feb 09, 3:36 PM
Uh...sure. Lemme just get a few things added. You will need Corsix's to run, as I do not want to have to pack it.

tutt6
9th Feb 09, 7:33 PM
I wouldnt mind seeing the other abillity called:BANHAMMER

Jesus comes back with the ban hammer (Lol my friend said that)

But on a real note add zombie goliaths like a zombie that explodes and destroys somthing.

burtondrummerNY
9th Feb 09, 8:05 PM
Zombie Mod Preview Released

For those of you who cannot wait until the release, I have added what I have now for you to try out. The link is at the bottom of this post.

Just a few things though

1) Read the README for Christ's sake!
2) Make sure you tell me any problems there might be
3) Read the Readme

Just in case you do not plan on reading the readme, here it is:


Thank you for downloading this preview to the Zombie Mod. Although it is far from finished, it should provide you with insight into the mod so far. ------------------------------------------------------------------------- Installation ------------------------------------------------------------------------ Simply unzip the files into your Company of Heroes directory. Usually, this is C:/Program Files/THQ/Company of Heroes. ------------------------------------------------------------------------- Running the Mod ------------------------------------------------------------------------- Because the mod is still in development, in order to run the mod, you must use the mod studio. Run modstudio exe, and open Zombie.module. When it has loaded, click run at the top, and run in dev mode near the bottom. Not click on run in CoH/OF. You are all set ------------------------------------------------------------------------ A Few Tips ------------------------------------------------------------------------ = The majority of the survivor's units need to be spawned from a Forward HQ. It is useful to get one early in game = Play as zombies, as the AI for the survivors doesn't work well yet. = Use the National Guard doctrine, and only the left side. These are the only ones that have been modified so far. = I recommend Sturzdorf for testing. Put the zombie AI on Expert for a challenge. ------------------------------------------------------------------------ Contact Me ------------------------------------------------------------------------ For any advice, suggestions, issues, or any other comments, please email me at usafdrummerNY@live.com Or write a comment in the thread at RelicNews Forum. Thank you very much

http://www.moddb.com/mods/zombie-mod-a-company-of-heroes-modification/downloads/beta-testpreview

Dauntless
9th Feb 09, 8:29 PM
Ah, too bad I can't play, I was looking forward to this so much.

Niftyeye
10th Feb 09, 4:23 AM
How come you cant play?



Downloading now.


Edit: Actually I cant either, its awaiting authorization.


I got a question as well, do we install the mod the traditional way of dropping the file into COH and making a shortcut with the target line altered or do we do it the slightly more complicated way which you posted near the end of the page 7?

burtondrummerNY
10th Feb 09, 4:48 AM
No, the mod isn't packed into an SGA yet, so it won't work like that. You have to use the mod studio (i included it in the zip file)

Niftyeye
10th Feb 09, 4:55 AM
Alright thanks, Ill do it as soon as the site approves it.

tutt6
10th Feb 09, 9:24 AM
Ill wait till the full beta not the alpha..lol i dont like extra junk xD

burtondrummerNY
10th Feb 09, 12:53 PM
lol no big deal. I am disappointed with how long it is taking to be available :disgust:

Next time I'll use filefront.

Niftyeye
10th Feb 09, 1:00 PM
Just to let you guys know, its been authorized for download ;)


EDIT: Oh wait... theres no mirrors... keep refreshing lol

burtondrummerNY
10th Feb 09, 1:03 PM
Quick thing, I don't want to have to update the readme in the file.

DO NOT PLAY VICTORY POINT. ONLY ANNIHILATE. That is all

Niftyeye
10th Feb 09, 1:19 PM
Ill download as soon as they get a mirror up -.-

burtondrummerNY
10th Feb 09, 1:27 PM
I uploaded it to FileFront too.

Clicky clicky (http://files.filefront.com/Zombie+Mod+Alpha+01/;13259364;/fileinfo.html)

Ok the file has been validated at ModDB

tutt6
10th Feb 09, 4:46 PM
Gonna reskin guns mate?I love how you used my Fuck off idea!!!!(Other people probley wanted it too!! :<3:

burtondrummerNY
10th Feb 09, 5:10 PM
Yeah, the guns are going to be a problem. I asked the Modern Warfare team if I could borrow their models, and I asked the Eastern Front team if they would mind importing them for me (I dont have the OE or 3Ds Max :p )

What did you think of the mod so far

Niftyeye
10th Feb 09, 5:19 PM
First off, great job, its excellant to finally see zombies in company of heroes and I think they could go far.


Now for feedback, is it possible to make Police Officers a 4 man squad? Just seems right instead of 3, lol

I love the doctrines, each picture and description fits really well into the mod, a suggestion, could you leave the default build unit as they are? What I mean is when you have no doctrine you still get the basics, basic police basic army and basic hunter, even if you pick a doctrine would it be possible to make it so you can train the basic units?

Theres no change on the doctrines however, you said the national guard tree works but it appears to be just the default armour doctrine, still looks good though.


A few bugs, obviously some things are named wrong, such as police being called airborne but its only a small probably, some things such as the hand grenade (how come the marines cant use them by the way?) and the 'F off' ability have 'nokey' written over them.

The zombies also seem a bit passive, but when I got to cocky they put a nasty dent in my unit of police officers.



GREAT mod, keep up the good work, definetly one of my favourites ;)

burtondrummerNY
10th Feb 09, 8:09 PM
Hmm... UCS isn't working? Thats odd

Yeah I haven't figured out why the zombies dont attack much. I think I accidentally made their attack AI priority 10 out of 100 (i thought it was out of 10, but no)

Do you think the national guard guys are a bit OP?

Niftyeye
11th Feb 09, 2:59 AM
I personally think all the units are great, with the exception of police officers having 4 or 5 instead of 3.


I think the National Guard squad are fine, since 1 unit barely made a scratch, you need to clump together a few squads and then focus fire on a single zombie unit.


Hunters are very effective, by the end of the match I had a death squad of 5 units roaming the map wiping the floor with all.



Definetly make zombies as aggressive as you possibly can, is it possible to make their default movement attack move? That would force them to constantly attack, and only when they've cleared the area go for the points.


I forgot to compliment you on the skins, they all look excellant, especially the police officers and national guard.

Would it be possible to make the survivors look like the zombies? Of course having a normal looking face instead of a bloody one, lol, I think it would make sense as well.. they are survivors, and the zombies are mainly dead survivors.



Edit: Just one annoying bug Iv noticed, when I order a National Guard squad to attack, 3 guys will always charge headlong at the zombies and then the whole squad gets pinned. When them 3 die another 2 or 3 will usually run ahead and do the same.
Very annoying.. even if I just position them behind a wall they will still run ahead, no idea why they are doing it, maybe its just arrogant over-confident National Guardsmen >.>

burtondrummerNY
11th Feb 09, 4:52 AM
Yeah, the National guard guys really annoy me when they do that. I think it might be the squad_formation.

The survivors haven't been skinned yet (I just applied alpha channels to hide the helmets and stuff), nor have the builders (I only did the helmet and some alpha channels).

The zombies are going to have a few more units too, so I will increase the aggressiveness with each new type.

Also, the hunter squad appears to have a bug when I play where the 3rd guy is like half invisible and doesn't have a gun.

Niftyeye
11th Feb 09, 4:59 AM
Yeah I noticed that as well, he doesnt appear to shoot either, so I just assumed he was a random ghost watching.

Ok the aggressiveness idea sounds good, just make it so the basic squads are a little less docile, felt like I was slaughtering an innocent crowd instead of flesh eating monsters from hell :P



Which doctrines work? The infantry left sided doctrines appears to have everything disabled apart from rapid response, defensive operations and howitzer shoot as well as the buildable howitzers.

The airborne doctrine has everything disabled it appears, while I havnt checked the National Guard doctrine (or armour).

However when I looked at it, the abilities all appeared like normal armour abilities.. so unless you've changed them but just not the appearence...

burtondrummerNY
11th Feb 09, 1:28 PM
Almost everything is disabled. The most you can get is in the armored (nat'l guard) doctrine, which has a forward observer call in on the left side.

burtondrummerNY
12th Feb 09, 3:59 PM
Ok quick question. Does anyone know how to have a unit start off with the flamethrower?

tutt6
12th Feb 09, 6:28 PM
uhm..ZOMGL33TH0X?uhm i dunno mate..


Ask the guy that made D-day coop..

burtondrummerNY
12th Feb 09, 8:19 PM
that was scar code specific to the map. I just want the upgrade to be automatically applied

nds0075
13th Feb 09, 6:50 AM
hey, i played in the alpha and here are some of my ideas and suggestions for the mod:
-first, i think that the mod need to take place in 1950s or 1960s if you know what i mean.
- increase range and accuracy of small arms(for example: SMG and pistols from 7\5 to 40 and rifles from 7\10 to 60\70).
-decrease the cooldown of the m1 carbine, grand and sniper rifles).
-increase the numbers of zombies in squad to 15 and the pop limit (or the zombies will dont take pop place).
-decrease zombies cost 5 mp for one Z and time cost to 1.
-NG squad will be 6 men and the spotter will have a sniper rifle (maybe G43).
-make a Suicide Zombie (suicide bomber).
-put just 1 M8 Greyhound or 1 Staghound in the pershing reinforcement.

tutt6
13th Feb 09, 1:03 PM
Burton!I found a good flash movie you can use for basing zombies!

http://www.newgrounds.com/portal/view/482831

burtondrummerNY
13th Feb 09, 2:16 PM
hahaha

@ nds: The mod was intended to take place in modern times, as in now. The NG squad has 9 men for realism, not balance. A modern us army squad has about 12 men, but I figured that this is chaos and not everyone will be together, so 9 seems fair.

The spotter is purely for spotting positions with the flare ability. They aren't intended to be snipers, and wouldn't have recieved training for sniping.

About vehicles: only the opel blitz and deuce and a half will be ingame. The blitz is for civilian transport and deuce is for military.

kureave
13th Feb 09, 8:22 PM
lol you should add molotovs from the incindenary grenades or however u spell it, to the survivors or something as an upgrade.

here is a pic of the zombies armed with guns that were on the floor. they pwned...

http://i407.photobucket.com/albums/pp159/kureave/zombiefighters.png

burtondrummerNY
13th Feb 09, 8:29 PM
wtf? they shouldn't be able to pick up stuff :err:

crap.

nds0075
14th Feb 09, 1:20 AM
@ nds: The mod was intended to take place in modern times, as in now. The NG squad has 9 men for realism, not balance. A modern us army squad has about 12 men, but I figured that this is chaos and not everyone will be together, so 9 seems fair.

you right about the squad size in the U.S.Army, but the units in CoH are fire-teams not squads, and this is main that NG need to be 6-4 men in squad.


About vehicles: only the opel blitz and deuce and a half will be ingame. The blitz is for civilian transport and deuce is for military.

i think that maybe NG and police(swat) need an armored car or tank (and the zombies have a suicide bomber to destroy vehicles).

Niftyeye
14th Feb 09, 2:51 AM
Not very fair on the zombies though, because if they take 2 suicides to battle and 3 armoured cars appear... gg undead.

I think they should get a unit that specializes in vehicle killing, maybe the zombie can easily prize open hatches or spurts acid into the view shields or something.. not sure.

Or a zombie that suicides and respawns at the base after a set time...


Yeah I noticed the zombies as well, some zombies picked up a panzershreck and SLAUGHTERED my squad of marines.

They must of killed atleast 2 marines with every shot.

geolol5
14th Feb 09, 3:44 AM
my zombies only have the white bloody clothes and they can upgrade to mp40's, and the medic is see through.

burtondrummerNY
14th Feb 09, 7:16 AM
what map did you try it on?

geolol5
14th Feb 09, 2:55 PM
oh never mind i left the download on overnight and the internet cut off, i only had a 100mb file, redownloaded and everything works fine.

burtondrummerNY
14th Feb 09, 2:59 PM
I noticed on some maps the wehr player has pioneers to start with, and can end up building tanks and stuff. I realized its my fault because I missed the starting squad in 2 or 3 hq buildings :)

tutt6
14th Feb 09, 3:05 PM
Wow uhm...Burt..FAIL...Try codeing it to where they cannot pick guns up..

burtondrummerNY
14th Feb 09, 3:12 PM
I'm working on it!

Alex3426
14th Feb 09, 4:51 PM
:P looking forward to next fix, this mod will get tha best coop mod evah!! ROFLPOWNZORS[U]

Niftyeye
14th Feb 09, 5:03 PM
Apart from a few problems, its fun to play.


My only wish is increased zombie aggression, gets boring when you roam the map shooting crowds that just walk away from you

burtondrummerNY
14th Feb 09, 5:58 PM
Yeah, that was fixed. I set all of their priorities down to 0 except attack which is at 1,000 instead of 100. When you have a swarm of zombies, there is nothing you can do to stop it.

BazzBrother
14th Feb 09, 9:57 PM
Idea for anti tank zombies:

Upgrade a squad of zombies with 'Gastric Goo', which turns them into walking bombs of sticky and acidic goo. They behave normally, and explode when: they are killed or when you detonate them yourself. Excellent for rushing strong positions and vehicles.

Bonte
14th Feb 09, 10:39 PM
this mod needs a zombie allied war machine ability, i personally tested out a 5 min infantry war machine ability i made and it was pretty funny.. Ranger rushes ftw?

burtondrummerNY
15th Feb 09, 6:36 AM
lol sounds crazy. I like it :)

Niftyeye
15th Feb 09, 6:54 AM
'Yeah, that was fixed. I set all of their priorities down to 0 except attack which is at 1,000 instead of 100. When you have a swarm of zombies, there is nothing you can do to stop it.'


Excellant, cant wait.


And a zombie allied war machine ability would be powerful indeed... good idea ;)

burtondrummerNY
15th Feb 09, 8:11 AM
Does anyone know how I can get the flamethrower to shoot out mortar gas? (chemical weapon)

IrisDane
15th Feb 09, 8:49 AM
Well if you wanted it to shoot a different color you'd have to edit the art file the flamethrower uses for the flame.

burtondrummerNY
15th Feb 09, 10:47 AM
No i mean instead of using flame it uses smoke.

nds0075
15th Feb 09, 11:43 AM
here is some screenshots from my verison\ improvement of ZA3
-i make move bigger zombies squad (15 zombies).
-increase arms damage.
-make a Suicide Zombie, suicide bomber (excellent against infantry and armor).

IrisDane
15th Feb 09, 12:38 PM
Nice umm Burton try changing the projectile?

Edit: Don't you think national guard units would look better in Woodland Camo?

kureave
15th Feb 09, 3:17 PM
so when can we expect a 2nd beta release?

Malcador123
15th Feb 09, 3:41 PM
i think zombies doing anything but being zombies is just kinda pointless imo

BazzBrother
15th Feb 09, 4:41 PM
lols, is it possible to turn those explosions green or red?

Also, the allied war machine can be called "ReSpawn, revenge of the re-dead" or something lol

also, American helmets resemble German helmets more then anything, just cut the back part by a lil bit and simulate some bumps on the side with shadowing ^.^

Niftyeye
15th Feb 09, 4:52 PM
Well if the zombies actually attacked my men I would love this mod?

Widowmaker1
15th Feb 09, 4:52 PM
Could you apply the 'dirt' textures on the zombies?. you know, like when a model is set on fire and then dies it's all 'chared' etc'

burtondrummerNY
15th Feb 09, 8:45 PM
woah ok hold on a second.

@Widow: Yes, i'm still working on the skins for everyone.

@Nifty: As I said, I increased the zombie's priority of attack, so they attack you more often.

@Sad_eyed: working on it.

@kureave: soon

@Iris: the flamethrower uses a flame projectile, while the smoke uses a bullet projectile. Can you explain how to change it?

burtondrummerNY
16th Feb 09, 2:04 PM
Please vote in the poll

tutt6
16th Feb 09, 5:54 PM
NEVER!Ok i voted

Alex3426
17th Feb 09, 8:51 AM
You should atleast get 1 1p, 1 2p, 1 3p and 1 4p

Niftyeye
17th Feb 09, 9:33 AM
To be honest I would prefer them all to stay in, the more maps to play with the better.

burtondrummerNY
17th Feb 09, 11:19 AM
But they dont all fit the apocalyptic style. Plus I'm adding maps too.

BazzBrother
17th Feb 09, 11:42 AM
keep all for the hell of it and add in a couple of cities and towns

Dauntless
17th Feb 09, 1:52 PM
Yeah, add some kind of desert-ish destroyed, looted kind of look.

IrisDane
17th Feb 09, 2:17 PM
I noticed that you set the zombie's so their bodies don't disappear. That's not a good idea. If a zombie catches on fire and starts to run around he will stop when he dies, but will stand still and act like he's burning.

LloydyBoy
17th Feb 09, 2:56 PM
that happens for all bodies staying mods you could turn on Phisics in the options but that would mean that the bodies will only stay when the screen isnt on the unit that died

nds0075
17th Feb 09, 2:58 PM
burtondrummerNY,
here is my improvement that i made to this mod. plz try it, it maybe can to be very helpful.(just extract to the mod directory)
another suggest:
-zombie leader (which wear a commander suit),make all the zombies units nearby him more violent and they can move more faster.

and if you can plz make a new skin for the ZSB (Zombie suicide bomber).

-if you play with the zombies choose the blitzkrieg commander.

Malcador123
17th Feb 09, 4:02 PM
why with all the non actual zombie, zombie ideas?

burtondrummerNY
18th Feb 09, 11:28 AM
I thought we agreed quite some time ago that we were doing generic zombie things.

tutt6
18th Feb 09, 12:13 PM
We did.

burtondrummerNY
18th Feb 09, 1:44 PM
ok then

Malcador123
18th Feb 09, 2:04 PM
:rant: yeah thats why i was so bothered at the people asking for tankbusters and commanders and blah blah blah bs bs. Sorry but its just when the first post says "SWARMS. Of. Undead." then i thought that would lead people to assume its a mod more focused on humans, and there units and less on anything more then swarms of undead....... :rant:

tutt6
18th Feb 09, 2:04 PM
WE ALSO agreed youd reskin G43's to winchesters >.>

burtondrummerNY
19th Feb 09, 6:26 AM
We did? I'll try it, i guess. I asked the Modern Warfare Mod Team if I could borrow their weapon models for the army and swat guys, but I haven't heard back yet.

Malcador123
19th Feb 09, 2:46 PM
wait when was that?

Dauntless
19th Feb 09, 2:57 PM
Never.

burtondrummerNY
19th Feb 09, 3:09 PM
I did it via private message a few weeks ago

Malcador123
19th Feb 09, 3:16 PM
oh i see. well imo i think winchesters would be reeeaaaallll difficult.

tutt6
19th Feb 09, 3:29 PM
Actually i just figured it out how to make them..Use the KAR reskin doesnt matter if he uses the lever..

burtondrummerNY
19th Feb 09, 3:40 PM
yea thats what i was thinking.

tutt6
19th Feb 09, 6:04 PM
I mean in the heat of a battle who would LOOK at that?Someone like this.. :couch: DUN DUN DUN!

burtondrummerNY
20th Feb 09, 5:27 AM
Yeah, who goes around looking at the guns anyways psssh

tutt6
20th Feb 09, 7:32 AM
Me but just to see the level they are shooting from...Heh in vanilla i stuffed 4 HMGS in a house set the camera to watch one..Best damn game ever!

burtondrummerNY
20th Feb 09, 11:03 AM
lol ok then

churchill rifle
21st Feb 09, 1:29 PM
i just played the mod and i loved it it my only qaulm is the zombies dont have good AI and maybe you could tell us what each doctrine ability does cause they just look like vanila i also tried an edit of your mod where i made the zombies have two new sqauds one was better zombies (grenadiers with the melee wep and higher health and ambush zombies which could camo and were fast but really low hp.
some suggestions maybe the zombies could get their advanced units from a forward hq(they infest the building) and the survivors could choose to instead of upgrading a building to produce units to upgrade to a supply center which has upgrades provides munitions and can spawn heavy weapons also if its possible id love to see the zombie Hq be like a medic center with infinite range but it took enemy units.

burtondrummerNY
21st Feb 09, 1:54 PM
The mod is still in its early stages. Much of those things are planning on being implemented, but haven't been done yet.

churchill rifle
21st Feb 09, 3:56 PM
k

btw what are your plans for the zombie docs i would love to see them

burtondrummerNY
21st Feb 09, 4:05 PM
Night of the Living Dead
- more traditional, slow, moaning zombies

World War Z
- faster, more intelligent zombies

28 Days
- crazy zombies

Praetyre
21st Feb 09, 4:27 PM
I'd like to suggest I Am Legends hyperaggressive, fast but light adverse zombies. Might be a bit too close to WWZ and 28 Days, though.

burtondrummerNY
21st Feb 09, 5:25 PM
Yeah, maybe they'll go into the WWZ doctrine.

Dauntless
21st Feb 09, 7:49 PM
"World War Z
- faster, more intelligent zombies"

Erm, thats completely wrong.

World War Z zombies are the basis of all zombies. Slow, shuffling, stupid.

burtondrummerNY
21st Feb 09, 8:23 PM
w/e i forgot lol

bwc153
21st Feb 09, 11:20 PM
Zombies getting manpower for killing the enemy.. is that possible
i think that would be, but it would have to be done in a rudimentary way, and the way im thinking of would allow ANY side to recieve the manpower (basicly have a person drop a little thing that has the effect of the supply crates you find in campagin maps and some custom maps, but gives like 50MP per crate) problem is, survivors could get this MP bonus, unless theres someway to prevent them from picking it up (maybe scar coding)

burtondrummerNY
22nd Feb 09, 6:57 AM
Nah, theres an even easier way. You know how when you kill someone/thing you get CP xp? Well, this is in the racebps of the race, and it determines how much:

- Fuel you get from killing something
- Munitions
- Manpower
- CP XP


All I have to do is go into the manpower and add say 20 MP points. That way, every time a zombie kills someone you get 20 MP.

Rischer
22nd Feb 09, 8:27 PM
Hey, burton, did you miss out Hinderdam on your poll?

torenico
22nd Feb 09, 8:40 PM
Im picking Lyon (4), awesome for zombies..

A night version and the city less destroyed would be awesome.

Dauntless
22nd Feb 09, 8:45 PM
City less destroyed?

Heresy!

Niftyeye
23rd Feb 09, 9:52 AM
Well, a city less destroyed would make sense as Zombies arent exactly calling in air strikes on cities and neither are the survivors.


But on the other hand, the poor zombies are gonna get raped by snipers hiding in the buildings laughing at them as they cannot be reached.

Alex3426
23rd Feb 09, 10:31 AM
@Nifteye

The humans might have done something to purge the zombies, like burning whole cities in hope of getting the zombies killed

BazzBrother
23rd Feb 09, 12:14 PM
hmm, I think that zombies should be able to storm buildings and should they should duke it out inside.

Humans can actually fortify the buildings for some cost, like barring the door and boarding up the windows specialized so they can shoot from them, THUS the zombies woukd have to attack the building for an amount of time while being shot at in order to be able to later storm.

burtondrummerNY
23rd Feb 09, 1:03 PM
Ok.

1) Yes, I forgot Hinderdam, but I personally do not like it.
2) Lyon would be a great city map for the mod, IMO
3) Cities might be destroyed by the humans, hoping to stop zombies, or by large amounts of zombies
4) I don't know if its possible to have combat inside a building in this game.

BazzBrother
23rd Feb 09, 1:28 PM
but is it possible to allow zombies to enter the building held by humans and auto destroy them?

tutt6
23rd Feb 09, 1:31 PM
Alright i do have a idea for the building issue..Do this make the zombies attack towards buildings that of a..say MG-42 for one if a group say a panzerfaust..And make a special unit called zombieknacker when summond it will detonate near the building killing everyone inside.

burtondrummerNY
23rd Feb 09, 1:54 PM
Concerning maps, I will take maps with 10+ votes, with the exception of Sturzdorf because it is essential to testing.

Concerning the building, I am going to ask around to see if it is possible to have 2 factions be able to be in a building at once.

churchill rifle
23rd Feb 09, 4:56 PM
tell me if its possible i would love that for my mod

Niftyeye
24th Feb 09, 6:19 AM
Well Iv never seen it done it any mods to my knowledge, but maybe its possible to make it so Zombies have an ability that lets them automatically eject survivors? Might be a problem though because the survivors will just simply run back into the building...

Alex3426
24th Feb 09, 8:57 AM
Increasing the range of them makes them able to hit the people inside the building.

burtondrummerNY
24th Feb 09, 12:45 PM
But then they are better in close combat, which is not wat we want.
I;m thinking of doing a passive ability that after x minutes or seconds, the zombies force the survivors out of a building (unless its barricaded) and they can't go back in for x minutes.

BazzBrother
24th Feb 09, 3:02 PM
what if we make most buildings un-accessible to ALL sides and only make a few strategic buildings accessible? Also, These buildings would be the survivor stronghold, and only those explosive zombies can flush them out.

churchill rifle
24th Feb 09, 5:11 PM
how would the zombies get rid of the barricades
also i dont think zombies are smart enough to put a explosive zombie to good use

Niftyeye
25th Feb 09, 6:57 AM
To churchill: They wouldnt need to be smart at all, the explosive zombie would run at the survivors and simply detonate, he wouldnt be smart, it just randomly happens.


to Sad_eyed_Irony, not a bad idea but it would seem unrealistic, survivors not being able to enter the buildings, unless the buildings are damaged or ruined...

hardcapped explosives zombies are probably the best bet, you should only be able to build 3 of them and they should be fairly tough to bullets, and when they make contact they explode, like a walking mine.

Obviously be great for buildings

Alex3426
25th Feb 09, 10:33 AM
Maybe just too great, what about just making the zombies spamming huge hordes, and then let the devs figure it out, they already said no to explosives

burtondrummerNY
25th Feb 09, 1:17 PM
^ dev, I'm by myself :)

Yeah I was thinking of doing the boomer from L4D, but I realized it would look silly if a skinny guy would blow up (the reason the boomer blows up is because of the build up of gasses in the body cavity after death), and this results in excess weight after death.

Then I thought a rock type ability, where the zombie throws a rock and it kills a survivor with one shot (like a grenade), but I don't think AI would use it too well.

To help, I came up with the idea to have random buildings locked on the map, and to access them you need a lockpick kit.

BazzBrother
25th Feb 09, 1:26 PM
yeah I was thinking of something like that, since in most zombie games you cant go into many rooms and buildings because "they are locked" or "blocked"

burtondrummerNY
25th Feb 09, 3:32 PM
The project has been temporarily delayed because my Photoshop 30 Day Trial has run out.

Malcador123
25th Feb 09, 4:04 PM
i like the idea of only strategic buildings being acessile but this whole exploding zombie thing just seems way to farfetched. also lock pick idea is a good one, but it should cost munitions to use it.

tutt6
25th Feb 09, 4:09 PM
Just do this for the zombie issue:Make a zombie ambush (Landmine)Itll spawn a zombie thats invisible and will scare survivors off when they get to close (step on) and will force them back to the rally point or safe house..

Dauntless
25th Feb 09, 5:33 PM
Heh I was almost a dev. regardless, I think the exploding zombie is the best solution.

churchill rifle
25th Feb 09, 5:38 PM
maybe skin it green and the reason it explodes is that its body is covered in explosive slime :)
or make zombies switch their attacks to throwing rocks when they attack infantry in buildings

BazzBrother
26th Feb 09, 10:34 AM
what about crawlers? a special kind of elite zombie that is particularly fast and hard to kill, but they come in VERY small numbers. They crawl around, and can walk on surfaces beyond that of infantry (allows them to walk on walls, on roofs, on mountains, on vehicles, etc) and they attack using long tongue or slime spit....or just give normal zombies slime spit so they can deal with buildings

Niftyeye
26th Feb 09, 11:32 AM
Im not sure to be honest, while I as well would prefer just a massive horde of normal zombies with no 'far-fetched' zombies the limitations of the engine dont allow it.


They should get something like a boomer or the smoker that Irony just mentioned, but they should be hardcapped and only really useful for tackling buildings.

churchill rifle
27th Feb 09, 11:40 PM
if you have been searching for a backstory here is one
an archaelogical team finds the frozen remains of a ice age zombie they become infected while working on it and the various people who transfered the zombie or acted as guides become infected too. the guides infect their village in tibet and the infection trickles down into china were it bgecomes an epidemic several strains of virus have appeared but they all share two commomn things animals cannot be infected and the zombies do not attack them unless attacked by the animals and the infection causes the host to gain superhuman qaulities that increase the longer the person has been infected(zombie veterancy and elite units) feeding increases the speed of this proccess all the different strains have varying ways of infectivity but all are highly infective and all give different superhuman traits
state of the world: asia has become a zombie infested wasteland with most of its jungles destoyed by airstrikes and fires that were not put out europe is facing the brunt of the attacks now and the US has been cut in half with the zombies being in the central part south america is pretty much overrun by infectees that were radically mutatated because of previous diseases they had the only safe spot in south america is the andes and the only uninfected place in the world is australia which now serves as a base camp for strikes against the zombies

Alex3426
28th Feb 09, 3:51 AM
It was wierd to read... Place some .'s

SoulAssassin
28th Feb 09, 5:22 AM
Hmm, good story Churchill.

burtondrummerNY
28th Feb 09, 6:51 AM
I might use parts of it. :)

Niftyeye
28th Feb 09, 9:37 AM
Australia is the only place to not get infected? If that were the case then how did it get to America.. lol

Anyway, some gooooood ideas ;)

churchill rifle
28th Feb 09, 11:56 AM
america got infected because the scientists were americans from kansas

Alex3426
28th Feb 09, 12:45 PM
Yep, people in kansas are stupid. They actually manage to get infected xD - Just kidding

Dauntless
28th Feb 09, 2:47 PM
Sounds like a terribly thought out story to me.

But good try. I could think of something better if asked though.

burtondrummerNY
28th Feb 09, 4:53 PM
Would anyone be interested in a single player campaign? It will delay the mod a while, but imo it will be worth it.

Praetyre
28th Feb 09, 5:34 PM
I'd prefer to get a pretty much completed skirmish mode first. More replay value, plus I don't think any mod has ever got it's own campaign. Would need a *lot* of scripting, as well as the problem of making good cutscenes.

churchill rifle
28th Feb 09, 6:36 PM
i would be interested in one after the release i definatley would love it
but make a campaign for both sides
zombie campaign: you are a mutated zombie that retains intelligence and can command other zombies
zombie mission: become dominant species on earth
human campaign: you are a military vet that leads a band of survivors in striking back at the zombies and rescuing other survivors
human mission: take back the world and/or find a cure

campaign suggestion maybe some of the maps in the two campaigns could bve the same IE you play the zombies on the map in one campaign and try to destroy survivor base or play humans on the map( in different campaign) and try to hold out for rescue

and what do you mean dauntless i would like to see a better story from you if you can or you could improve mine but i seriously dont think you could make a better story on demand

ithink botb is working on campaign and you could just create the map as a skirmish map and create a special victory condition for each scenario then Scar the first map of each campaign to start loading another map when you are victorius thats basically what relic did without cutscenes which are basically maps that play a video and when thevideo ends you win the map

burtondrummerNY
28th Feb 09, 6:37 PM
Well for survivors I was going to do a situation where you know where the scientists who can fix this are, but you have to get to them first.

So in general yes, but after first release?

churchill rifle
28th Feb 09, 6:51 PM
yes

Malcador123
28th Feb 09, 6:57 PM
sry mate ive gotta side with dauntles that story was pretty weak, though it was a good try. if given the opportunity id like a go at backstory as well if you'll have it burton.

Dauntless
28th Feb 09, 7:04 PM
I could do better on demand, I could do much better with some time.

It's called planning, editing.

burtondrummerNY
28th Feb 09, 7:34 PM
Or letting me come up with it :p

and yes, if you want to submit ideas, please do

tutt6
28th Feb 09, 9:01 PM
I got a story idea.


(Note this isnt perfect)


One morning you wake up to a nice sunny morning in (Say..Kentucky?) Kentucky..You shower turn on the TV but find no channel responding..So you think nothing of it you go out get your paper come back in sip your coffe read the morning news about "Odd murders and noises from the sewers",Along with strange gatherings in the forest and missing person reports and home invasions.You hear a knock at the door its your friend jack and jimmy.They both ask if you have any tv or radio you say no a zombie comes up behind jimmy bites his neck jack and your character (Say name him capt..Eh Jackson)You pull out a pistol kill it then the gameplay begins where you have to find survivors (Like on D-day) You could use the captian models for this on those two..Jack the LT and Jackson the captian..How it got to america.

(Yes i put the ending first so itd grab your attention)

A cargo plane crashed at the airport near your town after coming back from the middle east Iraq.The plane was carrying several highly potent germs and viruses (Yes viruses)And when it hit they broke open turning into gasses or getting out and spreading to rats then to birds then to hawks to cayotees etc..

Malcador123
28th Feb 09, 9:25 PM
well see me ive always felt that zombies if ever to occur wouldve been the result of a bio weapon gone right.
(note its late im tired i can refine it or if asked put effort into a good storyline)
think about it one of our enemies sneaks a plane over a major city and paradrops 30 infected people, by the next day the city would be overrun. itd be the perfect weapon. drop em kill the pop, wait till they starve and then move in and take over. its like a living h bomb. so maybe ur in a city with zombies just dropped on ya.

churchill rifle
28th Feb 09, 9:57 PM
i think my idea about an infected neandrethal frozen in the himilayas is pretty cool but you guys are right that there are some plot holes i also like malcadors idea maybe america decided to launch a preemptive strike against china and dropped gas bombs filled with gas carrying the virus the chinese took some zombies captive and reatreated and struck back at america with the same virus they waged war on the zombies and US but were overrun by the zombies of their soldiers whose automtic weapons were not effective against the zombies
america fared better because of their airpower but lost ground really fast forcing them to abandon many parts of america in order to make two defensive lines at the missisipi river ad the western mountains
europe is facing the zombies from asia which have penetrated deep into northern eruope and the middle east being stopped by the israelis and african tribes
australia comes under frequent attack from undersea zombies but has been able to handle them very well
south america is basically overrun and recon teams sent in have reported seeing zombies that act smarter than normal ones all contact with these teams is usually lost in 1.5 days
zombies are rapidly evolving superhuman traits somehow but the only people who know why and know how to defeat them are stuck in a research base in the amazon and their suplies are rapidly dwindling luckily the zombie cannot reach the area where they are easily and they are able to crudely manufacture bullets using molds

Dauntless
28th Feb 09, 10:01 PM
I really don't like 'superhuman' zombies.

They're dead bodies controlled by a virus. That's it.

churchill rifle
28th Feb 09, 10:05 PM
by superhuman i mean the virus adapts to the body more and can better control it increasing their speed and strength
and it would be plausible that the virus could adapt enough so that it could use more advanced brain functions but it would probably be rare
what i think that you thought i meant by superhuman was like zombies that could run faster than an olympic athlete or punch through a concrete wall in one try
the superzombies would never have their capabilities exceed that of a human and i would definately consider that superhuman for a zombie :rant:

Malcador123
28th Feb 09, 10:48 PM
look this mod was started, as i understand it burton correct me if im wrong, to put a small force of strong humans against waves of undead. super zombies, bomb zombies, gas, fat, slime all of it takes away from it. any story tht drifts out of the usual for zombies takes away from tht. i understand balancing but has anyone ever thought to just limit human abilities, very few vehicles, tht kind of thing. for the building maybe, im no coder, but is there a way so tht there may be a zombie in the building so theres a chance tht every building u eneter may inevitably kill ur squad. idk personally when i first heard this i figured itd be stupid to play as zombies. its just an undead horde its no fun, humans u have to be smart use tactics and use ur strong units effectivley. this mod should be more about the human side then the zombies, the zombies should just be there to build more of them and get shot. idk thts just what i got from this, like i said burton tell me if im wrong, but ive been with it from the start and thts wat i get from this.

churchill rifle
1st Mar 09, 1:13 AM
i think burton wants the zombies to be played ny people but i do think that he is probably just going to have like 2-3 zombie units in first release but if tthe object editor comes out he is probabbly going to add zombie animals which i have been making models for i am 60% done with the elephantand 20% with the dog any others you want

elephant model finished its kida rudimentary but most of that can be fixed with some fine tuning and a skin
i will post he model as soon as i can

burton drummer i think that you should make a special sqaud of zombies that attacks really slow but does massive damage basically it ca kill a lone sqaud of infantry easily and destroy the MG nests that the survivor AI spam builds like they have infinite resources which they kinda do because the only things the survivors build are the builders because relics AI dosent upgrade civilian buldings unless they are PE unless you they are hard or expert which is almost impossible to beat with the already undermatched zombies
btw how are you gonna get rid of the axis hq i was thinking you could edit the file of the all the HQ's so that they use a different model like a small house
also i noticed that the zombies only attack builders unless your infantry are in the flat open and that the only way to beat the zombies is by using the builders flamethrower on their HQ so i would suggest adding some other way for survivors to destoy buildings

sirpsychoj
1st Mar 09, 1:18 AM
Im curious how the progress of this mod is coming along, its been a few months now and was wondering if anything new has been implemented. I D/Loaded the test a while back and became quiet excited about it, even though it only had skins and a few alterations in it, it was exciting to think of all the possibilities that could be put into such mod. I regulary check most days for any new input, but all that seems to be happening is storyboards, is this the case or is there something on the horizon to keep this excitement brewing.

BazzBrother
1st Mar 09, 3:30 AM
lol, idea for zombie forward HQ: a garrisoned zombie horde can turn a building into a 'nest' which allows you to heal nearby zombies and spawn new hordes.

Also, since humans are not well equipped to destroy the zombie HQ, then:
1. Zombie HQ can look all green and icky and nasty, and is VERY weak to fire damage

2. The HQ is a military quarantine bunker/building that has been busted open, and to destroy the Zombie HQ, you have to blow up the entrance and seal it off

Niftyeye
1st Mar 09, 6:53 AM
Churchhill, could you use some vocab? its quite hard to understand you





Idea for the campaign... like one guy said having just a few guys at the start and grabbing some squads to clear a way out of the city could work.

But firstly.. lets not run before we can walk, we need to get skirmish fully sorted.


I would also prefer limited zombie units, the only reason I dont mind an exploding zombie is because zombie units have no other ways to deal with survivors in buildings.

Zombies should have very limited unit selection (anything aside from the basic squad should be hardcapped) and just spam spam spam to overrun the survivors.

burtondrummerNY
1st Mar 09, 9:26 AM
Walls of text...

@ sirpsychoj - Yeah, quite a bit of progress has been made. New units for both sides, limited maps, some new abilities, and of course, doctrines were sorted out.

More on this later, becuz right now I'm heading out the door. :bigwave:

kureave
1st Mar 09, 3:40 PM
don't the construction workers have demolition?

Sgt.Funky
1st Mar 09, 5:48 PM
Hey everyone its me Sgt.Funky if you can remember me. Whats changed since i havent been on?

burtondrummerNY
1st Mar 09, 7:33 PM
See the post addressed at Sirpsychoj :up:

churchill rifle
1st Mar 09, 8:27 PM
can you give us a list of what you have so far also what is the possibility of zombies that reatain more advanced brain functions so that they can use primitive weapons such as throwing rocks(invisible gun thats projectile is the grande without explosion)
i also think that you wont be able to use the file format of the model i made so i am going to make another just tell me if you would put zed animals in with OE and model importer(which i think is officialy out)

burtondrummerNY
1st Mar 09, 9:00 PM
Ok, if you really want it.


Survivors
- Units
Survivors
Builders
Hunters [WIP]
Marine Forward Observer
National Guard Fire Team
G.H.O.S.T. Unit [WIP]

- Doctrines
= National Guard
All ablilities completed, except for icons

= Zombie Hunters
WIP

= Police
WIP

Zombies
- Units
Basic Zombies
Hunter Zombie [WIP]




-=| Official Story |=-

It is the fall of the year 2020. Politically, Russia and the European Union are tense; while the United States and China are close to war. Secretly, the United States has been working with the EU to come up with a chemical weapon that abides with the Geneva Convention and will disable the enemy’s forces.
The project, codenamed “Project Awakening” was the solution. A chemical, which when delivered, would cause all enemy soldiers to fear the sun, and hide in the dark, unable to seek food or supplies, making them vulnerable to barricades. The project was put into development in the spring of 2019, and was ready for use in July of 2020. It was finally given the green light for use when war was declared in August of 2020.
However, the scientists who created the weapon had made a horrible miscalculation concerning the amounts of chemicals in the weapon, creating totally unforeseen consequences. Local authorities in China reported hundreds of cases of “Severe schizophrenia, resistance to pain, and seclusion from society. The subjects show extremely violent behavior, so far as minor cannibalism.” The scientists hadn’t solved the problem. They only made it worse.
Secretly, several Chinese agents collected samples of the weapon, and recreated the weapon. They soon used it on Europe, and the Third World War was started. The whole of Europe, Asia and soon Africa was plagued by these victims of the chemical. Classified by doctors as zombies; “unable to think, respond to pain, or choose right from wrong, these are no longer humans.”
It is now September 23rd, 2020. The National Guard is on high alert after the contents of the weapon were released in the Washington D.C. Area.

Praetyre
1st Mar 09, 9:40 PM
My suggestions for doctrine:

Survivors:

Hunters Doctrine:

Left Side:
Emergency Weapons Stockpiles: Increases production rate of all infantry upgrades. (1 point)

Smoke Grenades: Allows the research and usage of smoke grenades by various infantry units (2 points)

Hunting Party: Brings 3 squads of Hunters onto the map. (3 points)

Right side:

Sniper Holes: Allows Hunters and Engineers to construct Sniper Holes, trenches with their tops covered by plywood, where 3 units can hide. (2 points)

Trap Placement: Allows Hunters to place landmines. (2 points)

Chapter Master: Calls 1 fully upgraded, max veterancy Hunter squad onto the battlefield (3 points)

Police Doctrine:

Left Side:

Flash Grenade Stockpile: Enables research and usage of "flashbang" incendiaries, which can temporarily pin units that get caught in it's blinding blast. (1 point)

Riot Police: Enables the production of Riot Police, melee wielding police units with good morale and morale breaking ability, as well as strong protection from their plastic shields. (2 points)

Police Van: Calls a Police Van, an armoured vehicle capable of moving quickly and carrying a squad of units, as well as being upgraded with a top-mounted machine gun, onto the battlefield (2 points)

Right Side:

Propaganda: Enables the production of Propagandists, policemen armed with microphones (could use the officer as a base) who, while only armed with pistols, can follow behind infantry squadrons and blare inspiring slogans and messages of hope to them, increasing their morale and fighting strength. (2 points)

Barricade: Enables the placement of barricades (reskin the roadblock from one of the PE doctrines), barriers practically immune to enemy weaponry and capable of sealing off chokepoints. (2 points)

Police Helicopter: A UH-1 Iroquois helicopter makes an attack run across the entire battlefield in a straight line, with it's 2 M60 machine guns, 2 7 round rocket pods and 2 Rheinmetall MG3s. (3 points)

National Guard Doctrine:

Left Side: (First one seems to call in a mortar team of some sort)

Last Line: National Guard squads can now be produced from your Survivor Headquarters (2 points)

M3 Bradley: An M3 Bradley Infantry Fighting Vehicle, capable of transporting infantry, comes onto the battlefield (5 points).

Right Side:

Air Reconnaisance: An RQ-4 Global Hawk flies over the battlefield, giving intelligence data on the areas it covers. (2 points)

Munitions Drop: A C-12 Huron flies over the battlefield, dropping supply crates for Survivor units to pick up (4 points)

A-10 Thunderbolt Strike: An A-10 Thunderbolt II flies over the battlefield, making a strike with it's armament (http://en.wikipedia.org/wiki/A-10_Thunderbolt_II#Specifications_.28A-10A.29). (5 points)

Zombies:

Rapid Assault Doctrine:

Left Side:

Rapid Growth: All of your units are produced twice as fast (2 points)

Rush for Meat: Your units can now perform the Rush ability (similar to Rangers Fire-Up), which enables them to temporarily double their speed and reduce their pinning susceptibility (2 points)

Raiding Party: 3 squads of regular Zombies come onto the battlefield (3 points)

Right Side:

Headhunters: Enables the production of Headhunter zombies (based on the Darkseekers of the 2007 film adaptation of I Am Legend), which, though vulnerable in morale, are fast, terrifying and good to counter units in buildings. (2 points)

Rusted Car: Calls in a Rusted Car onto the battlefield. A Rusted Car is moderately slow moving, yet capable of transporting a Zombie squadron and giving it limited protection from weapons such as flashbang grenades. (2 points)

Suicide Zombie: Enables the production of Suicide Zombies, which pack as much explosive punch as the Survivors Engineers, but are slow moving, singular and if killed before reachng their target, explode just as violently as they would had they reached their destination (3 points).

Experimental Units Doctrine:

Left Side:

Research Data: Doubles the rate of researching upgrades and of applying them. (2 points)

Gasblower: Enables the production of the Gasblower, a vulnerable yet potent Zombie with the ability to blow poison gas with his biotic gun, which is especially deadly against units in buildings (essentially, a flamethrower with a green gas texture) (2 points)

Fleshrender: Brings a Fleshrender squadron, a slow yet heavily armoured and potent zombie with the ability to set itself up and shoot screeching and air-filled bullets, providing a rapid, deadly and terrifying opposition for Survivor troops, onto the battlefield. (3 points)

Right Side:

Nightstalker: Enables the production of the Nightstalker, a lone zombie capable of adopting camouflage with a rapid yet soft gait. (2 points)

Acid Grenade: Enables the production of Acid Grenades as an upgrade for regular Zombie squadrons, which generate a small acid rain cloud, providing both an obscuring, morale damaging and physically harmful effect. (1 point)

Disruptor: Enables the construction of EMP Disruptors, experimental EMP weaponry which disrupt the radar, engine and guidance systems of enemy aircraft and their armament, causing them to crash and their missiles to fly off target (4 points).

Fortress Doctrine:

Left Side:

Skull Post: Enables the construction of the Skull Post, gruesomely decorated poles which reduce the morale of enemy units in their vicinity, while providing a small amount of healing to friendly units. (1 point)

Meat Stockpile: Enables the construction of the Meat Stockpile, a large pit filled with various meats that heals friendly units in the vicinity. (2 points)

Zombie Master: Calls the Zombie Master, a one-on-the-field-at-a-time (similar to the Captain) unit who, while possessing the same offensive capability of an average Zombie, provides a great morale boost to nearby friendly units. (3 points)

Right Side:

Tunnel Swarm: Enables the production of the Tunnel Swarm, which is capable of performing a digging action and destroying the foundations of an enemy building, bringing it down collapsing on itself. (2 points)

Executioner: Enables the production of the Executioner, a large, humanoid unit with a blade as long and as massive as two men capable of slicing enemy armour and infantry to pieces. The Executioner resembles a humanoid biological almagam (think the Uber-Immortal from the film 300 crossed with the Undead Abomination from Warcraft 3), making it both resistant to gunfire and terrifying to enemy troops (3 points)

Spore Launcher: Enables the construction of the Spore Launcher, zombie artillery that launches deadly and explosive spores into the air, capable of stopping vehicles in their tracks and blasting enemy buildings. (4 points)

BazzBrother
1st Mar 09, 11:07 PM
Also, concerning upgrades, perhaps the Cop tree, being about organization and such, allows for you to have special upgrades such as:

1. Survivors Found Stages (similar to The Battle phases of the Wehrmacht in vanilla) where each stage is about a kind of people saved such as=
Phase 1: You have rescued Arms specialists, these were once gun shop owners, gunsmiths, and army veterans. Your units now have access to greater armament
Phase2: You have rescued Technicians, these people are experts on communication and electronics. Your units now have greater LOS and production time is reduced due to organization
Phase 3: You have rescued Statesmen, these are important politicians and people of influence that tie us to the old world of order and peace. All your units now have higher moral and fight with greater enthusiasm.

Kabizzle
1st Mar 09, 11:37 PM
I have no time to read through all 500 posts, but here's some ideas if you haven't already implemented them:
-all zombies should have high death intensity (it's in the death section of the unit's health subsection.) this will make for zombies exploding/losing limbs when they die.
-I like the Phase Idea above
-some zombies have guns, but almost no accuracy
-zombies can pick up guns dropped by humans (all human weapons are dropped upon death)


For the story, here's a start:
The player will not know what started this zombie infection until about halfway through the campaign. This will make for a very interesting campaign story. Try to make a few main characters that the player will get a bond with (albeit a weak bond, since this aint a movie). Some of these players will become zombies in the cutscenes/campaign.
After the player finds out the source of this zombie infection, they figure out a cure/prevention. Until this, they have no medic stations. once they find a prevention, medic stations are available, and are very effective (a lot of medics and healing aura) After this, they set out to spread a prevention/cure to major urban areas. They find that most are deserted or overrun by zombies. a few people can be saved. they soon give up and go to an abandoned military base, and make it extremely defensible (with walls and defensive structures/buildings) and self-sustainable, with housing and farms. they hold out wave after wave after wave of zombies and when all hope is lost, they get a radio transmission from their radio tower. It says that there are other survivors, they are all in some place, some island, and plan for a major military offensive in the coming years, once all survivors are located. The island is locked down from the infection by the prevention that the humans found earlier in the campaign. Either it ends there, or ends after the major military offensive.
just a quick idea. you might want to use some of that...