Increasing the range of them makes them able to hit the people inside the building.
Increasing the range of them makes them able to hit the people inside the building.
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.
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.
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
Last edited by churchill rifle; 24th Feb 09 at 5:31 PM.
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
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
^ 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.
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"
The project has been temporarily delayed because my Photoshop 30 Day Trial has run out.
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.
For the Greater Good!!
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..
Heh I was almost a dev. regardless, I think the exploding zombie is the best solution.
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
Last edited by churchill rifle; 25th Feb 09 at 9:30 PM.
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
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.
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
Hmm, good story Churchill.
I might use parts of it.
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
america got infected because the scientists were americans from kansas
Yep, people in kansas are stupid. They actually manage to get infected xD - Just kidding
Sounds like a terribly thought out story to me.
But good try. I could think of something better if asked though.
Would anyone be interested in a single player campaign? It will delay the mod a while, but imo it will be worth it.
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.
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
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?
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.
I could do better on demand, I could do much better with some time.
It's called planning, editing.
Or letting me come up with it
and yes, if you want to submit ideas, please do
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..
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.
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
I really don't like 'superhuman' zombies.
They're dead bodies controlled by a virus. That's it.
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
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.
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
Last edited by churchill rifle; 1st Mar 09 at 12:38 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.
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
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.
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.
don't the construction workers have demolition?
Hey everyone its me Sgt.Funky if you can remember me. Whats changed since i havent been on?
"I could have won the whole of Africa with a Division of Australian Soldiers under my command"-Erwin Rommel
A /b/rother and proud of it!
Pantera - A New Level Live in Milan.
See the post addressed at Sirpsychoj
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)
Ok, if you really want it.
- Hunters [WIP]
- Marine Forward Observer
- National Guard Fire Team
- G.H.O.S.T. Unit [WIP]
= National Guard
- All ablilities completed, except for icons
= Zombie Hunters
- 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.
My suggestions for doctrine:
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)
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)
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)
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).
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. (5 points)
Rapid Assault Doctrine:
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)
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:
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)
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).
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)
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)
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.
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...
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