New mod id like to do...
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New mod id like to do...
I got this great idea, for a fun mini mod, and i can do everything but make models for it, so let me interest u by telling u what its about.
You start with a town center, a building, tall four stories high maybe, with a big front door, and gun barrels in the windows, communication tower at top for radar looks. the Building has a few more windows blocked, with ambicent sounds coming in from inside, like a few people talking about.
Anyway, it builds a unit instantly, and it can millita, guy with a gun, and a volunteer. The resource system is Food, and umm Supplies. U can only get food from metal spots by building farms ontop of them with volunteers, and a trading station that trades food for supplies. But then there is the other side .
Starting unit is a cementary with a small building in the middle, and is surronded by black gates. Zombies can be built and other such, it only gains food (metal) by reclaiming dead people, and zombies auto create Supplies. Zombies can throw rocks, and build with the same unit. Cementary also slowly makes food because Zombies cant use havesting.
Zombies can collect dead people while harvesting, and while building.
I think there is alot of potential, but i just cant make the models, it dosent have to be high quality yet, i want to see if that works, because i can surely expand from there, if u are interested in this idea, plz post what u think. Most important thing id like to get for this mod is ambient sounds from units to change the atmosphere, and id like to get some half transparent ground plates to make areas around zombies look darker...
You start with a town center, a building, tall four stories high maybe, with a big front door, and gun barrels in the windows, communication tower at top for radar looks. the Building has a few more windows blocked, with ambicent sounds coming in from inside, like a few people talking about.
Anyway, it builds a unit instantly, and it can millita, guy with a gun, and a volunteer. The resource system is Food, and umm Supplies. U can only get food from metal spots by building farms ontop of them with volunteers, and a trading station that trades food for supplies. But then there is the other side .
Starting unit is a cementary with a small building in the middle, and is surronded by black gates. Zombies can be built and other such, it only gains food (metal) by reclaiming dead people, and zombies auto create Supplies. Zombies can throw rocks, and build with the same unit. Cementary also slowly makes food because Zombies cant use havesting.
Zombies can collect dead people while harvesting, and while building.
I think there is alot of potential, but i just cant make the models, it dosent have to be high quality yet, i want to see if that works, because i can surely expand from there, if u are interested in this idea, plz post what u think. Most important thing id like to get for this mod is ambient sounds from units to change the atmosphere, and id like to get some half transparent ground plates to make areas around zombies look darker...
- TechnoTone
- Posts: 165
- Joined: 23 Aug 2005, 22:02
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
sounds like good idea. just be sure to make it clear that both teams must play in a game - everyone choosing the same side won't work and isn't allowed. in fact that should be the name of the mod to get the point home!
so zombies will 'eat' the dead hoomans?
and you'll have to mind that the humans can't starve out the zombies too well...zombies will need to attack and reclaim pretty quickly. might have sometrouble with zombies being able to repair each other if they can reclaim. but maybe that'd work pretty well
so zombies will 'eat' the dead hoomans?

and you'll have to mind that the humans can't starve out the zombies too well...zombies will need to attack and reclaim pretty quickly. might have sometrouble with zombies being able to repair each other if they can reclaim. but maybe that'd work pretty well

I also forgot...
Dead zombies can be eaten by other zombies, human buildings slowly take food away, but some zombie building wont. Also healing zombies arent possible with they way ill set it up, building builds at speed of 1000 as mobiles build 1 to 10, so right away its not going to work, and id like to name the mod somthing like...
Name=Apocalypse mod 0.01;
Description=The battle for survival begins;
Name=Apocalypse mod 0.01;
Description=The battle for survival begins;
Build the mod using standard OTA models and scripts (obviously, just some kbots for the "humans" and "zombies" and the buildings, and I promise to make a zombie that will look really sweet. I'm planning some Undead for Project Two anyhow, so it'd be just a matter of changing one of them.
But I want to see that you actually know how to do custom animations and stuff before I'm willing to do this.
But I want to see that you actually know how to do custom animations and stuff before I'm willing to do this.
I was just thinking - you probably want atleast a small variety of units. Humans of course bring you a lot of variety easily - Militia with a pistol, Militia with a rifle, Guy with a bike and a gun, Jeep with a mounted machine gun, Guy with a flamethrower, Some kind of tank hybrid like in Land of the Dead.
But what's in for zombies? It's much harder, and while you could just plan the zombies around getting a huge swarm of them, it'd eliminate the tacticality a bit. Of course you could always go with a simple tech tree starting from a plain body reanimated from a graveyard to a body of a guard which has gun and some kind of body armor, but still, I can't see zombies riding dead animals or something too good idea myself :/
But what's in for zombies? It's much harder, and while you could just plan the zombies around getting a huge swarm of them, it'd eliminate the tacticality a bit. Of course you could always go with a simple tech tree starting from a plain body reanimated from a graveyard to a body of a guard which has gun and some kind of body armor, but still, I can't see zombies riding dead animals or something too good idea myself :/
Last edited by Elmokki on 14 Aug 2006, 08:19, edited 2 times in total.
A zombie can't use a gun, unless its some kind of 'magic' zombie. And those are only around when there's a vampire or necromancer controlling the strings. But we all know no self respecting vampire is going to let a necromancer muscle in on their turf.
So if these are your run of the mill virus zombies, then I think zombies who died with body armor on sounds good to me. Or maybe they had body armor PUT on them by some human faction (betcha didn't think of that!). However they got it is unimportant. So an undead with body armor means an undead who is harder to kill. And thats just playing off their strengths, witch is sheer tenacity.
I like this idea, thought there have been many many suggestions like it. It would be nice to actually...you know...SEE one come to its final release, but thats just me.
So if these are your run of the mill virus zombies, then I think zombies who died with body armor on sounds good to me. Or maybe they had body armor PUT on them by some human faction (betcha didn't think of that!). However they got it is unimportant. So an undead with body armor means an undead who is harder to kill. And thats just playing off their strengths, witch is sheer tenacity.
I like this idea, thought there have been many many suggestions like it. It would be nice to actually...you know...SEE one come to its final release, but thats just me.
I'd find it funny if zombies were like in the movie Land of the Dead, which I mentioned earlier. In the movie they did actually learn to use tools (even guns), but especially with the guns they were VERY bad shooters. In the movie it was so hazardous for them that they actually mostly shot themselves. How would those shooting skills benefit the game? Well, give them two weapons, one shorter range and then the gun. They'd use the gun when closing up or when someone closes them up, but then again they wouldn't usually hit anything unless they or their enemy would move in a mass. A regular tool or a simplish weapon, pistol or such, is something which I find a zombie might be able to somewhat use. Though they definately can't reload. Maybe that could be simulated somehow - if not regularily through scripting, then maybe by giving them like 20 bullets and after that looooooooooong reload time.Zoombie wrote:A zombie can't use a gun, unless its some kind of 'magic' zombie. And those are only around when there's a vampire or necromancer controlling the strings. But we all know no self respecting vampire is going to let a necromancer muscle in on their turf.
So if these are your run of the mill virus zombies, then I think zombies who died with body armor on sounds good to me. Or maybe they had body armor PUT on them by some human faction (betcha didn't think of that!). However they got it is unimportant. So an undead with body armor means an undead who is harder to kill. And thats just playing off their strengths, witch is sheer tenacity.
I like this idea, thought there have been many many suggestions like it. It would be nice to actually...you know...SEE one come to its final release, but thats just me.
[I like to edit posts to add stuff, so I moved this edit here after you posted while I apparently was editing

Anyway, generally I see humans a bit like how AKs are against Peewees in AA. They can beat them if you can keep them at longer range, but if you get to close range they're toast (you could always make a human with a katana though

Actually, the amount of zombies could be so high (and they could go down fast as hell too), that one of the major things the humans must do is lay down different kinds of walls to limit the zombie movement and making them way more easy to kill when they all come in a nice line - even though as zombies advance they should start to be able to demolish less advanced walls from their way. It could start from quickly buildable and cheap wall made from pieces of wood stuck together or some kind of net fence and slowly go towards slowly buildable and expensive but almost indestructible concrete fence. The maps should be chokepointish though, meaning that it isn't a completely flat map but a map with some points that are easier to defend
This mod needs vampires. That way we can make some good out of that HORRIBLE movie "Zombies Vrs Vampires". How can you screw up a movie with the tag line: "A zombie action lesbian vampire lovestory". How, damn it? HOW!!!!
But a humain with a katana could work, for a while. Eventually he would be pulled down by sheer numbers.
But a humain with a katana could work, for a while. Eventually he would be pulled down by sheer numbers.
Well, to be honest, that can't be a bad movie judged by the title.Zoombie wrote:This mod needs vampires. That way we can make some good out of that HORRIBLE movie "Zombies Vrs Vampires". How can you screw up a movie with the tag line: "A zombie action lesbian vampire lovestory". How, damn it? HOW!!!!
But a humain with a katana could work, for a while. Eventually he would be pulled down by sheer numbers.
Oh well, in any case, whatever units would be made should be in my opinion judged more by what they contribute to the game and/or preferably if they look very good and filmatic - after all, this mod is probably largely based on those zombie movies.
A zombie which would basically be a regular zombie with an inaccurate ranged attack might not be that useful or add a lot to the game, but might look very cool, while generally having stronger and stronger zombies which could demolish stronger and stronger obstacles from their (or their weaker friends') way would add some kind of tactical part for both sides, but might not of course be the best way to make the mod :)
Still, I find that humans can get so many cool (but possibly useless) units. Like that katana guy. While the katana guy might work against a small group of zombies, but aren't zombies usually a horde rather than a small group.
Hard to say, in any case it does and will require a lot of testing to make it balanced and fun to play. The both sides differ A LOT from each other making it probably hard to balance.
Katanas wouldn't work until Spring loses the unit pushing (the target will run away when the attacker comes too close or the attacker might even decide to turn around and run away). A shotgun would.
For zombie attacks, I'd say the average zombie should fire a slow ballistic weapon. Could look like puke. I'm thinking of the Metal Slug zombies here.
How about, if the Zombies have enough food, they can use a unit to build a grave on any point of the map (super-long distance building, like the ODF 'porter in FF), that grave would be weak (preferrably with negative self-heal) and could churn out a large number of zombies in a short period of time. A problem would be reclaiming, the grave summoner could reclaim across the map... Perhaps give it a workertime of 1 or 10, normal builders 100 or 1000 and factories 10000 or more so they don't interfere with each other and make the grave non-reclaimable? The idea is that you could have a zombie infestation spring up from any undefended point of your base.
For zombie attacks, I'd say the average zombie should fire a slow ballistic weapon. Could look like puke. I'm thinking of the Metal Slug zombies here.
How about, if the Zombies have enough food, they can use a unit to build a grave on any point of the map (super-long distance building, like the ODF 'porter in FF), that grave would be weak (preferrably with negative self-heal) and could churn out a large number of zombies in a short period of time. A problem would be reclaiming, the grave summoner could reclaim across the map... Perhaps give it a workertime of 1 or 10, normal builders 100 or 1000 and factories 10000 or more so they don't interfere with each other and make the grave non-reclaimable? The idea is that you could have a zombie infestation spring up from any undefended point of your base.
Oh, oh, some more ideas I got when fetching breakfast:
1. Zombie workertime is an order of magnitude greater than human workertime (with adjusted buildtimes, of course) and zombies can reclaim or capture humans at very short range. Perhaps add a stunner zombie for maximum effect. The food gained from ressources should be much lower than the food gained from reclaiming a life human.
2. If a farm is captured by the zombies, it turns into a spoiled farm that can produce zombies and supplies but won't extract food anymore (since zombies wouldn't know how to farm but could convert the people in there to zombies). Perhaps it ould even produce zombie livestock (corpse-explosion cows?).
Implementation: The farm is activatewhenbuilt=1, has a positive energy production and an equal energy use so it doesn't produce supplies when normal, every second or so it checks if a friendly zombie is nearby (which would only be caused by either a zombie capturing it or a zombie being donated to a human player, the detection radius should be MUCH larger than the zombie's capture radius to prevent them from getting unspoiled farms, perhaps it could even scan the entire map so one zombie in your possession would spoil all your farms) by using zwzsg's algorithm and if so it deactivates (which stops metal extraction and energy use so it would produce supplies instead), sets a variable that is checked by the Activate() function for going into the build stance and unhides some part that represents the infection.
This wouldn't be a clean implementation, the user would see it produce and use supplies and the "build zombie" button would be present even on unspoiled farms but for gameplay purposes it would work.
3. Perhaps for zombie vs. zombie play allow the zombies to errect an unsacred temple over geovents which would produce a steady amount of food.
Some of those were from plans for a metal-through-reclaiming-only faction in CvC but this mod sounds like it could make better use of them.
1. Zombie workertime is an order of magnitude greater than human workertime (with adjusted buildtimes, of course) and zombies can reclaim or capture humans at very short range. Perhaps add a stunner zombie for maximum effect. The food gained from ressources should be much lower than the food gained from reclaiming a life human.
2. If a farm is captured by the zombies, it turns into a spoiled farm that can produce zombies and supplies but won't extract food anymore (since zombies wouldn't know how to farm but could convert the people in there to zombies). Perhaps it ould even produce zombie livestock (corpse-explosion cows?).
Implementation: The farm is activatewhenbuilt=1, has a positive energy production and an equal energy use so it doesn't produce supplies when normal, every second or so it checks if a friendly zombie is nearby (which would only be caused by either a zombie capturing it or a zombie being donated to a human player, the detection radius should be MUCH larger than the zombie's capture radius to prevent them from getting unspoiled farms, perhaps it could even scan the entire map so one zombie in your possession would spoil all your farms) by using zwzsg's algorithm and if so it deactivates (which stops metal extraction and energy use so it would produce supplies instead), sets a variable that is checked by the Activate() function for going into the build stance and unhides some part that represents the infection.
This wouldn't be a clean implementation, the user would see it produce and use supplies and the "build zombie" button would be present even on unspoiled farms but for gameplay purposes it would work.
3. Perhaps for zombie vs. zombie play allow the zombies to errect an unsacred temple over geovents which would produce a steady amount of food.
Some of those were from plans for a metal-through-reclaiming-only faction in CvC but this mod sounds like it could make better use of them.
I really like the idea that zombies would gain advancement by actually being aggressive. I'd also like it so, that you can create basic cannon fodder zombies non-stop with very minimal cost so that you will always have a huge bulk force of dead meat along with your possible stronger units. That and mostly having non-ballistic weapons for humans allows you also to use a meat wall to cover your heavier units which can walk over walls or something and as a bonus it looks very nice to have huge loads of zombies.
For building far away, you could have unit called "Carrion crows" or something, which basically is stealthing flying unit (naturally since there wouldn't be any other flying zombie units - or so I think - there's no need for real AA for the human side) which can only build the weak cemetary. If only that unit has the ability to build that cemetary you can probably make it VERY fast to be built by regular builders and make the carrion crows very slow builders (= useless for reclaiming, like you stated in your post)
For building far away, you could have unit called "Carrion crows" or something, which basically is stealthing flying unit (naturally since there wouldn't be any other flying zombie units - or so I think - there's no need for real AA for the human side) which can only build the weak cemetary. If only that unit has the ability to build that cemetary you can probably make it VERY fast to be built by regular builders and make the carrion crows very slow builders (= useless for reclaiming, like you stated in your post)
Yes, that sounds good.
What kinds of weapons should the humans use? I suppose mostly handguns or shotguns with the occassional machinegun or assault rifle and maybe a spraycan-flamethrower (that unit could also throw burning cans or bottles as grenades when attacking buildings). Should maybe all units be capable of throwing grenades at buildings (onlytargetcategory) with the better anti-zombie units having weaker grenades so you'd have to use the weaker ones in every attack?
What kinds of weapons should the humans use? I suppose mostly handguns or shotguns with the occassional machinegun or assault rifle and maybe a spraycan-flamethrower (that unit could also throw burning cans or bottles as grenades when attacking buildings). Should maybe all units be capable of throwing grenades at buildings (onlytargetcategory) with the better anti-zombie units having weaker grenades so you'd have to use the weaker ones in every attack?
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
i'd agree with basic zombies perhaps having next to no cost. build speeds could be the 'resource' there that would limit them. the danager is that the humans will be able to defend and choke the zombie production unless some kind of 'free' (not meant literally) zombie was available to start with.
quake zombies threw gibs as i remember
there are also rock and gravestones for the larger zombies
also i've found playing with a replicators idea that the AIs don't appreciate the concept of everything being able to reclaim & build so i had to make a neutered copy of each unit to get the AI to fight.
quake zombies threw gibs as i remember

there are also rock and gravestones for the larger zombies

also i've found playing with a replicators idea that the AIs don't appreciate the concept of everything being able to reclaim & build so i had to make a neutered copy of each unit to get the AI to fight.
Generally I like the idea of non-ballistic non-aoe (or small aoe) weapons like the ones you mentioned for most of the units because this allows you to use those cheap cannon fodder zombies as cannon fodder very effectively. A couple of more special (and expensive and/or slow to train) units could well have even stuff like a slow rate of fire rocket launcher or stuff like that, but nothing too powerful. Naturally also in addition different vehicles ranging from those simple jeeps with mounted machine guns and a bike with rider having a shotgun to a some kind of anti-infantry tank which would be interesting as a very powerful but certainly counterable unit.KDR_11k wrote:Yes, that sounds good.
What kinds of weapons should the humans use? I suppose mostly handguns or shotguns with the occassional machinegun or assault rifle and maybe a spraycan-flamethrower (that unit could also throw burning cans or bottles as grenades when attacking buildings). Should maybe all units be capable of throwing grenades at buildings (onlytargetcategory) with the better anti-zombie units having weaker grenades so you'd have to use the weaker ones in every attack?
In the baseline I find that the humans should alone be relatively weaker than zombies, but should have ability to make those chokepoints with walls and such to limit zombie movement. Though something has to be done to prevent them from making impassable rings of walls everywhere to prevent basic zombies from terrorizing the farms etc.