[Mini-mod Proposal] Zombie Addon

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Troubadour
Posts: 31
Joined: 2008-09-11 12:38

Re: [Proposal] Zombie Mini-Mod ;)

Post by Troubadour »

The only problem with CO-OP is that the Bots are retards and without guns they don't pose much of a threat. Half the time they won't attack you, because you pose too high of a threat level with your weaponry. So as long as you stay away from a flag you can just go rampage on them.

So it would have to be a highly modified form of Insurgency. Preferably with un-armored/weaponless vehicles that would be set to the Human side to use. Because lets face it, PR sucks sometimes when you have to run across the map. Sure someone could just be a whore as knife attacks don't do much to vehicles. However, just set the vehicle health really low so that knife attacks would do some damage. Realistically it would take a zombie a while to get through a vehicle, but they could do it. Also, if they tried to drive through too many zombies or hit too many walls it would break down and they would be on foot.
cfschris
Posts: 464
Joined: 2008-01-21 22:21

Re: [Proposal] Zombie Mini-Mod ;)

Post by cfschris »

As per request of Eddie, I have moved the conversation to here.
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.
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With the results seen from yesterdays R-COM mumble event, zombie gameplay with realistic weapons/environment from PR leads to EPIC funtimes

With this I propose the brainstorming thread for the new gamemode.

Team 1 (Survivors)

1. I recommend we keep all survivor kits as close to PR as possible- although McLuvs idea of new survivor kits, I feel that if we stray to far from actual PR that the idea may be thrown out the window and too different to be included with a PR release.

2. The 2 types of "Survivor" kits. Both look like regular British/U.S. soldier skin, each kit has either a shotgun or a pistol. Both kits will have knife/bayonet depending on faction. (and "anti-infection" field dressings). Only the shotgun kit will have a grapple.

3. Increase the damage of the breaching slug to slightly more than a pistol (pistol has more accuracy, giving balance). Also give number of spare shells equaling ammo of pistol.

Team 2 (Zombies)

1. Two types of "Zombie" kits. Fast and Slow.
A. Fast zombie kit would give a slightly increased walking speed/extra sprint, but have very low health. Just knife.
B. Slow zombie kit would have a decreased walking speed/little to no sprint. Just knife.

2. Zombies would be re-textured OPFOR models (or retextured civvies- I vote retextured OPFOR to retain the PR elements of the game)

3. All Zombies have grappling hooks and gray smoke grenades. Gray smoke looks a helluva lot like mist, especially when you hear zombie groans coming out of it

4. Give zombies ability to attack in water (prevent survivors from ruining game and jumping in water. Or, implement the "no swim" civvy rule).
____________________

Zombie Maps

1. The maps I feel would make the best zombie maps would be Asad Khal, Sunset City, Fallujah West, and Tad Sae. The reason I pick these is because they're relatively small- anything bigger and it could be too hard to locate survivors. Additionally, I feel that since this is sort of a "mini-mod" gamemode, we should only have a small handful of maps...

2. All maps are changed accordingly for most spookiness. Reduce lighting, decrease view distance, ect.

3. All zombie SLs are given the ability to place fully constructed FOBs- only ONE though. No Zombie rallys. This would give more of a "wave" effect. Once a zombie attack is repelled, survivors will have some time to prepare as the dead will have to walk a distance. *NOTE* this FOB would NOT be reskinned- retaining PR elements. No foxholes/wire/50s for zombie use.
____________

If I've missed any good ideas/necessities, post em up. If you have no clue what I'm talking about, go watch the Zombie vids in the R-COM section!

EDIT: Also I recommend throwing out objectives for survivors. Don't get things too complicated; just make it a survival count-down. Remember, the less complicated and roots-to-PR this is, the higher the chance of it being included

EDIT 2X: I forgot the most important part!!! Both survivor kits are to be given a combat rifle as well, for the last 3 man all-weapons. The last 3 men rule could be extended for the amount of people in the server.

1. 16 people- last 3 survivors
2. 32 people- last 5 survivors
3. 64 people- last 10 survivors

Until the server announces all-weapons allowed, taking out a carbine/any other un-approved weapon will result in insta-death and zombie switch.

FINALLY:

Instead of co-op like what I've seen suggested in this thread, this new idea of zombie gameplay goes on "infection". Zombie team starts out with a low number of zombies, each survivor they kill, they gain numbers (the killed becoming zombies).
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Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: [Proposal] Zombie Mini-Mod ;)

Post by Robbi »

Troubadour wrote:The only problem with CO-OP is that the Bots are retards and without guns they don't pose much of a threat. Half the time they won't attack you, because you pose too high of a threat level with your weaponry. So as long as you stay away from a flag you can just go rampage on them.
.
not at all, PR bots actually are quite ruthless, and with the right designed maps they would be a force to be reckoned with...

See how many bots you can carve up with a pistol at short range ;)
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: [Proposal] Zombie Mini-Mod ;)

Post by Mongolian_dude »

cfschris wrote:As per request of Eddie, I have moved the conversation to here.
.
.
.

With the results seen from yesterdays R-COM mumble event, zombie gameplay with realistic weapons/environment from PR leads to EPIC funtimes

With this I propose the brainstorming thread for the new gamemode.

Team 1 (Survivors)

1. I recommend we keep all survivor kits as close to PR as possible- although McLuvs idea of new survivor kits, I feel that if we stray to far from actual PR that the idea may be thrown out the window and too different to be included with a PR release.

2. The 2 types of "Survivor" kits. Both look like regular British/U.S. soldier skin, each kit has either a shotgun or a pistol. Both kits will have knife/bayonet depending on faction. (and "anti-infection" field dressings). Only the shotgun kit will have a grapple.

3. Increase the damage of the breaching slug to slightly more than a pistol (pistol has more accuracy, giving balance). Also give number of spare shells equaling ammo of pistol.

Team 2 (Zombies)

1. Two types of "Zombie" kits. Fast and Slow.
A. Fast zombie kit would give a slightly increased walking speed/extra sprint, but have very low health. Just knife.
B. Slow zombie kit would have a decreased walking speed/little to no sprint. Just knife.

2. Zombies would be re-textured OPFOR models (or retextured civvies- I vote retextured OPFOR to retain the PR elements of the game)

3. All Zombies have grappling hooks and gray smoke grenades. Gray smoke looks a helluva lot like mist, especially when you hear zombie groans coming out of it

4. Give zombies ability to attack in water (prevent survivors from ruining game and jumping in water. Or, implement the "no swim" civvy rule).
____________________

Zombie Maps

1. The maps I feel would make the best zombie maps would be Asad Khal, Sunset City, Fallujah West, and Tad Sae. The reason I pick these is because they're relatively small- anything bigger and it could be too hard to locate survivors. Additionally, I feel that since this is sort of a "mini-mod" gamemode, we should only have a small handful of maps...

2. All maps are changed accordingly for most spookiness. Reduce lighting, decrease view distance, ect.

3. All zombie SLs are given the ability to place fully constructed FOBs- only ONE though. No Zombie rallys. This would give more of a "wave" effect. Once a zombie attack is repelled, survivors will have some time to prepare as the dead will have to walk a distance. *NOTE* this FOB would NOT be reskinned- retaining PR elements. No foxholes/wire/50s for zombie use.
____________

If I've missed any good ideas/necessities, post em up. If you have no clue what I'm talking about, go watch the Zombie vids in the R-COM section!

EDIT: Also I recommend throwing out objectives for survivors. Don't get things too complicated; just make it a survival count-down. Remember, the less complicated and roots-to-PR this is, the higher the chance of it being included

EDIT 2X: I forgot the most important part!!! Both survivor kits are to be given a combat rifle as well, for the last 3 man all-weapons. The last 3 men rule could be extended for the amount of people in the server.

1. 16 people- last 3 survivors
2. 32 people- last 5 survivors
3. 64 people- last 10 survivors

Until the server announces all-weapons allowed, taking out a carbine/any other un-approved weapon will result in insta-death and zombie switch.

FINALLY:

Instead of co-op like what I've seen suggested in this thread, this new idea of zombie gameplay goes on "infection". Zombie team starts out with a low number of zombies, each survivor they kill, they gain numbers (the killed becoming zombies).
A form of 'Zombie-survival' gamemode is currently being discussed by Project Reality Team staff. Though this project is not being undertaken by the DEVs themselves, this temporary fixture may leave behind the components necessary to establish a form of Official or Unofficial Zombie mode/Mini-mod.



...mongol...
Military lawyers engaged in fierce legal action.

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WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: [Proposal] Zombie Mini-Mod ;)

Post by WilsonPL »

You have so many others zombie games, L4d, zombie panic source, zombie master, dead rising, cs zombie mod, cod zombie mod, even some bf2 mods.

Why do you want playing pr with zombies ... thats retarded.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Proposal] Zombie Mini-Mod ;)

Post by Wilkinson »

WilsonPL wrote:You have so many others zombie games, L4d, zombie panic source, zombie master, dead rising, cs zombie mod, cod zombie mod, even some bf2 mods.

Why do you want playing pr with zombies ... thats retarded.
Because none of those games are on the BF2 Engine or have the assets like PR.
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Proposal] Zombie Mini-Mod ;)

Post by Tomato-Rifle »

I would like this, just please dont use the vBF2 m16, it's ugly
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M4sherman
Posts: 313
Joined: 2008-03-11 16:01

Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

Well for our survivors (depending on country) should be set up something like this

Class A: SL (military/EX-COP) Since he was in service he was able to get ahold a class 3 weaponry and also has CQC training.

Either a MP-5 or a 3-rnd bust M-16 (3+1 Mags)
Tazer/Batton
Glock 17 or berretta (2+1 MAGS) (Standard US police/military side arms respectively)

Class B : Hunter. he was once a outdoors man so he would be a good marksman and also able to climb

Either a R-700 (20 rnds) or a Scoped AR-15 (single shot low cap magazine).
A Buck knife
and a grappling hook

Class 3 A.K.a hunter #2.

Lee enfeild/SKS (30rnds)
Pump action shotty (10-12+1) (re-skinned nornico would do)



Class 4: Nurse. He had just finished medical school when the outbreak began. he has intimate knowledge of how the infected act as he was working with a doctor who began studying them and also working on a vaccine.

Glock 17/1911/Beretta, TT-33 :-P (2+1 MAGS)
medical bag
vaccine (only works on no turned infected)(10 doses)
Perfume/repellent (3 bottles) (his boss discovered that the zombies are sensitive to certain----......) that makes the zombies suppressed for 30 seconds,

Class 5: Rifle man #2. He was a avid shooter and reloader before the infection.

AR-15 irons/Red-dot\simi-AUTO AK (6+1 MAGS)
Ammo bag (1 bag)
Pistol (what ever we have already have available) (4 MAGS)

Class 6: handy man: he was a home repairman before TSHTF but now he is fixing the barriers the zombies destroy

Shovel (fixes doors and maybe barriers)
Pipe bomb
Slug shotgun (pefer single shot but a pump will do)



--------------------------------------------------------------------------
Vehicles

Civi car (destroy able by hitting 10 zombies or 50 punches)
Truck (non-tecnical) (destroyable by hitting 20 zombies or 75 punches (simulates flipping)
M-35/M-818 (1 per map at the armory)
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Maps

The city

Al bahsah or karbal

Your team will try to make it to the armory/strong hold and hold out for 15 min

Places of interest:

The Gun store: this is the place where you may find more weapons and ammo (like a cashe) and it is defensible ( 2 entries) Until the barricades are destroyed then it becomes very un-defensible (5-6 entries)

What will you find?

[AR-15's/AK-47 (simi auto):styers (simi auto) And one full auto(rare find in the USA)]


Purpose:the kits will be the same as the rifle man with more ammo* .so the main purpose of this building is for ammo(which is limited)

Hospital:

Large building with many entries.

What will you find?

ZOMBIES!!!

Purpose:this would be a primary spawn for Blufoe and thus should be avoided



Police station: A building that is fairly easy to defend as long as you have ammo

what will you find?

Full auto kits but limited ammo (2-3 mags TOPS) ,decent shotties and sniper rifles

Purpose: The best kits in the game (flash bangs, smoke, full auto's and a side arm) But in turn there are only a few and the ammo is scarce

National guard armory:this is where you will find the M-35 and lots off Weapons and ammo.

What will you find?

a Large complex that is very defensible with of decent kits (M-16's, grenades and incendiaries)

Purpose: this is a decent place to hide but it is very hard to reach because you have to pass the hospital to reach it.


==========================================================

Ok here is a peek at what my wet zombie PR mode looks like (along with the infected kits that where spoke of earlier.

Now the kit I have mentioned where based on if this what in the U.S but A British (base ball bats and.........knifes?) and MEC (AK's and G-3's) versions would be nice, but it would be harder to build IMO believe because most of what would be done here is texture and convert a few desert maps.

Now If yall want to do this I will start re-texturing what ever yall want.

and if If you need any reference's on weapons PM me and I will see if I have it
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [Proposal] Zombie Mini-Mod ;)

Post by LithiumFox »

I think you guys need to talk to my friends.

Me, my best friend, and my girlfriend are big zombie guru people.

=D Also, for reference, pick up this book

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Shotguns SUCK imho.

Rifles are best against zombies...


=) But yeah... :) We have plans and everything XD

;) My friend and girlfriend know more than me however...

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
M4sherman
Posts: 313
Joined: 2008-03-11 16:01

Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

Shotguns are effective at stopping someone up to 25m because they usually place 8-10 .30 cal BB's within a 8-10in spreadm but they have high recoil amd minimal penetration and range (about like a handgun) (about the same as a handgun)
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Proposal] Zombie Mini-Mod ;)

Post by McBumLuv »

LithiumFox wrote:I think you guys need to talk to my friends.

Me, my best friend, and my girlfriend are big zombie guru people.

=D Also, for reference, pick up this book

Image

Shotguns SUCK imho.

Rifles are best against zombies...


=) But yeah... :) We have plans and everything XD

;) My friend and girlfriend know more than me however...

Ha, that's such a good book, I can vouch for that :p

I'm working on a map audit that could potentially be used for this. I'll see how it goes first.

As a game mode I'd personally love to see it where the survivors have but one expiring rally to spawn off of when they start the game, then they have to fend off the zombies for about 20-30 minutes before an extraction point is communicated to them, in which case it would act as a "flag", and they'd only get an extraction if they make sure the zombies are clear from the area.

I realize how they interpret the way zombies should act, and it's pretty interesting, but it'd have to be fun for both sides, and I think zombies à la 28 days later with lots of HP, headshots (ZOMG! how b dat realistic?), against a pre-reaching-the-FOB-survivors would be cool for both sides, but I'm sure we could have different varitions on a per lmap basis. Unless it's possible to have different kit loadouts on a map leyer/gamemode basis, which would be even better, and allow for different zombie variations.
Last edited by McBumLuv on 2009-07-06 00:30, edited 1 time in total.
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Kenny
Posts: 261
Joined: 2006-11-18 03:30

Re: [Proposal] Zombie Mini-Mod ;)

Post by Kenny »

I say bring it on every great game has had a Zombie mod it would be good if we get one with PR ill play it for sure.
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [Proposal] Zombie Mini-Mod ;)

Post by LithiumFox »

Any chance, since i suck at modding and such, could i be a beta-tester/zombie expert/analyst for this?

=) I also could do some kick-*** concept art maybe ;-)

Hell... maybe I could get my friend to be a part of this... he loves zombies.. and mods. =)

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Proposal] Zombie Mini-Mod ;)

Post by Wilkinson »

If you want to get involved,
Reply in this thread
https://www.realitymod.com/forum/f292-s ... later.html

That's where all the discussion and concepts go for this idea :)
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Yasin22
Posts: 188
Joined: 2008-05-17 11:10

Re: [Proposal] Zombie Mini-Mod ;)

Post by Yasin22 »

it would be good for shooting practice and targeting practice as well you know for training and for once we can at least see the mecs and the USA side up together or something
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [Proposal] Zombie Mini-Mod ;)

Post by LithiumFox »

'[R-CON wrote:Wilkinson;1078152']If you want to get involved,
Reply in this thread
https://www.realitymod.com/forum/f292-s ... later.html

That's where all the discussion and concepts go for this idea :)
... I will hate you all if you keep shotguns as a major weapon.... ;)

But ok. :lol: To the drawing board..

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
krisfx
Posts: 88
Joined: 2008-03-26 18:58

Re: [Proposal] Zombie Mini-Mod ;)

Post by krisfx »

It wont work.

Its like the zombie mod on source - people will just get into a spot and camp it so the survivors get a 100% win rate.
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: [Proposal] Zombie Mini-Mod ;)

Post by Cheditor »

Kris we play zombies now without any mod, and it works ^^
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: [Proposal] Zombie Mini-Mod ;)

Post by Tomato-Rifle »

I have a Spas-12 lying around, maybe you guys want to use it, to blow off Zombie's limbs :)

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Last edited by Tomato-Rifle on 2009-07-14 20:49, edited 1 time in total.
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