[Mini-mod Proposal] Zombie Addon
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M4sherman
- Posts: 313
- Joined: 2008-03-11 16:01
Re: [Proposal] Zombie Mini-Mod ;)
The concept is a good one. I have tried it out with single player (exept I cant get the AI to work) and it seem pretty balanced because one person can maybe take out 2-3 zombies tops if he is uber but your not going to take on any more than that without help and also since the zombies can use hooks and such it makes it a pain to hide.
P.s can any one help me with my AI problem?
P.s can any one help me with my AI problem?

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foxxravin
- Posts: 344
- Joined: 2007-06-25 16:37
Re: [Proposal] Zombie Mini-Mod ;)
screens from a really old zombie mod to BF2 i was making
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Proposal] Zombie Mini-Mod ;)
Interesting skins and sky foxxravin 
I wish we could get the ball rolling on this one
I wish we could get the ball rolling on this one
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M4sherman
- Posts: 313
- Joined: 2008-03-11 16:01
Re: [Proposal] Zombie Mini-Mod ;)
I have a BFSP proof of concept which is currently a WIP. Give me a holler sometime and we can try it on coop after I get it halfway zombie like.

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foxxravin
- Posts: 344
- Joined: 2007-06-25 16:37
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Proposal] Zombie Mini-Mod ;)
I will be making our Design Plan and sending to Afterdune by end of week.
The ball will start rolling
The ball will start rolling
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: [Proposal] Zombie Mini-Mod ;)
the zombies need long range knifes. maybe even a chainsaw or axe. also, i would put in a couple of classes such as a jumper and a sprinter. maybe even limited kits if you wanted to go that far. lot of work for limited kits me thinks. but yea, if i was in charge id try and balance the zombies against the army. maybe even give the zombies the edge against the army. also for zombies vehicles are optional. imagine a zombie tank
with guts and stuff drapped across it.
heres what i'd love to see. you got L4D type zombies but up to 32 of them. lots of normal zombies that sprint like they do in dawn of the dead. some anti tank exploder zombies that do sneak attacks.
night vision for army, maybe give them some armour. id love to see qinling redone for early evening or darkness. spawn points on zombie squad leaders. can you imagine zombies sprinting through the trees on qinling or bi ming?. appart from that leaping from rooftop to rooftop on muttrah would be epic. and to mesh it into a hardcore badass winfest i would have it as instakill with projectiles but zombies have very fast healing abilities. that means. up the damage of weapons, but speed up zombie health regen so if they fall off a building or get hit by a car or jump off a rooftop they can survive and keep fighting.
thats where the balance could be. Army get superior killing capabilities. zombies get superior mobilitiy and all of them can regen themselves. give it a try, see if it works. ill go through any and all builds looking for bugs if somone wants to give it a try.
or else this will be just another thing people yap about and dont want to take seriously.
heres what i'd love to see. you got L4D type zombies but up to 32 of them. lots of normal zombies that sprint like they do in dawn of the dead. some anti tank exploder zombies that do sneak attacks.
night vision for army, maybe give them some armour. id love to see qinling redone for early evening or darkness. spawn points on zombie squad leaders. can you imagine zombies sprinting through the trees on qinling or bi ming?. appart from that leaping from rooftop to rooftop on muttrah would be epic. and to mesh it into a hardcore badass winfest i would have it as instakill with projectiles but zombies have very fast healing abilities. that means. up the damage of weapons, but speed up zombie health regen so if they fall off a building or get hit by a car or jump off a rooftop they can survive and keep fighting.
thats where the balance could be. Army get superior killing capabilities. zombies get superior mobilitiy and all of them can regen themselves. give it a try, see if it works. ill go through any and all builds looking for bugs if somone wants to give it a try.
or else this will be just another thing people yap about and dont want to take seriously.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: [Proposal] Zombie Mini-Mod ;)
Umm, that won't make any sense, if you make the kill radius for knives longer, you'll get knifed by zombies that are like 5m away from you.the zombies need long range knifes.
I think the SL spawn is universal, either all teams have it or none.spawn points on zombie squad leaders.
Also not sure if health regeneration is possible, at least the Call of Duty sort-of one, if you wanted self-healing abilities, you could give everyone medibags or code the field dressings so they heal the holder.

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foxxravin
- Posts: 344
- Joined: 2007-06-25 16:37
Re: [Proposal] Zombie Mini-Mod ;)
No, the zombies cant have weapons.... that just sucks
Last edited by foxxravin on 2009-07-19 03:44, edited 1 time in total.
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: [Proposal] Zombie Mini-Mod ;)
hey anybody seriously interested in this? it needs a couple of people interested enough to change the values and experiment with gameplay. such as movement speeds without doing the hoppy thing that causes your guy to bleed out.
if your making a pvp game there needs to be incentive. if one faction is rediculously underpowered nobody will play as them and they wont come back to the mod or possibly its future releases. but if you take the two factors that people find ammusing about this mod and put them together where you get to chose your preference, then you have the basis for a good mod.
and the two factors are these. people like to shoot at shit. especially when it gets your heart pumping and it is exillerating. when there is a real danger to you and/or when your senses become stunted or inoperable you get a rush of adreniline. so army guys desperitly trying to stay alive against blood thirsty noobs are going to get a real thrill and not just a low class temporary buzz.
on the other side of that subject, you have the opposition, the zombies. here you have an entire team of crazy sadistic kids given rediculous abilities to go on a power trip with. you give the team exactly what they want by feeding them steriods and adreniline... (metaphorically speaking) and instead of haveing a team that is just cannon fodder, and will likely be unpopulated you make that team as powerful as the army. there will be a balance of playuers for each side, and appart from that its the same type of style of gameplay as PR... asymmetric balance. except its mostly infantry. now i did suggest vehicles, but i think getting the kits and skills down would be the first thing to do.
i know for fact that you can adjust the values for run, sprint and jump in the soldier folder. but im not sure if you can make seperate values for seperate classes. i think that if you adjust that value it adjusts it for the entire team.
my recomendation for this would be keep the PR values for the army as they are. and only adjust the values for the zombies. also we dont have to worry about new maps. just changing the values.
mi appologise for bad spelling
If you have played the BF2 zombie mod you'll know that theres limitations there. you need to hold sprint and fire down simultaneously and then release while up close to the enemy to actually score a kill. but if you speed up the rate at which you swing (or fire) you can have a more slashy attack that is far more leathal. (and far more intimidating to your opponant)Outlawz wrote:Umm, that won't make any sense, if you make the kill radius for knives longer, you'll get knifed by zombies that are like 5m away from you.
I think the SL spawn is universal, either all teams have it or none.
Also not sure if health regeneration is possible, at least the Call of Duty sort-of one, if you wanted self-healing abilities, you could give everyone medibags or code the field dressings so they heal the holder.
if your making a pvp game there needs to be incentive. if one faction is rediculously underpowered nobody will play as them and they wont come back to the mod or possibly its future releases. but if you take the two factors that people find ammusing about this mod and put them together where you get to chose your preference, then you have the basis for a good mod.
and the two factors are these. people like to shoot at shit. especially when it gets your heart pumping and it is exillerating. when there is a real danger to you and/or when your senses become stunted or inoperable you get a rush of adreniline. so army guys desperitly trying to stay alive against blood thirsty noobs are going to get a real thrill and not just a low class temporary buzz.
on the other side of that subject, you have the opposition, the zombies. here you have an entire team of crazy sadistic kids given rediculous abilities to go on a power trip with. you give the team exactly what they want by feeding them steriods and adreniline... (metaphorically speaking) and instead of haveing a team that is just cannon fodder, and will likely be unpopulated you make that team as powerful as the army. there will be a balance of playuers for each side, and appart from that its the same type of style of gameplay as PR... asymmetric balance. except its mostly infantry. now i did suggest vehicles, but i think getting the kits and skills down would be the first thing to do.
i know for fact that you can adjust the values for run, sprint and jump in the soldier folder. but im not sure if you can make seperate values for seperate classes. i think that if you adjust that value it adjusts it for the entire team.
my recomendation for this would be keep the PR values for the army as they are. and only adjust the values for the zombies. also we dont have to worry about new maps. just changing the values.
mi appologise for bad spelling
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Proposal] Zombie Mini-Mod ;)
There are many good points.Psykogundam wrote:hey anybody seriously interested in this? it needs a couple of people interested enough to change the values and experiment with gameplay. such as movement speeds without doing the hoppy thing that causes your guy to bleed out.
If you have played the BF2 zombie mod you'll know that theres limitations there. you need to hold sprint and fire down simultaneously and then release while up close to the enemy to actually score a kill. but if you speed up the rate at which you swing (or fire) you can have a more slashy attack that is far more leathal. (and far more intimidating to your opponant)
if your making a pvp game there needs to be incentive. if one faction is rediculously underpowered nobody will play as them and they wont come back to the mod or possibly its future releases. but if you take the two factors that people find ammusing about this mod and put them together where you get to chose your preference, then you have the basis for a good mod.
and the two factors are these. people like to shoot at shit. especially when it gets your heart pumping and it is exillerating. when there is a real danger to you and/or when your senses become stunted or inoperable you get a rush of adreniline. so army guys desperitly trying to stay alive against blood thirsty noobs are going to get a real thrill and not just a low class temporary buzz.
on the other side of that subject, you have the opposition, the zombies. here you have an entire team of crazy sadistic kids given rediculous abilities to go on a power trip with. you give the team exactly what they want by feeding them steriods and adreniline... (metaphorically speaking) and instead of haveing a team that is just cannon fodder, and will likely be unpopulated you make that team as powerful as the army. there will be a balance of playuers for each side, and appart from that its the same type of style of gameplay as PR... asymmetric balance. except its mostly infantry. now i did suggest vehicles, but i think getting the kits and skills down would be the first thing to do.
i know for fact that you can adjust the values for run, sprint and jump in the soldier folder. but im not sure if you can make seperate values for seperate classes. i think that if you adjust that value it adjusts it for the entire team.
my recomendation for this would be keep the PR values for the army as they are. and only adjust the values for the zombies. also we dont ahve to worry about new maps. just changing the values.
1) The gameplay needs to be equal. Always getting slaughtered makes us making this mini-mod a waste of time and effort. No one will want to play as a zombie.
2) The design plan will be taking out the Armys and creating a simpler, Civilian faction. Very easy to make. just a reskin of 3 or 4 Soldier models and taking off the kit Geometries.
3) Kits will be discussed at another time. Chainsaws and axes are something I really want to look into for the Humans. Zombies will just be alot harder to kill. Not very hard, just increase their HP.
4) Zombies will need some sort of health replenishing factor. I say something like a Blood sucking type of thing for health.
5) Psyko, very good points you have talked about so far. I think the Zombies Spawning on the SLs may be a bit overkill, so we may place permanent rallies around a small city area.
6) Ammo Supply for the Humans will be very very Minimal. They would get, for example 4 clips of Pistol ammo and thats it. Humans can pickup human kits but They can't pick up zombie OR Zombies can't pick up Human Kits.
7)We are going to aim for what I like to call "Survival Game Mode'' The Last person who survives wins. All the Maps will be CQB. very Urban and small. So fact action paced events. Should be alot of fun and action.
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M4sherman
- Posts: 313
- Joined: 2008-03-11 16:01
Re: [Proposal] Zombie Mini-Mod ;)
I am already trying to convert my work over to a multi-player version but I have run into a few problems.
Now as for game play if one side (zombies) are super fast or super strong cannon fodder that has no respawn time people will want to play them because it plays like killing armor in insurgency. you know 9x out of 10 you will lose but it is fun trying to slay the giant.
Now as for game play if one side (zombies) are super fast or super strong cannon fodder that has no respawn time people will want to play them because it plays like killing armor in insurgency. you know 9x out of 10 you will lose but it is fun trying to slay the giant.

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M4sherman
- Posts: 313
- Joined: 2008-03-11 16:01
Re: [Proposal] Zombie Mini-Mod ;)
well thats where I differ from you. I would want a game mode where the humans start in the palace (al bahanah) and have to make it to x/y/z where tthere is a heli that you have to escort your pilot and engi to in order to take it to the "safe zone" where the zombies cant make it to .
now as for kits most kits will need enough ammo to kill 2-3 tough zombies but they can find ammo cashes where they can get better kits....but the zombies spawn near these cashes.
now as for kits most kits will need enough ammo to kill 2-3 tough zombies but they can find ammo cashes where they can get better kits....but the zombies spawn near these cashes.

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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: [Proposal] Zombie Mini-Mod ;)
good call. i agree to some degree. heres a counter argument though. on Left 4 Dead the veteran players maintain their love for the game by playing the higher difficulty levels. which basically mean that the monstors have higher HP and the player has Less HP (afaik)M4sherman wrote:I am already trying to convert my work over to a multi-player version but I have run into a few problems.
Now as for game play if one side (zombies) are super fast or super strong cannon fodder that has no respawn time people will want to play them because it plays like killing armor in insurgency. you know 9x out of 10 you will lose but it is fun trying to slay the giant.
my suggestion is to make the projectile weapons strong enough to kill with about two hits.
give the zombies higher mobility. (eg: very fast but short sprint. increase the hop arc height)
give the zombies fast health regen for when they want to plummet.
a few months back i experimented with the values with a friend. we were able to hop from rooftop to rooftop on sunset city...which was a little fun. When your crouched and on a rooftop and you are wearing cark camo (especially in night senarios) your silloette is very difficult to see. its perfect for sneak attacks.
im not going to criticise anybody's previous work because all mods are excellent. but what i will say is that the BF2 zombie mod had great potential but never got to it. the single player was slow and predicable, but so is normal BF2 sp. the sprint was taken off the single player so the zombies wouldnt use up their sprint at the beginning and it made them rome about like a retard parade. which was ok. but the novelty wore off quickly.
so i say improve, adapt, evolve. the L4D franchise is a successful equasion. and i think taking a couple of ideas from it would help a lot. its not plagiarism, especially when after the first build of this gets done the amount of additional ideas that spawn from it will outweigh any copied ideas about 3 to 1.
first off, id like to know if you can adjust character atributes for kits alone. in other words, can you change into a different type of monstor if you change kits?
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Proposal] Zombie Mini-Mod ;)
This is the Un-Offical Design Plan.
Click ME!
Just a Mock up. I will put plenty more detail once we are approved for starting the minimod.
Although Bots can't climb Ladders, it still calls for great SP action with no NVGs but some Lights here and there.
Also, the jumping off of rooftop will need to be experimented. we need to know how much HP is lost when you jump off a Bldg. I'm sure that can be changed in Python though.
Click ME!
Just a Mock up. I will put plenty more detail once we are approved for starting the minimod.
No. You can't change the skin. I don't think we will have Pick up kits for zombies in Any way. They will not be able to pick up Human kits as well.first off, id like to know if you can adjust character atributes for kits alone. in other words, can you change into a different type of monstor if you change kits?
Night maps are going to be really fun in Mulitiplayer.a few months back i experimented with the values with a friend. we were able to hop from rooftop to rooftop on sunset city...which was a little fun. When your crouched and on a rooftop and you are wearing cark camo (especially in night senarios) your silloette is very difficult to see. its perfect for sneak attacks.
Although Bots can't climb Ladders, it still calls for great SP action with no NVGs but some Lights here and there.
Also, the jumping off of rooftop will need to be experimented. we need to know how much HP is lost when you jump off a Bldg. I'm sure that can be changed in Python though.
Last edited by Wilkinson on 2009-07-19 04:07, edited 1 time in total.
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foxxravin
- Posts: 344
- Joined: 2007-06-25 16:37
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
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GeZe
- Retired PR Developer
- Posts: 3450
- Joined: 2006-02-09 22:09
Re: [Proposal] Zombie Mini-Mod ;)
Wilkonson, what happened about exporting the LAV III?
You should finish one project before starting another.
You should finish one project before starting another.
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Wilkinson
- Posts: 1916
- Joined: 2008-08-18 21:55
Re: [Proposal] Zombie Mini-Mod ;)
Tonnie has been away and busy. It's on hold for now. He was going to teach me the whip antenna along with setting up cameras for Interior. I haven't deleted the files but trying to prep something for after. Trying to teach myself and is sorta working but kinda hard. I still got a PSC map I am doing as well. But Until he is free the project is on hold.[R-DEV]GeZe wrote:Wilkonson, what happened about exporting the LAV III?
You should finish one project before starting another.
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M4sherman
- Posts: 313
- Joined: 2008-03-11 16:01
Re: [Proposal] Zombie Mini-Mod ;)
Well I have 3 different kind of zombies
1 30% faster with more sprint and 200% health (3 .223 rounds)
1 normal speed but with 500% health (3 knifes)
1 super speed and excellent jump and sprint but has normal health
-----------------------------------------------------------------------------
now I have the immune factions kits done (except the pilot) and the zombies are still getting converted.
now I just need someone who can work the editor to help fobar a map.
1 30% faster with more sprint and 200% health (3 .223 rounds)
1 normal speed but with 500% health (3 knifes)
1 super speed and excellent jump and sprint but has normal health
-----------------------------------------------------------------------------
now I have the immune factions kits done (except the pilot) and the zombies are still getting converted.
now I just need someone who can work the editor to help fobar a map.




