[Mini-mod Proposal] Zombie Addon

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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Proposal] Zombie Mini-Mod ;)

Post by Psyko »

Wilkinson wrote: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.



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.



Night maps are going to be really fun in Mulitiplayer.
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.
firstoff, dont use any of this for single player imo. the BF2 bot a.i. is very low quality, its one of the worst ai of it's time. they just move to destinations and shoot things. they arnt effective. focus primarily on player versus Player and you'll have a winning combonation that is consistant. then after the first build, you can tweak performance in small quantities.

you talked about ladders. is it possible to make some ladders invisible? is it possible to make ladders faction specific? also im really stoked about this idea mate...the most enjoyable prospect is the nooby zombie side of me that secretly wants to mock people and pull their hair when they arnt looking. :lol:

and the last thing is, im kinda bummed you cant do it via kits.(you better find out for sure, all the same...) it means that all zombies will have the same physical attributes. all of them wont be unique snowflakes, it will just be a moshpit of nutjobs trying to dry hump LAVs from a distance. so obviously it will need to be experimented with. maybe one of the python related DEVs knows more than we know i dont know... (just cus i said LAVs doesnt mean im focused on the army btw. i am thinking civilians too, but im thinking skins are going to be the easiest thing to change.)

the exterior image of the zombies doesnt matter yet. thats just a flashy shell and doesnt need to be focused on until close to the end. whats important is gameplay balance. its far more intricate than a player model. keep it simple at first but introduce your differentr weapon slots, and limit them. its important that the weapons are limited. if the team doesnt have handicaps there will be no balance. it will be a COD4 type balance and not a PR type balance. limitations are the key. you limit a soldier's movement and he'll find cover faster and earlier. you limit a solders ammo and he will fire his rifle sparingly. in this case we can do both and to even that balance you give the humans strong rifles to take a zombie out instantly.

cant view your document btw
Last edited by Psyko on 2009-07-19 08:54, edited 4 times in total.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Proposal] Zombie Mini-Mod ;)

Post by Wilkinson »

you talked about ladders. is it possible to make some ladders invisible? is it possible to make ladders faction specific? also im really stoked about this idea mate...the most enjoyable prospect is the nooby zombie side of me that secretly wants to mock people and pull their hair when they arnt looking.
with the ladders, it would be impossible for Bots to Climb. It's hardcoded.

what do you mean making a ladder faction specific. Do you mean that only zombies can go up this ladder but humans can't?

you talked about ladders. is it possible to make some ladders invisible? is it possible to make ladders faction specific? also im really stoked about this idea mate...the most enjoyable prospect is the nooby zombie side of me that secretly wants to mock people and pull their hair when they arnt looking.
Well think of it this way. look at the helmet from regular PR. When you pick up an enemy kit, you acquire their helmet and some physical features. That is because it is associated with the drop kit itself. I'm sure we can think of something of the sorts but we would need to think reallll hard ;)
limitations are the key. you limit a soldier's movement and he'll find cover faster and earlier. you limit a solders ammo and he will fire his rifle sparingly. in this case we can do both and to even that balance you give the humans strong rifles to take a zombie out instantly.
I agree completley. Only 2 things I see. Sometimes zombies don't die one shot one kill. Like what m4sherman said before. The faster, more agile zombies will be weaker while the slower ones will be super strong. Harder to kill.

I am working on the python scripts with some help from some modders of freelancing. It's going good. Python as of now is my main worry as it's the only thing that will limit the mod I feel. Other than balance of kits.
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Psyko
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Psyko »

Wilkinson wrote:with the ladders, it would be impossible for Bots to Climb. It's hardcoded.

what do you mean making a ladder faction specific. Do you mean that only zombies can go up this ladder but humans can't?
yes. for pvp, invisible ladders on the sides of buildings that only the zombies could climb.

you sound like you want this to be players versus bots. it wont work in the long run if its that way imo.
M4sherman
Posts: 313
Joined: 2008-03-11 16:01

Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

zombies get hooks to simulate them being 1337 uber and jumping off at you :)
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Wilkinson
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Wilkinson »

I'd rather want Pvp for sure. alot less limitations. As for Ladder, maybe hook for now, I'll look into ladders. See what we can do . I know its possible but we need to mark it somehow. like show the player HERE IS A LADDER
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M4sherman
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Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

nahh nothing should be obvious. it should be hard as hell for the survivors!

now what I am working on now is the pick up kits.

now these kits are rare as hell (no more than 5-6 per map) but they have full autos/military weapons which actually kinda are ineffective due to it taking more rounds to kill then if you go single shot, so you have to reload way more often plus they only have a gun and knife
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Wilkinson
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Wilkinson »

Well we don't want to add PKMs and RPGs.

It seems a little over the top.

Like SubMachine guns like MP5's and maybe if we could get a model of an AR-15, which is the M16 but Civilian (I THINK)

Maybe an AK or something fun.


@ Ladders. Well I like the idea Psycko is going with here. I mean it sounds like it would be awesome. having a zombie jump on you and kill you just sounds soo epic.

Problem being is that it can't be visible to only Zombies and not Humans. So maybe we can code like some Piping Features and they use this as ladders.
I remember in the L4D Demo, that Zombies go up Pipes and not ladders really. Is this true?
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M4sherman
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Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

yo listen you want every one to use the ladders (in MP) but the zombies have hooks to get on top of places the humans cant.


and there are no LMG's because they are usless. now an AR-15 is close to identical to our M-16's and M-4's (selector is different) and I am using a AR-15, a Simi-auto AK, A Remington, two handguns and a MP5 for the SL.

The pickup kits are just AR's and a few SMG's
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Psyko
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Psyko »

Wilkinson wrote:I'd rather want Pvp for sure. alot less limitations. As for Ladder, maybe hook for now, I'll look into ladders. See what we can do . I know its possible but we need to mark it somehow. like show the player HERE IS A LADDER
if you use consistant locations, like the vines up the sides of buildings on ejod for instance or big baldy gable walls on the muttrah appartment blocks, the learned players who are experianced will show the new guys where they are and how they look. (and a small payoff effect where the newbie is surprised at the ability suddenly jolts into play, and you have grasped the player's attention.) [on the other hand, players are dumb and need to be shown a written diagram]

if grapples are used they will not have a desirable effect on new players. the lack of initial authentisity will sour the weaker players off. basically shooting yourself in the foot.
Problem being is that it can't be visible to only Zombies and not Humans. So maybe we can code like some Piping Features and they use this as ladders.
I remember in the L4D Demo, that Zombies go up Pipes and not ladders really. Is this true?
thats right. also remember that when a player gets shot off a ladder in BF2, he is unrevivable. that may be important, so making the assent as swift as possible is probibly the best way to go. so you dont have lots of people complaining about getting destroyed out of it, by some noob camping his ladder.
yo listen you want every one to use the ladders (in MP) but the zombies have hooks to get on top of places the humans cant.
i personally just dont think the humans should even be able to see the zomby's ladders. it will take the gritty realism effect out of it for the humans. besides which, you do want the newbs to fail and die a lot. so that the veterans are on their toes and have to revive them and keep them fighting. giving all the bad players the means to camp and exploit and whatever will damage of the quality of the mod. i say if your gonna do the ladders, keep them only visible for the zombies. and the reason i even said have them as invisible for the zombies themselves is because you dont want every single zombie on rooftops. you want to place emphesis on hoarding and fighting in the streets from dark places. (theres another idea...Hoarding, when more than 5 zombies are together they get a strength bonus, if such a thing is possible. then you can have like 2 or 3 or 4 squads all hoarding against the humiez. :S
Last edited by Psyko on 2009-07-20 09:12, edited 5 times in total.
M4sherman
Posts: 313
Joined: 2008-03-11 16:01

Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

Hummmm......Ok I think I get what your saying but how about the immune team (REDFOR) can use regular ladders while the infected (bluefor) can use regular ladders on top of the "pipes" and vines?
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Psyko
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Psyko »

yes. that sounds good.


heres the focus. lets get maybe five different classes for the zombies. and five classes for the humiez.
zombies should be greatly emphsised on melee attacks, sneak attacks and even indirect fire. this is where the hard part begins. new weapons maybe easily modeled by a person versed in 3dsmax. in fact the only models needed are 1p models and animations, which dont need to be too elaborate. the other thing thats difficult are shader effects and new projectiles and effects. and thats really where the main work is. its the reason why the other zombie mod was mostly server side changes. but what we are talking here is a totally new mod borrowing items from another mod/s at the owner's permittion.

5 quick classes for zombies
assasin: fast, agile, short range attack
gorrilla: high hit points medium jump medium sprint.
pelter: normal walking speed, throws exploding snot at opponant.
screamer: the main mob material, runs at opponant and attempts to tear them appart.
baboon: an assault monstor with all around strong abilities but cant climb.
theyre just a couple of ideas. a 2 minute brainstorm. tear them appart for more possible ideas. see if you come up with ways of making them work using simple steps. dont worry about how it looks. all that matters right now is the kits and the values for movement.
Last edited by Psyko on 2009-07-20 18:32, edited 1 time in total.
M4sherman
Posts: 313
Joined: 2008-03-11 16:01

Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

right now there are 7 classes of the immune and 1 zombie (but they come in three varieties, white, blue and black. the ones with white shirts are the fastest, lightest and also take the least falling damage. the blue shirt one are you plan jane normal(ish) zombies which are faster than humans but only by 20% and finally the black shirted zombies, these only go human speed but it takes 3/4 of a mag of MP5 to drop them.

Now if the AI zombies get seperated they are mince meat but when they attack in force your FUBAR-ed because you can only drop 2-3 (light/ medium) before you get overwhelmed and have to reload. hell even camping on a roof is in-effective because you run out of ammo quick!
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M4sherman
Posts: 313
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Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

hear is how I want the kits,weapons and maps laid out.( for the US vs zombie team the GB team will come later)
fixed link maybe

http://spreadsheets.google.com/pub?key= ... utput=html
Last edited by M4sherman on 2009-07-21 05:00, edited 1 time in total.
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Gu^n3r
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Gu^n3r »

M4sherman wrote:hear is how I want the kits,weapons and maps laid out.( for the US vs zombie team the GB team will come later)
fixed link maybe

Zombie kits and Weapons
i think its more likely that the Sniper out of all those kits would be the one to have a pistol if any of them, you know theres some sort of logic between a sniper rifle and close quarters that i cant quite put my finger on at the moment...
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M4sherman
Posts: 313
Joined: 2008-03-11 16:01

Re: [Proposal] Zombie Mini-Mod ;)

Post by M4sherman »

well the point of the sniper is to act as a spotter. and the reason he dos'nt get a pistol (yet) is 1 he is to act as a spotter not as a friggin 133seven zombie slayer and two because I dont have a revolver to use.
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foxxravin
Posts: 344
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Re: [Proposal] Zombie Mini-Mod ;)

Post by foxxravin »

I have re-opened my zombie mod, so i was thinking about intragateing it with PR when done :)

It is featuring realistic zombie and survival etc.

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Link -

Zombie Mod Forum
Last edited by foxxravin on 2009-07-21 22:17, edited 2 times in total.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Proposal] Zombie Mini-Mod ;)

Post by Psyko »

foxxravin wrote:I have re-opened my zombie mod, so i was thinking about intragateing it with PR when done :)

It is featuring realistic zombie and survival etc.

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Link -

Zombie Mod Forum
would you be open to new ideas? (if they are doable and realistic)


i played your mod with all my clan members like nearly a year ago, but the single player was really the bulk of it. there was no more challange even when we put up the difficulty. we even put up the difficulty higher than it was by tweaking the init.con

but there was good effects. i think that you could get some better maps into the next build though. try sunset city or bi ming. i'd say the guys would allow you to borrow them if you brought it up with them in private. whats your plans for it anyways?
foxxravin
Posts: 344
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Re: [Proposal] Zombie Mini-Mod ;)

Post by foxxravin »

The thing is it will be totaly different, and i lost all my work so i will redo everything and now it will be different, it will be a multiplayer mod etc.
Wilkinson
Posts: 1916
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Wilkinson »

Psykogundam wrote:would you be open to new ideas? (if they are doable and realistic)


i played your mod with all my clan members like nearly a year ago, but the single player was really the bulk of it. there was no more challange even when we put up the difficulty. we even put up the difficulty higher than it was by tweaking the init.con

but there was good effects. i think that you could get some better maps into the next build though. try sunset city or bi ming. i'd say the guys would allow you to borrow them if you brought it up with them in private. whats your plans for it anyways?



Which one?
This one or the PR Zombie Mod?

For the PR Zombie Mod, we are thinking inner-city maps.

Karkand, Fallujah, Ejod, Al Basrah.

Needs to be quick and adrenaline rushing.
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foxxravin
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Re: [Proposal] Zombie Mini-Mod ;)

Post by foxxravin »

I thought of city aswell, maybe a bit forest aswell
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