PR & Zombies!

General discussion of the Project Reality: BF2 modification.
rushn
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Re: PR & Zombies!

Post by rushn »

ghoststorm11 wrote:Or just put like a low fuel capacity on it. It would be like an uber power up for those sticky situations. The team gets it for like 10 min, then no more for the rest of the round. Just a suggestion.
ok but when you run out of fuel you can still sit inside it and zombies can just hide inside buildings when they see the vehicle

unless you can have tank zombies which would probably be op :? ??:
ghoststorm11
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Re: PR & Zombies!

Post by ghoststorm11 »

Im sure there will be balancing issues. Maybe terrorist Zombies strapped with C4 to blow tanks up? IDK. With Zombies, anything is possible.
rushn
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Re: PR & Zombies!

Post by rushn »

ghoststorm11 wrote:Im sure there will be balancing issues. Maybe terrorist Zombies strapped with C4 to blow tanks up? IDK. With Zombies, anything is possible.
or just no vehicles? like cod :grin:

with vehicles balancing can be hard at least if they were to make it it would be a lot easier without vehicles and c4 zombies
ghoststorm11
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Re: PR & Zombies!

Post by ghoststorm11 »

Yes, but that is the beauty about PR is that is it not COD. I have played a ton of Zombies on COD and its a blast, but i want something different than COD Zombies. It would be pretty epic to take an AAV through an entire horde of Zombies. Watching them fly upon getting hit, and then finding a way back through the Zombies when the fuel runs out. Im not saying that there needs to be a lot of vehicles on a map. If no heavy assets then what about humvees with 50 cals? Stuff like that. It would be more realistic because vehicles are included. (Think along the lines of Zombie land)
goguapsy
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Re: PR & Zombies!

Post by goguapsy »

ghoststorm11 wrote:Yes, but that is the beauty about PR is that is it not COD. I have played a ton of Zombies on COD and its a blast, but i want something different than COD Zombies. It would be pretty epic to take an AAV through an entire horde of Zombies. Watching them fly upon getting hit, and then finding a way back through the Zombies when the fuel runs out. Im not saying that there needs to be a lot of vehicles on a map. If no heavy assets then what about humvees with 50 cals? Stuff like that. It would be more realistic because vehicles are included. (Think along the lines of Zombie land)
I just para-dropped into this thread, so tell me if I say something absurd or that was already stated.

The objective would be to survive the longest time as possible, right?

So, the spawn system for zombies would be something like, 5 seconds if killed with several spawns in the 1km map, which would be overun temporarily by the Humans?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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rushn
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Re: PR & Zombies!

Post by rushn »

goguapsy wrote:I just para-dropped into this thread, so tell me if I say something absurd or that was already stated.

The objective would be to survive the longest time as possible, right?

So, the spawn system for zombies would be something like, 5 seconds if killed with several spawns in the 1km map, which would be overun temporarily by the Humans?
i was thinking scenarios or get from point a to point b

since some people want to be zombies ( me included) humans need a way to win

just like in left 4 dead where you have to go from safe house to safe house until you reach your objective or find a way to escape
goguapsy
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Re: PR & Zombies!

Post by goguapsy »

rushn wrote:i was thinking scenarios or get from point a to point b

since some people want to be zombies ( me included) humans need a way to win

just like in left 4 dead where you have to go from safe house to safe house until you reach your objective or find a way to escape
Ah, okay. Having vehicles would be, well, an issue.

I mean, to make long (1 hour +) zombie missions, you would need 4km maps - and vehicles would leave zombies in the dust.

So I suppose we would focus on small maps with "checkpoints" (flags) on the way (so no super-shortcut is available), right?

I would suggest "zombie rally points" at every 100m that get overun as a BLUFOR soldier approaches the area (and comes back up after some time, so as to prevent zombies from having to walk a loonggg way... and having multiple attack areas ;) ).

I would say that bikes to the zombies would add to the experience - hordes of zombies with a few getting runned over by bikes, followed by wall-hit explosions 8)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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gaurd502
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Re: PR & Zombies!

Post by gaurd502 »

Zombies cant ride bikes! :P
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rushn
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Re: PR & Zombies!

Post by rushn »

gaurd502 wrote:Zombies cant ride bikes! :P
i think he meant for people

anyway with zombies you could also use stuff from vietnam
lukeyu2005
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Re: PR & Zombies!

Post by lukeyu2005 »

Well you should at least have some vehicles. But make it they are out of fuel so you can still man the turret of a apc just it's low on ammo. So it's tactical. Get in the apc to get some kills but then face not being able to get out as your surrounded by zombies and is out of ammo.
Sprats
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Re: PR & Zombies!

Post by Sprats »

why are you all dreaming about this stuff when its not going happen? if you want zombies so bad start modelling and coding and take some actions. dream dont come true if you sit and wait, they only come when you make them.
[19:52] Max [dreamsequencer]: exactly
[19:52] Max [dreamsequencer]: but who cares. seriously.
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AfterDune
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Re: PR & Zombies!

Post by AfterDune »

What do you need for PR Zombies? That is, if you're willing to go all the way into the zombie theatre...
  1. Maps. Even though you could use any map you want, it's fun to have maps made/modified for it
  2. Rules. What classes do you have on both sides, what weapons, what are winning conditions, etc.
  3. Sounds. What sounds do you need. It's more fun if you have zombie sounds rather than plain english (or German, in the case of Nazi zombies :p )
  4. Textures. Zombies (and maybe survivors as well) look different than the ordinary soldier. Do you want retextures?
  5. Etc.
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Saobh
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Re: PR & Zombies!

Post by Saobh »

Start simple just to get the ball rolling :

- "Living" faction are the normal PR ones, so nothing to do here. (better to concentrate on zombies and frankly lets you profit from all the other factions for variety "Zombie world Tour!" ;) )

- Create a zombie faction in the game files
- Create a zombie kit (civi with only hand to hand available) but with either more health or lots of armor (except the head)
- Create basic zombie texture + throw in a cow moo as the sound file ^^

Rules:
- Use Insurgent mode as a base, aim is for survivors to last the longest not to win
- Zombies have low respawn
Use Al basrah as the test map as you have a good mix of terrain features.

Get this up on a locked test server and start eating brains.

Afterward bit by bit add these (for example):
- Zombie kits variety
- Barricade creation system (then make it use "scavenge" points)
- Implement a new zombie spawn system to get that "horde" feeling at times
- Zombie "Vehicules" (if you want more exotic shaped zombies)
- Textures & sounds, but low priority compared to having solid game features.
Last edited by Saobh on 2011-04-12 11:12, edited 1 time in total.
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dtacs
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Re: PR & Zombies!

Post by dtacs »

I already forsee one problem, as a zombie I am going to be weaving and zig-zagging to not get shot, especially in the head. You might want to disable prone and crouch for them and sprint too if need be.
Saobh
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Re: PR & Zombies!

Post by Saobh »

Well I was thinking that the overall speed of people (or at least turning speed ) in this would need to be lowered as knife fights in PR have shown that it gets confusing fast. But this can be tweaked later on.

Tbh I'd keep crouch & prone and would in fact be pretty nice if those 2 could be used for the zombies either as a staged wounded state for the zombies or a kit specific one (hunchback zombie, fast crawling zombie)
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illidur
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Re: PR & Zombies!

Post by illidur »

[R-MOD]Saobh wrote:Well I was thinking that the overall speed of people (or at least turning speed ) in this would need to be lowered as knife fights in PR have shown that it gets confusing fast. But this can be tweaked later on.

Tbh I'd keep crouch & prone and would in fact be pretty nice if those 2 could be used for the zombies either as a staged wounded state for the zombies or a kit specific one (hunchback zombie, fast crawling zombie)
lol "i tracked a zombie".

so who is doing this?
Psyko
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Re: PR & Zombies!

Post by Psyko »

dtacs wrote:I already forsee one problem, as a zombie I am going to be weaving and zig-zagging to not get shot, especially in the head. You might want to disable prone and crouch for them and sprint too if need be.
Prones not needed, crouch may be needed.

a friend and I increased jump and sprint speed in the init.con

When you run inhumanly fast, you skip like a stone accross a pond and hurt yourself. to limit this, it might be nice to have zombies have permanently increasing health. both to let them be fast, and to also have a COD style healing element.

i like the idea of zombies being strong to kill, headshots would kill instantly and respawns should be very short like less than 5 seconds. with no penalty time for getting killed. otherwqise everyone would want tol be on living team.

has anyone ever made BF2 vehicles that looked like animals, like horses or birds? i always assumed they had to have not very animated features. but i can imagine things with flapping wings, but putting walk cycles on tanks might be hard coded?

i would just have kits, for a L4D style tank just stick a big blobby kit that looks like resident evil style brains and muscles and eyeballs and shit. even if it glitched, you might get away with it.
rushn
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Re: PR & Zombies!

Post by rushn »

alright so to start with should focus on the elementary stuff

code most important zombie elements speed, health etc.
textures could be done later
all the coding should be done first than test it and see where it goes :)
Dubbs_Malone
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Re: PR & Zombies!

Post by Dubbs_Malone »

So are you guys leaning towards player controlled zombies? I really think we should make it a co-op situation. It would take away a lot of the "balancing" problems. It would then, only be necessary to tweak situations where humans could exploit the AI system - for example: grappling hooks, choke points, accessing difficult areas that AI wouldn't be able to negotiate.

I think the insurgency mode would be a good model to build off of. Maybe humans have to make it to a certain destination. Have it so the humans need to keep accessing various weapons caches in order to have enough ammo to make it to the destination.

I still feel like I had a very good idea concerning the speed of the zombies. My idea was to give them infinite sprint, but their sprint speed would be, maybe 85% of human sprint speed. This way, humans would not be able to just run around, weaving through the zombies. They could make it short distances, but try to go too far and you'll get tired and be overtaken by the brainthirsty hordes! Humans would have to work together, moving from tactical position to tactical position and carefully planning out their escape route.

Idk - I'm just freestylin here.
rushn
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Re: PR & Zombies!

Post by rushn »

ok well you have to start simple
AI zombies would be hard to make because BF2 AI sucks

essentially in the end it will probably have co op and pvp (if this gets started after all)
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