[Mini-mod Proposal] Zombie Addon

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M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: [Proposal] Zombie Mini-Mod ;)

Post by M.Warren »

Jonny wrote:@ Warren:

Accurate as possible???
Based off what???

Some of those things that are central to what you want I dont know how to do yet.
Accuracy values:

I'm unsure of the specifics such as "accuracy" you're referring to. Do you mean the accuracy of 'Zombie' attacks or 'Survivor' weapons?

In all honesty, if it's for 'Zombie' attacks it really shouldn't matter. There is no deviation for a physical attack such as 'knifing' really. As for 'Survivors' weapon accuracy, that's up to you. Depends what direction you want to make guns operate if in a Battlefield 2 fashion, or more realistically.

Accuracy also depends upon how the game will play out. I don't think we're going to be firing at a long range of 300 meters or more at 'Zombies' in particular. Any standard guideline for a 'Zombie' mod usually involves ranges from 0 to 100 meters. Including factors if it takes place in the day or night.

If you want to make a 'Mall' type of level like mentioned, you may have a long hallway that streches for 100-300 meters. You can fire a rifle down the length of the mall easily in the middle of daylight. Like I said, it's up to you.

Also, keep in mind that some 'Zombies' can sprint... You may want to keep the Battlefield 2 style of gun handling. Also may want to reduce the sprint distance to 5 meters (Short), 10 Meters (Normal) and 15 Meters (Long). This will aid the 'Survivor' players in delivering successful headshots... As you can see trying to do anything other than a headshot will take ALOT of ammo. Something that most 'Survivors' will not have.



Damage based numerical values:

As for what this is based off of, it's simple mathmatics really. Kinda how most games establish balancing between things. You identify a standard medium powered weapon. A normal weapon hits for 100%, anything stronger or weaker hits above or below. Most weapons and attacks are done in 25% increments such as 75% + 25% = 100%, 100% + 25% = 125%.

This means a weapon that hits at 125% will be worth double the amount of damage a 75% weapon does. As 75% + 50% (AKA 25% x 2) = 125%.

Keep in mind that percentiles are percentages. They're a simple rule that at any time a true value can be placed for them. Any value can be set for a percentage. As in 100% of 100 points. Or 100% of 500 points. Even 100% of 1000 points. It's all about how you scale the damage values in relation to other weapons and player health levels.

If you're looking for true numbers over percentages, try this:

A. Living characters
1. A 'weak' Survivor is given (75%) 75 health points.
2. A 'normal' Survivor is given (100%) 100 health points.
3. A 'strong' Survivor is given (125%) 125 health points.



B. Living character weapons
1. A 'below average' bullet (9mm) hits for (75%) 25 damage points.
2. A 'average' bullet (5.56) hits for (100%) 50 damage points.
3. A 'above average' bullet (7.62mm) hits for (125%) 75 damage points.
4. A 'extreme above average' bullet (12.7mm) hits for (150%) 100 damage points.



C. Undead characters
1. A 'weak' Zombie is given (75%) 250 health points.
2. A 'normal' Zombie is given (100%) 500 health points.
3. A 'strong' Zombie is given (125%) 750 health points.



D. Undead character weapons
1. A 'acid spitting' Zombie vomits for (75%) 25 damage points.
2. A 'weak' Zombie claws for (75%) 25 damage points.
3. A 'normal' Zombie claws for (100%) 50 damage points.
4. (N/A) A 'strong' Zombie claws for (125%) 75 damage points.
5. (N/A) A 'very strong' Zombie claws for (150%) 100 damage points.
6. A 'extreme strong' Zombie claws for (175%) 125 damage points.


<Note 1: A 'strong' and a 'very strong' Zombie does not exist. These strength levels were made null and void to create a specific Zombie class. This specific Zombie class is mentioned in Note 2 below.>

<Note 2: A 'extreme strong' Zombie is able to damage/overturn vehicles, thusly making this Zombie an exception and enabling it to instantly kill any Survivor.

Minor adjustments have been made to compensate for a 'strong' Survivor in comparison to my first post on Zombie classes where the "Destroyer" Zombie had 125% strength and now updated to 150% strength instead.

I was not anticipating to also set health levels for living Survivors aswell, but the mathmatic computations here worked out well. The balance between characters and weapons remains effective.>



So basically, 'Survivors' have stronger long range weapons but less health. But 'Zombies' have weaker close range attacks but more health.

Situational example of a possible situation using the above mentioned criteria:

A 'strong' Survivor is using a 9mm pistol against a 'normal' Zombie. The Survivor can "wound" the Zombie in 20 shots with the pistol, or kill it in 1 head shot.

A 'normal' Survivor is using a 12.7mm (.50 cal) pistol against a 'normal' Zombie. The Survivor can "wound" the Zombie in 5 shots with the pistol, or kill it in 1 head shot.

A 'normal' Zombie is using it's claws against a 'strong' Survivor. The Zombie can kill the Survivor in 3 hits, or kill in 1 blow to the head.

A 'normal' Zombie is using it's claws against a 'normal' Survivor. The Zombie can kill the Survivor in 2 hits, or kill in 1 blow to the head.


On another note, I could go the distance to make numerical damage values for what happens when a 'Zombie' get's head shotted by a 'Survivor'. Or when a 'Survivor' is struck in the head by a 'Zombie'... However, for me to do so would take me another hour of mathmatical computations that is most likely and otherwise going to go down the drain.

If you're intrested in using these numerical values for actual gameplay, then let me know. I'll go the extent to furthur the works and make the values as correct as possible. But like I said, not worth spending the next hour computing mathmatics just so they don't go to any use.

Keep in mind that I'm not a developer. The information presented here and in my previous post is a simple concept of mathmatics and logic. I myself cannot devise a way to implement this into the Battlefield 2 engine. However if the above mentioned criteria can be converted into Battlefield 2 terminology it theoretically would work out well.
Last edited by M.Warren on 2008-09-15 20:39, edited 17 times in total.
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AfterDune
Retired PR Developer
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Re: [Proposal] Zombie Mini-Mod ;)

Post by AfterDune »

I think it's best to keep it simple - KISS!

Just have "28 days/weeks later" zombies that are fast and powerful. The survivors don't have tanks and rocket launchers, they carry pistols and other small arms stuff.

A "destroyer" zombie would kill the whole thing if you ask me... I mean, an "anti tank zombie"?

But that's just my opinion ;) .
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Cheesygoodness
Posts: 226
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Cheesygoodness »

[R-DEV]AfterDune wrote:I think it's best to keep it simple - KISS!

Just have "28 days/weeks later" zombies that are fast and powerful. The survivors don't have tanks and rocket launchers, they carry pistols and other small arms stuff.

A "destroyer" zombie would kill the whole thing if you ask me... I mean, an "anti tank zombie"?

But that's just my opinion ;) .
Can't go wrong when you KISS something. Thats kinda the base for mine. Somewhat quick zombies, Close-range mostly gunfire. Best weapon you'd spawn with (All around) is an MP5.

POST EDIT: In fact you really can't give survivors vehicles... Why stay and shoot the damn things? Why not just drive away? There is no logical reason to stay there! Ever seen a zombie movie? The whole reason your gunning the ******** down is to get away.
Hfett
Posts: 1672
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Hfett »

[R-DEV]AfterDune wrote:I think it's best to keep it simple - KISS!

Just have "28 days/weeks later" zombies that are fast and powerful. The survivors don't have tanks and rocket launchers, they carry pistols and other small arms stuff.

A "destroyer" zombie would kill the whole thing if you ask me... I mean, an "anti tank zombie"?

But that's just my opinion ;) .
Yeah all those zombie classes arent realistic even for zombies :grin:
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Scot
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Scot »

Ask the BF2 Zombie mod people, they have one so you auto switch if you die on non zombie side.
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Darkpowder
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Darkpowder »

Loving the survival kits ideas, But NO zombies with guns. Great contributions here, will try to update the main post with those people who are volunteering for the work. Cheers for the relocate here Rhino
Cheesygoodness
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Cheesygoodness »

I've been tinkering with the idea. I'm waiting to see how Jonny does and how he considers the system. You could use a lot of the standard ingame models but it would be easier to have a basis. Military forces? Civilian forces? You could make a bunch of pickup kits around the two. Military would give you access to assault rifles, while Civilian's would beable to use some. Having an AK-47 pickup kit is rather understandable and (God forbid.) people get pissy about 'reality' you can make it semi-automatic only in a civilian model. You could do that with a lot of rifles. The Lee-Enfield easily would fit. Directions assist in tinker. I'd rather not start tweaking my game only cause Jonny is doing some work and there is no reason to double the workload for the same results.

Then again pickup kits almost should be fun and functional. Having an M4/M16A4 near a downed blackhawk static makes a bit of sense. A burnt out technical might have an RPK with one clip.

Would this prefer to be designed on a co-op scale? As I feel personally its more suited for a balance of like 52 zombie - 12 Survivor max ratio to get the true 'zombie' effect. If you make it player vs player then it would be 32 to 32 and I bet it would get boring for the zombie team overtime. Also you'd have to make picking up a kit as a 'zombie' deadly so they don't go around with MP5s.

Someone such as Darkpowder and Jonny need to get together and sort out those details before conflicts of interest and expectations mix with the actual product. The 'one' zombie spawning other ones work well on Call of Duty cause the knife isn't as glitchy and the small size of the maps makes it possible. Also the rounds are shorter and much faster paced with less actually 'teamwork'. Being the 1-32 zombies against an organized squad would play -hell- for the beginning of the round and if you overpower the zombies to combat that then the survivors themselves don't stand a chance on an individual level.
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: [Proposal] Zombie Mini-Mod ;)

Post by M.Warren »

[R-DEV]AfterDune wrote:A "destroyer" zombie would kill the whole thing if you ask me... I mean, an "anti tank zombie"?
Was simply stating as "anti-tank" as a reference to an anti-vehicle class in Battlefield 2. Not that I expect a Zombie to destroy a tank by any means.

Just simply something that will prevent Survivor players from hopping into a car/technical and mowing all the Zombies down without being able to do anything about it. Pretty hard to kill someone in a driver seat with your claws when he's doing 80 KMH down a road.

As long as there is a short handful of "Destroyer" Zombies in the crowd to overturn/damage them. Afterall, they can't run. They just pace walk with thier lumbering abilities and take 2 headshots to be killed. Shouldn't be that hard to accomplish, but at the same time powerful enough to kill a Survivor that thinks he's gonna outsmart one every time.
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torenico
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Re: [Proposal] Zombie Mini-Mod ;)

Post by torenico »

Uhh, it would be awesome, if we have LIMITED Military Kits (M16, M4), Policeman Kit (Revolver, Glok, i dunno, theres no gun here) and Civilian, who needs to find kits somewhere..

Lets beat Left 4 Dead whit BF2 Engine!!!!!!
Ironcomatose
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Ironcomatose »

torenico wrote:Uhh, it would be awesome, if we have LIMITED Military Kits (M16, M4), Policeman Kit (Revolver, Glok, i dunno, theres no gun here) and Civilian, who needs to find kits somewhere..

Lets beat Left 4 Dead whit BF2 Engine!!!!!!
That sounds like a awesome idea. Like we could have mapper placed weapons with very limited ammo all over the map and you spawn with a civie kind of kit with no guns and you have to find weapons. That would be bad *** 8)

Sorry if this kind of thing was planned already i just kinda jumped in here now.

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jerkzilla
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Re: [Proposal] Zombie Mini-Mod ;)

Post by jerkzilla »

The quartermaster system is already teamlocked. Instead of mapper placed kits, couldn't the ability to request weapon kits from random caches be added for one team only?
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torenico
Posts: 2594
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Re: [Proposal] Zombie Mini-Mod ;)

Post by torenico »

All the best for this Mod :)


Or Officer Kit should be the Standard officer kit from PR... lets call it, vPR :P
Darkpowder
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Re: [Proposal] Zombie Mini-Mod ;)

Post by Darkpowder »

For those who are a: starting to develop, b: map, and c: have the coding experience to contribute we will have a meeting on the DEV teamspeak sometime soon. Main contributors so far you know who you are. PM Me and we will arrange a chat at a time to suit us all.

Also bear in mind that any modification to PR maps, code, models etc must be kept within the intellectual property rules of the mod, full credit given.

To those who are already working and have a lot of interest in the mini-mod/game-mode proposal, add myself Darkpowder on xfire and make yourself known to me personally.

Once those actively involved in or wanting to get involved in the work have made themselves known to me i will post an agenda for the meeting and then update the main post with

1 - Definite contributors, 2 - Work already done, 3 - Ideas in consideration, Ideas confirmed, and Ideas discounted.

We have had a lot of support for the idea, but as was mentioned before, you guys come and make yourself known, we meet up before we firm up on any further ideas.
Troubadour
Posts: 31
Joined: 2008-09-11 12:38

Re: [Proposal] Zombie Mini-Mod ;)

Post by Troubadour »

In the beginning this mod seemed so awesome and as things went on it just got worse and worse as I read on. I understand the reason of why you have to give them weapons because you can't figure out how to make the animation with out it. Sandbox mod did it, so there is obviously a way.

Anyways, I will continue with my idea:

In an undisclosed location a virus has broken out, it has infected the populace. There has been no contact from the area for several days. Your unit is being dispatched out to investigate and retrieve as much data as you can. When your mission is completed, you will be extracted via helicopter.

Basically, you play as the Army (British, Army, Marines, whatever) and you start off at a spawn point. Your mission is to capture several points with-in the city. After you have done so, the timer for helicopters (or boats) to spawn will begin. You then have to go to this small base and defend it till the helicopters (or boats) spawn and then load up. Then fly (or drive) off to an island and capture a flag there and the game will end.

Basically, it will simulate your team going through and gathering intel and completing their mission. The waiting for the choppers to spawn will provide the simulation for waiting for an extract and the last base will just so that you can end the game.

I think it will provide for a lot of fun and become very challenging and nerve racking. Especially, while you wait the 10-20 minutes for the choppers to spawn. When horde after horde of zombie comes to attack you to take it over. You might be able to switch out the CP with caches, to stop the enemy from capturing them. You could just make the caches not look like weapons ,but laptops, documents, or large cases.

It is my experience that the Human team is already at a disadvantage especially when they have to head shot, also especially add in the fact everyone in PR is a horrible shot. Besides I'd rather be pretending to be an elite unit then some scared civvie hunter. Besides there wouldn't be that much of an advantage of just having the basic kits. I mean really all you get is a rifle and some grenades. Grenades aren't gonna be that effective against zombies especially when you don't know where they are coming from.

More suggestions:

1.)Get rid of the weapons thing as soon as you can. Get in contact with the Sandbox people to find out how they got rid of the weapon animation and replaced it with a punch.
2.)Don't give the zombies molotovs or grenades, that is the dumbest thing I've heard.
3.)The puking zombie thing was a great idea and I liked it. Perhaps, make it so it instantly makes you bleed out and if you don't get healed soon you die.
4.)I know my scenario requires a new map ,but I easily think it could be worked around to include current maps. Its just the idea of having to defend something from zombies that is so awesome. Maybe make it after you destroy/capture all the caches/cps that you have to go back to your main and defend it from the zombies for a certain amount of time.
5.)Take all the time you need on it. If you can't figure something out don't cheap out and give up. Work hard on it and look for extra help.
6.)Give the Humans very limited tickets, but don't make them switch sides. You would never ever get an objective done. It would just be impossible.

If you need a tester, I will gladly give you my full attention to do it.
Last edited by Troubadour on 2008-10-23 06:07, edited 1 time in total.
HughJass
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Re: [Proposal] Zombie Mini-Mod ;)

Post by HughJass »

yeah agreed this thread is way to complicated. just ask for help from some PR sp guys in co-op coding and resking the civies in basrah to some zombies, make them run fast, and have a knife. Set the ratio so that insurgents (zombies) have way more people and bam you got your self a knockout game.
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