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Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 14:07
by my_eternity
Jonny wrote:There is a zombie film (forgot the name, there is an armoured bus called dead reconing fitted out with miniguns and rockets) where the zombies start to learn how to use weapons and attack a feudal city by surprise. The lead zombie uses a stolen austeyr rifle, although not accurately.

So I see no problem with gun-totting zombies, so long as they cant use iron-sights or zoom in at all.
so... are we to assume that these shotgun bullets can turn someone into a zombie? it doesnt really make sense. when you get bitten or clawed it makes sense that your infected because your making physical contact. i'd say explore some other ideas, maybe try and make a special class something like the vampire/zombies from I Am Legend, super deadly fast, strong, can jump really high, spits or maybe it throws shards of glass smeared in its own blood.
SGT.JOKER wrote:ITd bee cool if it had a world war z feeling.
i loved reading that book and totally agree. on one hand i'd like to see how the regular PR classes hold up against a zombie hoard, but on the other hand it'd be great to have a civilian survivor type struggle.

Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 14:13
by SGT.JOKER
you saw Land Of The Dead by George A. Ramero.
Allthough there's hints to the fact zombies could you weapons it would be better that they didnt or else it would be regular PR but with one team constantly on halloween. And that would just be lame.

Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 14:22
by SGT.JOKER
I read the thread but didnt read that part, jeez chill out lol

Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 14:29
by my_eternity
is that the knife on the ground in the second pic? how did you manage to drop the knife like that?

Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 15:55
by SGT.JOKER
well the zombie leader sounds good
maybe somthing like a "civi" zombie and a "soldier" zombie? I cant really think of much else...maybe some one else can?

Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 16:09
by hyraclyon
SGT.JOKER wrote:well the zombie leader sounds good
maybe somthing like a "civi" zombie and a "soldier" zombie? I cant really think of much else...maybe some one else can?
What about a zombie master and zombie minions?

Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 16:15
by Cyrax-Sektor
For the zombie with molotov, Crispy Zombie? Or perhaps Pyromaniac. Looking interesting so far. :)

Re: Zombie Mini-Mod ;)

Posted: 2008-09-12 23:31
by my_eternity
hyraclyon wrote:What about a zombie master and zombie minions?
those sound good.

some suggestions for the Zombie Leader Class:
"Zombie Master" (from above)
"Zombie Lord"
"0verlord"
"Elite Zombie"

and the other Zombies:
"Minion" or "Zombie Minion"
"Rotting Zombie"
"Grave Zombie"
Hoard or "Legion Zombie"
"Brute" or "Zombie Brute" (the slow moving guy with more hitpoints)
"Shambler" or "Zombie Shambler" (as someone previously mentioned for the slow guy)
Rigor Mortis (for the slow guy)
Vigor Mortis (for the fast moving guys)
"Fiend" or "Fiend ZOmbie" (fast moving guys again)
"Zombie Ghoul" (fast mover guy)
"Nightmare"
"Fallen Soldier"

also if you took a page from world war z or the zombie survival guide, no one in their right mind would want to go swimming in the first place. i remember there being parts of WWZ where zombies would roam or lurk the depths and grope swimmers from below. so you could either deep water out of bounds and/or have the swimming character take damage after a time. so the zombies standing on the shore watching the other players swim about dont have to worry about figuring out a way to get them because there are already zombies walking on the bottom making their way to them.

Re: [Proposal] Zombie Mini-Mod ;)

Posted: 2008-09-13 20:55
by M.Warren
EDIT: Minor adjustments to strength precentages and sprint distances made to Zombies for gameplay balancing.

I must say that no matter what game you play, there's always an open acceptance for a "Zombie Mod". It's just mindless killing and somehow easily enjoyable in this horrific and twisted way. Phenominal, really.

Anyways... It's probably best to keep a "Zombie Mod" along the lines of a CO-OP senario as players are abit too bright to coincide with the theoretical nature of an undead being. Not that I've seen one myself mind you, but then again maybe 3-5 players on the bot side would spice things up to keep you on edge so it's not the same-old slaughter.

Although I agree that Headshots should instantly kill a Zombie, I feel that it should not be limited to just that. I feel that a Zombie should be able to be "wounded" in 10-30 shots in areas suchs as the limbs and the torso.

Now, to help refine this "wounded" state allow me to elaborte. All zombies that have been "wounded" after taking 10-30 shots in the limb and torso area will be "Critically Wounded" this will force the Zombie to hit the ground. After 10-30 seconds if the zombie is not approached and head-shotted by a "Living" player within that time frame, the Zombie will be instantly revived by itself and can continue the rampage.

Basic rules and guidelines:

I. All Zombie abilities must add up to 300% total for equality in gameplay.
II. All Zombies cause the "Living" player to bleed after being attacked with Melee abilities only.
III. All Zombies "Moan" and give off an audible sound to aid in detection. (Agile Zombie excluded)
IV. All Zombies regenerate health fully after 1 1/2 minutes.
V. All Zombies will resurrect after 20-30 seconds if "wounded" by massive gunfire.
VI. All Zombies will die with 1 headshot. (Destroyer Zombie excluded)
VII. All Zombies with a ranged attack cannot repeat this ability more than 1 time every 5 seconds.
VIII. All Zombies can Melee attack 1 time every 1 second. (Raider Zombie excluded)


To break things down in a simple Battlefield 2 nature:
<Note: There cannot be more than 7 classes as the Spawn Interface does not allow enough room for this to occur.>

1. (Spec Ops) - Agile Zombie
A. Strength - 75% (Weak, kills the Living in 4 hits.)
B. Sprint - 125% (Long, 15 meters.)
C. Health - 75% (10 Shots or 1 Head Shot.)
D. Special - <25%> Cannot be heard. (Does not moan.)
E. Total = 300%



2. (Sniper) - Spitter Zombie
A. Strength - 75% (Weak, kills the Living in 4 hits.)
B. Sprint - 75% (Short, 5 meters.)
C. Health - 100% (20 Shots or 1 Head Shot.)
D. Special - <50%> Acid spit. (10 meters distance.)
E. Total = 300%


3. (Assault) - Common Zombie
A. Strength - 100% (Normal, kills the Living in 2 hits.)
B. Sprint - 100% (Normal, 10 meters.)
C. Health - 100% (20 Shots or 1 Head Shot.)
D. Special - <0%> (Standard class.)
E. Total = 300%


4. (Support) - Raider Zombie
A. Strength - 75% (Weak, kills the Living in 4 hits.)
B. Sprint - 100% (Normal, 10 meters.)
C. Health - 100% (20 Shots or 1 Head Shot.)
D. Special - <25%> Rapid Melee. (Attacks 1 time per 0.5 seconds.)
E. Total = 300%


5. (Engineer) - Climber Zombie
A. Strength - 100% (Normal, kills the Living in 2 hits.)
B. Sprint - 75% (Short, 5 meters.)
C. Health - 100% (20 Shots or 1 Head Shot.)
D. Special - <25%> Able to climb. (Buildings or structures.)
E. Total = 300%


6. (Medic) - Infector Zombie
A. Strength - 75% (Weak, kills the Living in 4 hits.)
B. Sprint - 100% (Normal, 10 meters.)
C. Health - 100% (20 Shots or 1 Head Shot.)
D. Special - <25%> Noxious Aura. (Harms the Living within 5-10 meter radius.)
E. Total = 300%


7. (Anti-Tank) - Destroyer Zombie
A. Strength - 175% (Strong, kills the Living in 1 hit.)
B. Sprint - 0% (None, 0 meters.)
C. Health - 125% (30 Shots or 2 Head Shots.)
D. Special - (See above %) Massive strength. (Damages, throws or overturns vehicles.)
F. Total = 300%


With that said, I'll leave you to elaborate on the "Living" classes as thier specifics will be much harder to balance. Because of VOIP, teamwork, weapons, abilities, etc.

I took roughly 2-3 hours to structure, formulate and balance these classes. I placed alot of pride in making this as accurate as possible. To be honest, so much so that if I would be able to create my own mod I would even use these Zombie classes myself. I sincerely hope that this will aid players in building a Zombie game mode.

Re: [Proposal] Zombie Mini-Mod ;)

Posted: 2008-09-14 00:41
by Cheesygoodness
For your civilian survival idea, I went off the basis of the US based being the non-zombies (due to the Shopping Mall map idea.) This is also a rough basic idea along with attempting to use standard already made models. (Minimal need for new ones.) This is also more designed with co-op survival and is just a base to go off of.

Spawn Kits:

Squad Leader:
A lost Sarge from the last of the surviving police forces. Lucky he had a bit of a warning and the sense to raid the riot office before he ventured out.

Equipment:

Punch - (Restraint without the restaint itself.) A weak attack but when it comes down to it atleast your going down fighting.
Beretta 92F - Your standard police sidearm. Unfortunately his 9mm ammo went to his better weapon so all he has is the ammo in his gun. AMMO 1/0
MP5 - Fast cycling rate with decent zombie engagement range. One of the best you can find for stopping a horde of undead. AMMO 1/2
Signal Grenade - Our squad leader grabbed one of these with the hopes of signaling a chopper for evac from the nightmare. AMMO 1/0

Total ammo count: 105 rounds of 9mm.

Possible 'Specials': The Beretta could have better groupings then the SIG, To signify his police training.

A very powerful class that unfortunately is hard to come by as only the squad leader can use it. Perfect for a good leader.

Civilian one / Shotgunner:
Your standard issue US citizen. He only bought the shotgun for home defense, Now he has a damn good reason to break it out of storage.

Equipment:

Punch - (Restraint without the restaint itself.) A weak attack but when it comes down to it atleast your going down fighting.
Remington 870 - Close Range Zombie killing, Two good body shots from a pump action shotgun seems suitable. They should be swarming you and considering this is an extremely close range weapon, dropping and wounding a four or five zombie rush is the point. With the limited magazine and pump requirements it seems fair with that. He did manage to strap on the bandolior of rounds so he has around twelve extra shells on him. AMMO 7/14
Molotov Cocktail - Having already left his car behind and downing a few beers. (Can you blame the guy?) He salvaged the fuel he had and managed to throw together two of these improvised area denial weapons. This is the first time he is thanking God for not giving up on smoking. AMMO 1/1

Total ammo count: 21 twelve gauge shells, Two molotov's.

Possible 'Specials': Since he has been smoking and he is carrying a good amount of weapons his sprint is lower then most of the survivors.

Designed as a standard close range defender. Good for the the rush forward in a close quarters and swarms of zombies.


Civilian two / Hunter one:

Equipment:

Punch - (Restraint without the restaint itself.) A weak attack but when it comes down to it atleast your going down fighting.
Iron sight Ruger "Mini-14" - (Using the M-14 in iron sights if editable) A rifle weapon, The Mini-14 giving you the 'rifleman' kind of class. A weapon good for engaging any zombies and common in the area. With a 10 round magazine that gives you a decent level of firepower with doable accuracy along with his three backup clips. AMMO 1/3
Improvised bomb (Grenade model for the moment.) - Using his stocks of gunpowder he managed to fashion a bit of an explosive. Nothing like a home-made hand grenade. AMMO 1/0

Total ammo count: 40 5.56mm rounds, One explosive.

OR!

Punch - (Restraint without the restaint itself.) A weak attack but when it comes down to it atleast your going down fighting.
Remington 7600 Carbine (Using the Remington 870 model for the moment.): The Remington 7600 would remain pump action but fire a very powerful .308 cartridge which I'd say would be slightly more accurate then the Mini-14. This unfortunately only has a 4 round magazine but your carrying a good thirty rounds on his handy belt. AMMO 4/30
Improvised bomb - Using his stocks of gunpowder he managed to fashion a bit of an explosive. Nothing like a home-made hand grenade. AMMO 1/0

Total ammo count: 34 .308 rounds.

Possible 'Specials': Hunting a lot and being outdoorsy he has the best stamina of the survivors.

Useful as a general all around and long range kit. Your standard all around loadout.

Civilian three:
A stock person, Managing to pick up a handgun from somewhere and survive. Shortly afterwords you managed to pick up a few magazines at the gunshop before you linked up with the rest of this group.

Equipment:

K-bar knife - A bit better then punching people but unless you hit him in the head its probably better to avoid this weapon.
SIG-Sauer226 - (From the older releases of PR if it is still in the archives.) A flashlight mounted pistol that you used the batteries up surviving last night. Chambered for the .357 SIG. (Tweak the damage, change the magazine capacity to 12 rounds.) Used often by police forces in the US its pretty common in these parts and it was easy to find in that cop cars glovebox. AMMO 1/4
Ammo pack: What you managed to tuck into your handy backpack before you left for that radio call to meet up with the group of the survivors.

Total ammo count: 60 .357 SIG rounds, One ammo pack.

Possible 'Specials': The only one able to give others ammunition.

A small sidearm doesn't give him a lot of range or stopping power but he is vital to the squad with his handy ammo pack which you'll need to stay alive for long.

Re: [Proposal] Zombie Mini-Mod ;)

Posted: 2008-09-14 00:57
by my_eternity
Jonny wrote:4shared.com - online file sharing and storage - download zombiemod_v0.1.7z

ATM I recomend setting lighing to low, the newest buildings dont have lightmaps yet so it could a look a little strange with the old lightmaps.
i downloaded this but not sure what to do with it. no file extension, no program association. its definitely not something i can open with winrar.

Re: [Proposal] Zombie Mini-Mod ;)

Posted: 2008-09-14 14:20
by Cheesygoodness
Jonny wrote:The M14 is a 7.62mm rifle, not 5.56, so does a lot more damage.
As I said. (I'm from the country so I suppose I should clarify.) Not the M14 but the civilian model that happens to look a ****-load like the M14. Its a rifle made by Ruger called the "Mini-14" We have two of them on my buddies farm and well they are quite common out here in PA.

Modern Firearms - Ruger Mini-14 and Mini-30 rifle (Mini-14)
Modern Firearms - civilan guns for self-defense, training and hunting - Remington model 7600 rifle (Remington 7600)

As per melee I just threw it in there as a last ditch effort and was wondering if you could make it do less then 1 hit kill. Something like 5 damage to people. Maybe give them rocks. You know that weapon you have just in case you are out of ammo it only feels right even if its useless.

However I suppose you could link the squad leaders ammo. And I'll look into shared ammo between a few similar guns. As it is I am trying to stay with models that are already in PR and just need a few conversions.

POST EDIT: Hell you could give the shotgunner some slugs and buckshot if you've figured out linking like that.