[Project] Survival Games / PR-Z

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Onil
Posts: 1232
Joined: 2007-08-19 09:50

[Minimod] Survival Games / PR-Z

Post by Onil »

Hello,

I've been working on this project for the last 2 months. The primary objective is to host a Survival Games Event that is both fun and challenging.

The concept is quite similar to the movie "Hunger Games" and has already been used in a DAYZ event. This event will work as a small tournament where the players will be teamed up in groups of 2 or 3 and will spawn unarmed. Their priority is to survive and for that they will need to search for pickup kits that are spread through the map.

Most of the main required features have been done and I will be hosting some test sessions to check gameplay of the new versions.

While the events are being being hosted, I will continue improving and adding new features and that is where I will need some help. If everything goes well with the events, the secondary objective of the project is to further develop it into a PR-Zombies minimod, keeping the features used in the SGE event and adding some more specific to how the zombies are introduced into the survival games.

For that to be a reality, I will need someone to help with tweaking/recreating a few weapons and skins. That means someone to code, texture and animate some of the content.


Here's some WIP reskins for the Civilian Players:

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Here's the Admin's player skin:
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A very early WIP of the "Zombies Mike & Greg":
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Spawn Screen - Choose your character ( notice the absent map )
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EDIT: After 3 Successful Survival Games Events we are now developing PR:Z. Here's the concept plan:
The PR:Z game-play is defined by surviving against zombies but also against other survivors. However we do not want this to be a Player vs Player only type of game so we will be adding specific rules to prevent it from having the same fate as all the Day-Z mods had.

These rules are still being defined but have the primary objective of balancing the "humanity" of the players with the possible elimination of some of the survivors. This means that if you play alone and focus only on hunting down other survivors or kill too many survivors, you will be punished unless if you have balanced it out with teamwork and cooperation. That is after all what PR is all about.

Every player joins as an unarmed survivor which will have to find gear and weapons in order to survive. Kits spawn all over the map in random quantities and at random times. An individual survivor will not be able to join a "squad". That is an advantage that will be given to those who reach a certain value of positive teamwork points by cooperating with other survivors using local mumble. Such players will then be able to group up and use squad mumble, markers and the ability to talk to other groups either for cooperation or possible negotiations. This will be easier if you already join with a group of friends to play with as I'm sure it will be difficult to find someone to team-up with in game due to constant mistrust.

In the same sense, if you reach a certain value of negative teamwork points (killing other survivors), you will eventually be punished by a team-switch to the zombies team after dieing (-1 Point or more) or instant team-switch (-X Points). This means that the only way to play is by cooperating with someone else in order to get positive values which will then be reduced every time you "TK", and in there lies the balance.

If a survivor gets killed by a zombie (or suicides), he will still be team-switched, so a player only gets a second life as a survivor if he gets killed by another survivor while maintaining a neutral or positive teamwork value. You are able to return to the survivors team after killing at least two survivors as a zombie. However, zombies that have a negative teamwork value will have to kill a bigger number of survivors to get a team-switch.

We are trying to make the zombie game-play as fun as possible to guaranty that players do stay on the server even if they get team-switched. Not just by adding an objective/reward but also by trying to make sure that there is constant action. This is ensured by a controlled relocation and respawn of the zombies based on the location of the survivors on the whole map.

We will also probably use the civilian ROE system to prevent unarmed survivors getting killed too much, which will require some close attention and possible role-playing.

The plan is to have 4 different "game-modes":

- Survival: Equal to the SGE game-play but with a few changes in ROE and Scavenger Requirements
- Rivalry: Based on the CNC gamemode, it will be a fight between two groups of survivors trying to establish bases in the most secure or resourceful locations of the map.
- Last Stand: Assault and Secure a important location which you will have to keep for as long as you can. Support Squads will be needed for outside defensive perimeters and support roles such as scavenger and resupply.
- Quest: A journey across the map from point A to point B with a few detours to find loot in order to increase the chances of survival.
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- Credits: Zombie Render made by R-CON Lordas | Original Quote Poster made by deviantArt artist Romancer | Composition made by Onil

Here's the current change log for this project:
SGE/PR:Z changelog from v0.01 to v0.50:

- BF2 Code/Localization:

- Removed teamkill messages - tweaked by Onil
- Removed "check fire!!" friendly fire messages - tweaked by Onil
- Minimap removed completely - coded by Hjid
- Nametags removed - coded by Hjid
- Removed flag capturing messages - tweaked by Onil
- Map overlay - coded by Hjid

- Python Code:

- Spawn-point selecting script - coded by Hjid
- Random spawner for pickup kits & vehicles using python script - coded by Hjid & tweaked by Onil
- Map specific settings for random spawner - coded by Hjid
- Kills logging & announcing script - coded & regularly improved by Hjid
- Announcer for random spawner with spawn count - coded by Hjid
- Broken version option for random spawner - coded by Hjid
- Logger for kit pickup - coded by Hjid
- Flag capturing script to enable/disable zombie spawns/zones - coded by Mats
- Teamswitcher script for survivors killed by zombies, suicides and humanity settings - coded by Mats
- Instant Death on admin kit spawn (for non admins) or any kit pickup (by zombies) - coded by Mats
- Black Screen on admin or zombie kit pickup (by survivors) - coded by Mats
- Humanity Scoring System - coded by Mats

- Other Code:

- Survival Games Control Panel - made by Hawker
- PR:Z Installer/Uninstaller/Updater/Control Panel - made by UTurista

- Map audits:

* Ramiel (SGE):
- Improved sky on Ramiel (by Onil) and light/color settings - tweaked by Vapoman
- Ramiel Statics adjustments and map DOD's - made by Onil & Vapoman
- Ramiel loading screens and overview info - made by Onil
- Random spawner for pickup kits using AASv4 system - coded by Onil
- Around 250+ pickup kits placed on Ramiel Survival Games - added by Onil
- Around 50 vehicle spawn locations added on Ramiel Survival Games - added by Onil
- Spawnscreen with unarmed kits only - tweaked by Onil
- One map spawnpoint only for Ramiel Survival Games - tweaked by Onil
- Multiple random player spawnpoints update for Ramiel Survival Games - added by Onil
- Multiple random zombie spawnpoints added on Ramiel Survival Games - added by Zwilling & tweaked by Onil

* Dovre (PR:Z):
- Around 370+ pickup kits placed on Dovre Survival Games - added by Onil
- Around 100+ random zombie spawnpoints added on Dovre Survival Games - added by Onil
- 15 survivor random spawnpoints added on Dovre Survival Games - added by Onil
- 90+ destroyable street signs - removed by Onil
- 35 houses changed to wrecks on Dovre Survival Games - added by Onil
- Dovre Radar Station Security Cameras - concept & created by Zwilling
- Dovre Statics adjustments - made/added by Rabbit & Onil
- Easter Eggs - Around 20 vehicles and 20+ Kits (2 vehicles & 3 kits per round) - Added by Onil
- Dovre Std loading screens and overview info - made by Onil (Zombie rendering by Lordas)
- Dovre Player Map for the Overlay - made by Onil

- Soldiers:

- Civilian player skins - made by Onil (some clothes by Spush)
- Zombie player skins - made by Onil
- Admin custom skin - tweaked by Onil
- Wounded downtime changed from 5 minutes to 30 minutes - tweaked by Onil
- Player Bodies stay for 30 minutes, Zombie Bodies stay for 5 minutes - tweaked by Onil
- WIP Zombie Sprint/Stamina & Armor settings - created by Zwilling & tweaked by Onil
- Death sounds pitch levels changed - tweaked by Zwilling
- Blood Effects darker - tweaked by Zwilling

- Weapons & Kits:

- Custom pickup kits - made by Onil
- All weapons ported/tweaked by Zwilling
- More weapons ported/tweaked by Zwilling (after 1.0)
- Weapon dropkit geometry - made/tweaked by Onil & Dodek - remade by Cassio after 1.0
- Weapon selection icons - made by Onil
- Civilian icon for all kits and no icon for all vehicles - tweaked by Onil & Zwilling
- Reduced ammo on all weapons / Slightly increased for Zombie version - tweaked by Onil
- Broken Enfield, SKS and Norinco - created by Zwilling
- Crossbow weapon - coded by Zwilling (using Lt. Nomad's meshes and EnemySniper's animations, tweaked by Heureux)
- Grab item tool - coded by Zwilling & animated by Heureux (concept by Onil)
- Admin PR-BOT deployer - coded by Zwilling & Hjid (concept by Onil)
- Patches Kit deployer - coded by Zwilling (concept by Onil)
- Zombie weapons - created & tweaked by Zwilling & Onil
- Kits stay alive for 1 hour instead of 5 minutes - tweaked by Onil

- Vehicles:

- Zastava Van textures - tweaked by Altfuture & Onil
- Civilian vehicles unlocked for both teams (locked again for Zombie version) - tweaked by Onil & Zwilling
- Civilian car & Zastava with reduced seats - tweaked by Zwilling
- Civilian broken cars - tweaked by Zwilling
- Gary with added seats - coded by Zwilling
- Technicals with different seats and added objects - coded by Zwilling
- CB500 bike texture - tweaked by Onil
- German/Canadian G-Wagon texture - tweaked by Onil
- French Renault Support truck texture - tweaked by Onil
- VW Beetle from BGF (Permission from Aserafimov) - ported/tweaked by Zwilling & Onil
- Scout MK III Ultralight Plane - created by CliveWil & ported/tweaked by Zwilling & Onil
- Dinghy Row Boat from BF Pirates 2 (Permission from Afterdune) - ported/tweaked by Zwilling
- Bronco Jeep, Mack Truck and Street Van from IS Nitro (Permission from Cassio & Jaz) - ported/tweaked by Zwilling & textures by Onil & Jaz

- Statics:

- Tent from BF Pirates 2 (Permission from Afterdune) - ported by Zwilling
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P.S: Sorry if I forgot something or someone, it's hard to keep track :p

Project Team:

- Project Lead: Onil - Project Managing, Concepts, Coding, Custom Textures/Icons, Map Audits
- Python Coder: Hjid - Coding and Debugging (Pure Awesomeness!!)
- BF2 Coder: [R-CON]M42 Zwilling - Weapon & Vehicle Coding (Great Dedication!!)
- BF2/Python Coder: Mats391 Coding all sorts of crazy ideas (Recent Re-enforcement :D )
- Mapper: [ODG]Rabbit - Map Tweaks (PR:Z - Always available to help :) )

Project Contributors:

- Animator: Pvt.LHeureux - 1p Animations (SGE 1)
- Exporter: dodek96_pl - Bundledmesh Exporting (SGE 1)
- Exporter: Cassio - Bundledmesh Exporting (PR:Z)
- Coder: Hawker - Control Panel (SGE 1)
- Coder: UTurista - Installer/Updater/ControlPanel (PR:Z)
- Video: [R-CON]Lordas - Trailer and 3d Renders (PR:Z)
- Texture: Jaz - IS Nitro Vehicle Re-Texturing (PR:Z)

Extra Credits:

- Lt. Nomad (BFSP Forum) - Crossbow & Arrow Meshes
- EnemySniper (BFSP Forum) - Crossbow Animations
- [R-DEV]Spush - Clothes Textures
- CliveWil - Scout MK III & Mosquito Vehicles
- Cassio & JazzDevil - IS Nitro Vehicles

Special Thanks:

[3dAC]Blip2 - Server Hosting (SGE & PR:Z)
[R-CON]Rodrigoma - Map Tweaks (SGE 1)
[R-DEV]Vapoman - Map Tweaks (SGE 1)
[R-DEV]BloodyDeed - Debugging/Code Advisor & Server Hosting (SGE 1)
[R-DEV]Afterdune - Debugging/Code Advisor (SGE & PR:Z)
[R-DEV]AFSoccer - AASv4 Advisor (SGE 1)


If you would be interested in helping out, please send me a PM. We are in need of another mapper for the audits, another python coder, a modeller and a 3p animator.

The Survival Games Events will be not just for the fun of it but also to test some gameplay aspects to see if such a concept would work well when further developed for a PR-Z minimod.

We are working hard on completing the requirements for the SG Event aswell as trying out new things in the hopes of adding some unique features. Once everything is ready for the SG Event, we will not only organize it and perhaps improve it but also consider developing PR-Z. For that to happen, we will need some help from not only the modders to do the work but also the community to show their interest and support on this project.

I would like to ask you to post here if you would like to see PR-Z being developed and perhaps even make some suggestions of your own on things you would like it to have.

EDIT: The first Survival Games Event was successful, we are working on improving the minimod for the next events. You can see some videos of it in this thread and on the events thread: https://www.realitymod.com/forum/f376-pr-event-news/117591-survival-games-event-new-post.html. Enjoy!
Last edited by Onil on 2015-05-01 00:08, edited 66 times in total.
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Yrkidding
Posts: 729
Joined: 2008-08-21 23:16

Re: [Project] Survival Games / PR-Z

Post by Yrkidding »

Interesting... if you need a tester let me know!
Adriaan
Retired PR Developer
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Re: [Project] Survival Games / PR-Z

Post by Adriaan »

Sounds promising. :)
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: [Project] Survival Games / PR-Z

Post by Onil »

Here's some early WIP of the civilian players - Meet the brothers:

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Again mostly for testing purposes and probably not the final version if we do get a more experienced guy to do the reskins. This is basically just a reskin made out of two militia skins to combine parts of cloths that were in different texture files. Also tried to clean the camouflaged paint out of the face of the first one and used the face of a german skin for the second one.

The objective of this WIP reskins is to check how certain soldier models will look with the reskin and kit geometries from other factions. Trying to create a civilian look while only using what already exists.

Unfortunately, each skin/texture file was made differently in terms of UV mapping so it's not all that easy to combine different textures into the same one.

I've been searching for tutorials about making a skin texture from scratch.

We also might have one more coder on board so we can start working on the weapons in the list.

Wish us luck!
Last edited by Onil on 2012-12-06 07:21, edited 4 times in total.
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Rhino
Retired PR Developer
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Re: [Project] Survival Games / PR-Z

Post by Rhino »

cool, but I have to ask, what is the main difference between this and DayZ? Seems pretty much the same concept but on the BF2 engine which can't go into the same depth as ArmA2 can? Or am I missing something (only skimmed over the OP)?
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: [Project] Survival Games / PR-Z

Post by Onil »

Nop, you're not missing anything.

Yes the bf2 engine isn't great in comparison to others, is that stopping you from continuing to mod for PR ?? We might not be able to add features such as picking up/adding specific gear into our inventory but that doesn't mean we shouldn't develop something like this and still enjoy it.

My main objective was only the survival games and that is what the event is going to be about, no zombies involved. The concept of such an event comes from the movie "Hunger Games", DAYZ used the same concept for an event and that worked great so why not try it in PR?

Survivability is the thing I enjoy the most in military simulations so I wanted to host an event where that was the primary goal, with an environment that will force players to analyze every tactical decision based on its risk. The introduction of zombies in this project is mostly as an extra and not as a requirement or main feature. It was suggested to me and I decided to try to develop it but I will still keep a zombie free option in all the maps that will be modded for the Survival Games.

I wonder if you asked this same question on similar threads created in this forum about a zombie minimod for PR, some even created by members of your team.

I searched the forum for such threads and read plenty of plans, ideas and opinions about such a thing being added to PR. It seems that way before DAYZ (around 2009), there was already quite a big amount of players searching for something like it for PR.

Why? Because PR offers alot that no other game or mod does and so for the ones that truly enjoy it, it would be awesome to have fun stuff like zombies while still keeping and using the rule-set and huge amount of content of such a mod.

Hope that answers all your questions.
Last edited by Onil on 2012-12-06 07:36, edited 2 times in total.
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Rhino
Retired PR Developer
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Re: [Project] Survival Games / PR-Z

Post by Rhino »

Onil wrote:Yes the bf2 engine isn't great in comparison to others, is that stopping you from continuing to mod for PR ??
Main reason I'm still working on PR:BF2 is down to 1, its core gameplay which you can't find anywhere else and 2, the foundation we have with all the content that we have etc. If I was starting something from scratch I would be looking for the best engine around to do it on ;)

From what I can tell your modifying most of the core gameplay, and a lot of the content such as pretty much all the vehicles you can't really use?

Anyways best of luck and hope it turns out well :D
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Re: [Project] Survival Games / PR-Z

Post by Onil »

[R-DEV]Rhino wrote:Main reason I'm still working on PR:BF2 is down to 1, its core gameplay which you can't find anywhere else and 2, the foundation we have with all the content that we have etc. If I was starting something from scratch I would be looking for the best engine around to do it on ;)

From what I can tell your modifying most of the core gameplay, and a lot of the content such as pretty much all the vehicles you can't really use?

Anyways best of luck and hope it turns out well :D
See, your reasons to continue modding are the same ones I have for doing this for PR instead of some other game...

Yes, the gameplay won't have much to do with what PR currently has since you have no objectives like flags or caches... just surviving.

But I don't think I will need to modify that much content for this since I'm only planning on modding a max of 3 maps and will re-use most of the content that I have already duplicated/created for the first one.

I had to duplicate multiple weapons to reduce ammo, duplicate some civilian vehicles to unlock them for both teams, creating new pickup kits, etc. Most of this is already done and the first map is ready for testing. And guess what, all done with Notepad++ :)

Some stuff is on hold until 1.0 gets released since I will need to redo alot of work and I plan on modding one of its new maps.
Last edited by Onil on 2012-12-06 08:21, edited 1 time in total.
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Pvt.LHeureux
Posts: 4796
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Re: [Project] Survival Games / PR-Z

Post by Pvt.LHeureux »

Do you want to make the Crossbow an actual weapon shooting arrows/bolts or use the zipline?

What kind of maps are you thinking about too? Forests? Cities?

Which kind of weapons do you want to use, melee? Assault Rifles? Pistols?

I'm really excited for this and ready to help animate some 3D sights if you need to (like the crossbow) :)

I can see a map with some STALKER/Tchernobyl elements to it!! :D
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
lucky.BOY
Posts: 1438
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Re: [Project] Survival Games / PR-Z

Post by lucky.BOY »

Will you have Cornucopia? That is a really good element i think, with players sapwning near it and having the choice to run into the bloodbath or run away into the wilderness.

And also, perma-death? <- Would really be fun for a one-server event, but if you could hop servers after death, it would really add to the game imo.

@Rhino, I for one cant really get over Arma's dreadfull player animations that really ruin anything infantry related for me, so its good to see this survival stuff on Bf2. Granted this will be more of a deathmatch then what DayZ is, but i dont mind that really.
Rhino
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Re: [Project] Survival Games / PR-Z

Post by Rhino »

lucky.BOY wrote:@Rhino, I for one cant really get over Arma's dreadfull player animations that really ruin anything infantry related for me, so its good to see this survival stuff on Bf2. Granted this will be more of a deathmatch then what DayZ is, but i dont mind that really.
Same, I also hate the way ArmA2 "feels" for the player but from what I've heard the DayZ team is trying to address that for the full, interdependent release.
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-=anders=-
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Re: [Project] Survival Games / PR-Z

Post by -=anders=- »

Yeah the things Ive hated most about OFP->Arma2 are the stiff animations regarding handling things.
The movement animations are ok, but when interacting with things, its by then I loose interest.
Also I hate the fact that the sound is depending on the fps ingame. A gun shoots faster with faster fps in Arma2. With the bf2 engine it doesnt matter if your fps is low, the sounds will still get synced.
Also I hate the laggin in Arma2 engine. So yeah, many things. :)
[img]https://dl.dropboxusercontent.com/u/11035283/anders_prsig.png[/img]
PR:BF2 Sound & VisualFX

sweedensniiperr
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Re: [Project] Survival Games / PR-Z

Post by sweedensniiperr »

for the zombie one taking inspiration from the recently held event..

give the survivors a spawnpoint that doesn't appear after like 10min, giving the zombies time to setup fobs/hideouts. They will have the same code as insurgents have, they don't need crates. They will have spawnpoints all over the city, but they will disappear after a little while.

You can modify maps aswell(you'll have to). You can make various scenarios with it. For example in burning sands, the survivors aren't allowed to touch the sand. You can make a DoD for the survivors in the sand so they can't walk there but the zombies can.

black circle, spawn
purple, helicopter
blue, survivor dod(the roads should be like the where it says "DoD", i couldn't be arsed with doing all the roads. *all roads are free from dod.
red, zombie dod
Spoiler for \"image\":
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You can make it so that the dod around the roads are thick enough to kill a survivor if he tries to go for it but thin enough for him to go through with a vehicle - like a helicopter. At his destination(a single flag on the map, with a DoD for the zombies aswell, he caps it, wins.

running with this would be cool to have a server script that puts everyone with a death on the one side.
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Onil
Posts: 1232
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Re: [Project] Survival Games / PR-Z

Post by Onil »

Pvt.LHeureux wrote:Do you want to make the Crossbow an actual weapon shooting arrows/bolts or use the zipline?

What kind of maps are you thinking about too? Forests? Cities?

Which kind of weapons do you want to use, melee? Assault Rifles? Pistols?

I'm really excited for this and ready to help animate some 3D sights if you need to (like the crossbow) :)

I can see a map with some STALKER/Tchernobyl elements to it!! :D
I would like to have the crossbow firing actual arrows.

In terms of maps, I started with a big city map but have plans to do it on a forest map as well besides one other map that will be in 1.0.

In terms of weapons, every kit has melee. I've used mostly insurgency weapons as I want the majority of the weapons in game to be single fire and iron-sights but you also have some Snipers and AR's that are rare and difficult to find. As I said before, almost everything has a random spawn and the timing for spawning a specific group of weapons will be controlled by the admin.

Your help on the sights for the crossbow is appreciated, I might have a coder to do the rest of the work on it to get proper crossbow action :D
lucky.BOY wrote:Will you have Cornucopia? That is a really good element i think, with players sapwning near it and having the choice to run into the bloodbath or run away into the wilderness.

And also, perma-death? <- Would really be fun for a one-server event, but if you could hop servers after death, it would really add to the game imo.

@Rhino, I for one cant really get over Arma's dreadfull player animations that really ruin anything infantry related for me, so its good to see this survival stuff on Bf2. Granted this will be more of a deathmatch then what DayZ is, but i dont mind that really.
In the first map there is the option to go for the center of the circle and be the first to pickup a weapon but there are only two kits and of low importance. Still it is better to have a shitty weapon than none at all. For this event, you are out as soon as you die the first time so basically we will use different players for each round and the last one is only with the winners. After the event, the plan is to have so that if you die, you swap team and become the zombie until you kill an X amount of humans.

I couldn't agree more on the dreadful animations from Arma... In regards to the difference between this and DayZ, we will do our best to improve the gameplay in terms of implementing certain needs but it will be difficult with this engine.
Last edited by Onil on 2012-12-06 14:02, edited 1 time in total.
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Onil
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Re: [Project] Survival Games / PR-Z

Post by Onil »

sweedensniiperr wrote:for the zombie one taking inspiration from the recently held event..

give the survivors a spawnpoint that doesn't appear after like 10min, giving the zombies time to setup fobs/hideouts. They will have the same code as insurgents have, they don't need crates. They will have spawnpoints all over the city, but they will disappear after a little while.

You can modify maps aswell(you'll have to).
The zombies will work with Coop and you will still not have a minimap or a chance to place or even choose a spawn point. Survivors have a fixed spawn point location while the zombies have a randomly selected spawn somewhere in the city. This means you have no choice in the matter, the script chooses the spawn for you.

Of course maps have to be modified for this minimod but you can't over-complicate things and the map choice has to be very well though to give a good environment but at the same time, prevent certain situations from being too common.
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Kevokpo
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Re: [Project] Survival Games / PR-Z

Post by Kevokpo »

it is somehow like omnicide mod, I had a lot of ideas based on that excellent zombie mod for BF2 and I still play it sometimes XD
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Onil
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Re: [Project] Survival Games / PR-Z

Post by Onil »

Well, feel free to make suggestions then ;)
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Kevokpo
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Re: [Project] Survival Games / PR-Z

Post by Kevokpo »

What I thoguht was very simple, because of my lack of understanding how everything works, so my original idea was to make a minimod of zombies, not like dayz or wargames (and it was thought for the zombie events, but I never participated in one so I guess it would be similar). The minimod would have different gamemodes, one mode would be survival on every 1km x 1km map on PR about. All maps will be at night or will be very dark. There will be hidden kits on random locations of the map, Survivors will start with pistols and will have to find other weapons or just dropped ammo crates and they would have to survive half an hour, as soon as a zombie kill a survivor it becomes a zombie, no chance to revive, etc. The second was to make an escape mode Where survivors have 1 spawn point and have to reach a certain area on the map to escape, BUT that area is closed but fences or anything so they have to search in certain points that are randomized for kits, to increase their survability and the engineer kit to break those barricades, wires, etc.Survivors will only start with pistols, and it will only be on 2km x 2km and 4km x 4km maps, and all maps will be at night or dark like Silent Eagle for example. Then There was another mod also with the last maps that will be like normal AAS but against zombies, and there wont be Survivors there would be conventional army forces. There has been a lot of time since I planned and thought about this so I don't remember exactly how would I do this but these are the basics ideas of what I thought.

I hope this make you think and make even more interesting ideas

cheers.
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Onil
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Re: [Project] Survival Games / PR-Z

Post by Onil »

here's civilian player number 3:

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Thanks to Spush for the help.

I'm planning on having between 6 and 8 civilian skins. Lets see if we can manage that without too much work.
Last edited by Onil on 2012-12-08 17:23, edited 1 time in total.
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Arc_Shielder
Retired PR Developer
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Joined: 2010-09-15 06:39

Re: [Project] Survival Games / PR-Z

Post by Arc_Shielder »

Great work so far, I really love those survivor skins.
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