Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Apr 16, 2024 10:54 pm
All times are UTC + 0
Zombie campaign
Moderators: SuperJoe
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Feb 09, 2013 1:49 pm    Post subject:  Zombie campaign Reply with quote  Mark this post and the followings unread

Beside doing the Reform mod, I've always kind of wanted to do a zombie based mod in RA2. But since there's no way I would start another mod project from scratch, I've been thinking of adding a small bonus campaign to Reform. Bit like the dinosaur and giant ant campaigns in the previous C&C games. The plot could be a predictable Nod experiment gone wrong, releasing tiberium zombies everywhere.

The focus would be on infantry units, fighting against overwhelming number of zombies who have low hp. On the other hand, if one of them got close enough to attack you, it would be pretty much instant kill. Think both sides being fragile would make the campaign more intense since you'd have to rely heavily on reaction times and careful movement. The missions would have multiple objectives, and you would not have time to accomplish them all. This would force you to make quick decisions and prioritize between goals. Could also give the L4D cast a role in the campaign since I've been doing SHPs of some of them Smile

Though would have to create SHPs for the zombies too. And maybe think of a few unique zombie types. Interested to see what kind of stuff the TS logics could be used for zombie type units.

_________________

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Feb 09, 2013 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sounds good.
I would suggest using vehicles as zombies as well, so you can use the visceroid logic. If a zombie touches an infantry it turns it into a zombie as well.

Cyborg logic would be surely useful too, so the zombies can keep crawling to you with one leg and arm shot away (or limping on one badly damaged leg)


I wouldn't give them too low HP, only a very slow speed. So you have a nice weapons firework from your machine&gattling guns. (the resident evil zombies would be a nice base)

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sat Feb 09, 2013 5:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, you can add wave after wave - like tower defense game style. But at wave one, zombies have low health and speed then second wave the zombies have more HP and speed. Probably you can add some special tiberium zombies. Once you have kill enough zombies, the map can expand and you can explore to find more survivors or have your faction to send you in more troops. Just a thought.

_________________
Mod Leader and founder of World Domination


Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Feb 09, 2013 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I wouldn't give them too low HP, only a very slow speed. So you have a nice weapons firework from your machine&gattling guns. (the resident evil zombies would be a nice base)


Could also go with the "modern" fast zombies. Slow zombies might be exploitable if your own units can keep outrunning them. Don't think fast zombies would need much work on the SHP either, they could basically look like the ordinary TS civilians, but maybe with ripped clothes and some other minor details.


Zero18 wrote:
Well, you can add wave after wave - like tower defense game style. But at wave one, zombies have low health and speed then second wave the zombies have more HP and speed. Probably you can add some special tiberium zombies. Once you have kill enough zombies, the map can expand and you can explore to find more survivors or have your faction to send you in more troops. Just a thought.


That's a nice idea for one of the missions. Could have you building base defences to defend a key area, while having to venture out into the city at the same time to collect more supplies (money) to fund your base defences, repairs and units.

_________________

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Feb 10, 2013 12:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Being a bit of a L4D fan, a mixture of zombie varieties might be most fun.

Back to top
View user's profile Send private message
Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sun Feb 10, 2013 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:

Zero18 wrote:
Well, you can add wave after wave - like tower defense game style. But at wave one, zombies have low health and speed then second wave the zombies have more HP and speed. Probably you can add some special tiberium zombies. Once you have kill enough zombies, the map can expand and you can explore to find more survivors or have your faction to send you in more troops. Just a thought.


That's a nice idea for one of the missions. Could have you building base defences to defend a key area, while having to venture out into the city at the same time to collect more supplies (money) to fund your base defences, repairs and units.


Yeah, also, perhaps you can also add like hijackers so that the players can steal abandoned vehicles and use them against the zombies too  Rolling Eyes

_________________
Mod Leader and founder of World Domination


Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Feb 10, 2013 11:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a little test of how zombie gameplay would work out (with fast zombies). I adjusted the weapon ranges to be much higher, otherwise the infantry would barely get to fire on the zombies before being attacked. Think this could turn out to be alot of fun. When the zombies get attacked they start moving even faster due to having Crawls=no in art.ini. Didn't adjust the warhead properly for the test, the zombies shouldn't be able to kill the building that quickly.



zombiewave.gif
 Description:
 Filesize:  537.76 KB
 Viewed:  3150 Time(s)

zombiewave.gif



_________________

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 10, 2013 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
When the zombies get attacked they start moving even faster due to having Crawls=no in art.ini.

It's the Fraidycat=yes key in rules.ini Wink

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Feb 10, 2013 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

It's the Fraidycat=yes key in rules.ini Wink


Fraidycat in itself doesn't cause speed boost, only makes them move around when they get attacked. The extra speed comes from an infantry unit being able to crawl in rules.ini (Fearless=no), but not being able to crawl in art.ini (Crawls=no).

_________________

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 10, 2013 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting. I thought it's the fraidycat key giving the speed boost.
Do you found out about how much the speed is boosted and how long it lasts? Is there a key controlling the boost amount?

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Feb 10, 2013 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Do you found out about how much the speed is boosted and how long it lasts? Is there a key controlling the boost amount?


They move quite a bit faster, for as long as they are "crawling". A fun special case for this are cyborgs. When they lose legs they are always crawling, and if you give them Crawls=no they get a permanent speed boost when they lose the legs. Kind of stupid. Doubt you can control the speed boost specifically, it's just based on the normal speed of the unit. Interesting how the crawling animation is played faster than the walking animation in general. Maybe WW intended the Crawls key specifically to be used with Fraidycat, to make the civilians run around really fast when they get attacked.

I used this oddity with police units armed with pistols. When they get attacked they "panic" (no Fraidycat though) and start running faster. If you stop them while they are in this mode, they go to kneeling position and can fire the gun from there. Looks kind of cool.

_________________

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Feb 10, 2013 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Interesting how the crawling animation is played faster than the walking animation in general.

That gave me a little trouble when i created the cannon cyborg for TI, as i wanted it to limp and actually move slower. So i had to give the crawl (limping) frames twice or 3-times as many frames so the limping looks as fast as the normal walk or even a tad slower.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1886s ][ Queries: 14 (0.0104s) ][ Debug on ]