Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Nov 12, 2007 2:59 am Post subject:
Zombie Mod [YR]
Basically, the mod is a survival, tactical gameplay conversion that puts you as either the Civil Authorities or the US Military, as you try to fend off the hordes that have surfaced in the wake of a sudden outbreak.
As of now, the mod is in beta stages, with every infantry/zombie added, and 2 vehicles.
-Civilian units will include Police Officers, SWAT, Police Cars, Technicians, Engineers and medics, but are not limited to them.
-The Military units will include M16 armed soldiers, MGers, (Demolition) Engineers, Medics, Snipers, Abrams Tanks, M113 APCs and HMVEEs. Typical military units.
-As for the zombies, there is going to be 4 types. Two of those types, when they kill infantry, will turn them into infectious zombies. The other two will not.
There are other units, but I don't want to do the "Long Boring List" thing.
I'm hoping to do some interesting gameplay elements that will make the game more tactical.
No Resources
Tech Oil Derricks/Crates have greatly reduced value. What you buy at the beginning is all you will likely get. (WF/Bar are free, limited only 1 ever buildable).
Vehicles will not be all-mighty
-All vehicles will accelerate to top speed (no easy getaways)
-Abrams Tank will be limited to 10 shells, and will take 100 seconds to reload an extra shell
-Zombies will be able to easily destroy most vehicles (when in hordes)
-Slow ROTs
-NO CRUSHING- This is really just a gameplay thing, because with crushing, all you would have to do is take that 1 Abrams Tank and smash every single zombie on the map. No strategy in that.
-Vehicles will not count toward your presence on the map. If you lose all of your soldiers and your Command Center, it is gameover.
No Real Base Building
-The CY (Command Center) will provide you Radar and a limited amount of power. You will be able to construct an unlimited amount of sandbags, that is about it.
-Barracks/WF will be limited to "-1", or one buildable ever. They will be free to build.
-Base Defenses will be limited to "-5" of each type (you cannot even afford that much with max money). There will be 3 types- A Guard Tower, which is longer-range but less durable, Pillbox, which is shorter range but more durable and a MG Emplacement, which is Military exclusive, and is extremely powerful, weak but shorter range.
Objective Based?
Multiplayer might be objective based. An example would be-
Player 1 gets control of a police perimeter with civilians inside
Player 2 gets a WF/Bar and has to build a supporting force
Player 3 (optional) has to destroy the two player before X amount of time, or kill all the civilians.
The zombie player may find himself forced to hunt down isolated civilians to bolster his ranks, then move onto the other players.
There is more info, but I am tiring of typing...
So, here is some images-
Spoilers- they all die.
Why the hell are Engineers running amidst hordes of Zombies? YOU TELL ME, I'll pass it back.
I am screwed in so many ways in this Screenshot...I am about to lose my WF, with an IFV as my last unit, and it is surrounded by a horde.
This poor fellow does not even have a weapon.
I had 5 defensive positions outside the walls, each with .50cal Machine Guns. They are about to break through, but they only open up a breach here.
Now this is a good one. A group of Machine Gunners hold off a horde while an Abrams Tank fires in support. HMVEEs are on standby to provide cover, with a sniper waiting as well. SPOILERS: They all die, including the tank, which gets surrounded and destroyed by about 20 zeds.
I am not going to follow any established zombie canon, and this is not a <Insert> to YR mod. QUICK_EDIT
Sweetness. It should definitely have objectives in the missions. It'll be more RPG-like. Maybe you'll end up finishing this project before the other three?(I want to see how far this goes myself.) _________________
Now on ModDB! QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Mon Nov 12, 2007 5:00 am Post subject:
I say, no crushing + zombies = no fun!
Crushing is good, crushing is fun.
Me wants crushing!
Though... whats with useless civies? _________________ DUNK! QUICK_EDIT
Interesting. I like the smaller scale. focusing on few units. great for gameplay. definately need to protect your assets.
will there be a playable "Zombie" factions. Units can be pretty interesting, like large hulking abominations can be anti-tank units and spitting zombies can mutate civilians into zombies.. rather than using credits they either need to infect more humans or have building that can produce a limited amount of zombies.? graveyard or something. _________________ Delirium.. QUICK_EDIT
Let me crack back open my RA2 and YR under some 5 or so years of dust.
And those guys in the second last screenshot look cartoony...
EDIT: So far my attempts have failed at finding it _________________ <a href="http://photobucket.com" target="_blank"><img src="http://i150.photobucket.com/albums/s101/ordo-058/done.png" border="0" alt="Photo Sharing and Video Hosting at Photobucket"></a> QUICK_EDIT
Suggestion. Do an infantry death animation which turn killed zombies to half-of-zombie... (Nod cyborg idea) _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Nov 12, 2007 8:39 pm Post subject:
Yurisarmy wrote:
Sweetness. It should definitely have objectives in the missions. It'll be more RPG-like. Maybe you'll end up finishing this project before the other three?(I want to see how far this goes myself.)
Well, the mod is in beta stages. The other projects have been sidelined because well...I needed a break from them. I hope you all can understand that testing your own mod over and over and over for gameplay gets boring after a while.
gufu wrote:
I say, no crushing + zombies = no fun!
Crushing is good, crushing is fun.
Me wants crushing!
Though... whats with useless civies?
Civy side? The civy side is not useless. They have come out to be the more balanced side, some issues being encountered with the Military side are making them a bit too strong.
As for tank crushing, I don't want it because, it would be fun, but would not present a challenge. It removes the danger of being caught up in a horde, and again, puts vehicles in the dominant field. Vehicles are going to be relugated to support.
Ickus wrote:
Interesting. I like the smaller scale. focusing on few units. great for gameplay. definately need to protect your assets.
will there be a playable "Zombie" factions. Units can be pretty interesting, like large hulking abominations can be anti-tank units and spitting zombies can mutate civilians into zombies.. rather than using credits they either need to infect more humans or have building that can produce a limited amount of zombies.? graveyard or something.
Well, right now zombies are buildable by both sides for the sake of testing, but I may include a Zombie side.
As for zombies, I am going with the direct combat type, but the top-tier zombie, I guess you could call it, would be, if I ever got something better then a recoloured mummy sprite, would be a rather large fellow. Zombies in skirmish in the first release will probably have a money system, but later on, I will modify Westwood maps and populate them, to allow for a non-conventional infection gameplay.
Team Black wrote:
Well, this looks awesome
not so serious, but still very fun looking
How serious can you make it look with a lack of dark maps, cheap recolored infantry and light-brown mummies?
Thanks.
Jabberwoky aka Gangster wrote:
Suggestion. Do an infantry death animation which turn killed zombies to half-of-zombie... (Nod cyborg idea)
Half zombies sound like an interesting concept. This sort of zombie could have rudimentary weapon operation + high durability.
Gosho wrote:
I like it a lot. But, zombies are spawned by map triggers or what?
Right now, I am retooling the Allied AI to send hordes at you. AI attacks in real multiplayer maps will probably be done through invisible barracks buildings (or off-map if possible). Alternatively, they will be spawned by map triggers.
The finished AI will be quite brutal, but will give you time to prepare. Hopefully it'lll end up quite dynamic/challenging because of the fact it will send only 4 unit types at you, making the "Who does what and when" question easier to answer.
DaFool wrote:
is multiplayer gonna me more like a skirmish game or a survival game?
Well, so far, I have lost every time since I fixed the AI and made it work right. The only times I have won is when I get something like a Slave Miner or a War Miner. You don't of them too highly as weapons in RA2, but damn, they gun down the hordes in the mod. Yesterday, I got a War Miner in a crate, and managed to gun down a horde of about 50 zombies over the course of 5 minutes of intensive micromanaging.
In short, so far, every game has ended up in me losing, I have not succeeded in an attack with the unit set of the mod. So yeah, survival pretty much.
Now as for progress and beta release, that could be anywhere from next week to Christmas. I don't work well with self-set deadlines, especially with something like this.
I've got sound effects VERY much covered, no seriously. But, this mod goes into an area not of my expertise. If I am left to attend to my own resources when making this mod, you will likely end up with Doom III zombies in the cameos.
So, I have few simple requests.
-Could someone recolor Vladimir and his Shotgun variant on YRArg to wear a blue uniform (with remap), without making the poor fellow look blue in the face?
-A SEAL recolor in which his uniform is black, not his entire body.
-A place where I could find decent zombie pictures (or I go Doom III).
I will try to get more screenshots later today. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
What are the types of Zombies you have?
Will there be fast zombies like in 28 days later..just to add variation. or those nasty bloated creatures in Hell Gate: London.
well anyways I was thinking something like this.
(boring list!?) :O
Zombie Types? wrote:
-Corpse. (wanders around ,cant infect)
-Freshly turned zombies.that haven't really figured it out yet. slow moving and weak. it might even attack its own kind.
-Zombie. (can infect at veteran stage)
-After a few hours the zombie has better control of its body. the virus has yet to become contagious. the virus is a weak strain which will produce a corpse.
-Infected. (ranged attack 2-3 cells)
-A mutation of the original virus which only works its way into the brain and spine, leaving the rest of the body in a living state this gives it living quality of the person more durability and faster reflexes.. Infection is only spread by projectile body fluid the body tries to rid of it due to its highly noxious state.
-Undead- ( infects and has Cyborg death crawl)
-Virus has evolved and altered the cellar state of the host allowing to to take on heavy damage. reports indicate it is highly contagious. but often creates normal zombies.
Canker Zombie-Another mutant variant of the virus strain that accelerates decomposition of internal organs. this causes a buildup of toxin agents within the body cavity. Swelling it twice its size. Cankers are quite fast for their size and will mindlessly attack. which a neuron misfires and triggering production of a catalyst which causes the Canker to explode. Leaving toxins and infectious agents in the air, effectivly infecting anyone unprotected.
-Gravewalker.-A mass of zombies that collected together to form one large slow abomination. These can smash armor and crush any unlucky vehicle or soul caught in its path. However it is fear for the ability to lob large globs of infectious sludge. The older they get the more toxins are produce internally. This gives it the ability to spew several lobs of toxic fluid, effectively infecting unprotected infantry caught within the blast radius. It is a slow process, but very devastation. Be wary when attempting to destroy one. the unstable mixture of organic compounds can create a nasty explosion of contaminates.
--Corpse Daddy.- (.)
-These are strange critters, looking like a large brain-like growth, supported by nasty tendrails, unknown about their origins, rare but they seem to have the ability to control a group of wandering zombies and rare occasions healthy humans. it is not know how they do but caution, best to exterminate them before they amass a horde.
for cameos maybe take a look at screenshots of zombie movies but be careful....gotta watchout for copyrights..! and for buildings maybe overruned labs or hospitals. graveyards maybe. _________________ Delirium.. QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Tue Nov 13, 2007 3:07 am Post subject:
Quote:
-Corpse. (wanders around ,cant infect)
-Freshly turned zombies.that haven't really figured it out yet. slow moving and weak. it might even attack its own kind.
Uh-oh... Berserker=yes?
^
difference other than streingth?
V
Quote:
-Zombie. (can infect at veteran stage)
-After a few hours the zombie has better control of its body. the virus has yet to become contagious. the virus is a weak strain which will produce a corpse.
Quote:
-Infected. (ranged attack 2-3 cells)
-A mutation of the original virus which only works its way into the brain and spine, leaving the rest of the body in a living state this gives it living quality of the person more durability and faster reflexes.. Infection is only spread by projectile body fluid the body tries to rid of it due to its highly noxious state.
it vomits on enemy...
Quote:
-Undead- ( infects and has Cyborg death crawl)
-Virus has evolved and altered the cellar state of the host allowing to to take on heavy damage. reports indicate it is highly contagious. but often creates normal zombies.
Canker Zombie-Another mutant variant of the virus strain that accelerates decomposition of internal organs. this causes a buildup of toxin agents within the body cavity. Swelling it twice its size. Cankers are quite fast for their size and will mindlessly attack. which a neuron misfires and triggering production of a catalyst which causes the Canker to explode. Leaving toxins and infectious agents in the air, effectivly infecting anyone unprotected.
-Gravewalker.-A mass of zombies that collected together to form one large slow abomination. These can smash armor and crush any unlucky vehicle or soul caught in its path. However it is fear for the ability to lob large globs of infectious sludge. The older they get the more toxins are produce internally. This gives it the ability to spew several lobs of toxic fluid, effectively infecting unprotected infantry caught within the blast radius. It is a slow process, but very devastation. Be wary when attempting to destroy one. the unstable mixture of organic compounds can create a nasty explosion of contaminates.
Same as above
Quote:
--Mindspider.- (.)
-These are strange critters, looking like a large brain-like growth, supported by nasty tendrails, unknown about their origins, rare but they seem to have the ability to control a group of wandering zombies and rare occasions healthy humans. it is not know how they do but caution, best to exterminate them before they amass a horde.
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Tue Nov 13, 2007 3:59 am Post subject:
Interesting ideas, but I dont have much time to respond, so I'll just tell you what the 4 zombies are-
Fresh Corpse- The Fresh Corpse is the generic undead, and can withstand 15 shots with a Pistol before being layed to rest. Slow in attacking and moving, the Fresh Corpse is the least threatening. It is not infectious, and does not bolster undead numbers by killing humans. When faced with vehicles, a Fresh Corpse can try to rock the vehicle, inflicting minor damage.
Biohazard- The Biohazard is only slightly better than the Fresh Corpse in terms of speed, but hit for over 50% more damage, and cause killed humans to rise as biohazards. They auto-heal.
Beserker- Like the 28 Weeks Later "rage" victims. They are the fastest, they hit the fastest and do the most damage to vehicles. They are about twice as durable as Fresh Corpses, also.
Shambler- The big bad zombie, it hits for the most damage against infantry, and is the second fastest to move and attack. They have same amount of hitpoints as the Abrams Tank (500). Killed humans rise as biohazards.
You pose some very interesting ideas concerning ranged zombies. It is one thing I was not interested in until now. They may just be the cure to the issues I am having with the Military and M16s. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
ah interesting. came pretty close. I see, seems Zombies weakness is lack of ranged units. and the human factions a dependency on ranged stuff.
maybe a use of gattling gun logic to create an adrenaline effect in shamblers. or any unit that increases its ROF over a period of time.
yea I imagined the Gravewalker as an artillery unit. it also has ammo limit. 4 or something.
Corpse Daddies, spider like creatures that is main job is to round up neutral zombies. (due to owner limit of the makeinf). With possibly the added bonus of mindcontrolling infantry..or having parasite logic for tanks? or maybe something else..I kinda imagine large "dogsized" severed hands running across the battledfield.
I think maybe some resources could be graveyards and the zombies use (slaveminer logic) skeletons to harvest body parts..into some butcher shop or something.. and the ore drill can be a tombstone or some grave marker...just a thought.
->any zombie dogs or animals?.. cankers can be mutated cows. _________________ Delirium.. QUICK_EDIT
Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Wed Nov 14, 2007 3:32 am Post subject:
Yeah I own Tiberian Sun and Firestorm, used to own both RA1 and TD, and C&C 3(dont play it much) and D2K(it isnt exactly C&C, but come on total rehash of original C&C with the atriedes and harkonen feel slapped over top of everythin)
If I didnt have any C&C games do you think I'd even bother coming here? _________________
Oh, fuggerbuggerrit! QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 14, 2007 3:33 am Post subject:
Pictures!
The hordes got to my brave soldiers. I had 8 Machine Gunners and about 6 Privates.
The hordes overwhelm my position, and in desperation, I throw out Privates, which do little against the enemy's numbers. Matter of fact, the enemy gets more numerous due to my efforts.
Attempt 2:
I go all vehicles, building my Barracks to get an Engineer to capture an Oil Derrick only. My original force is 3 Abrams Tanks and 8 HMVEEs. My base is destroyed, so I move out with my remaining forces, and attempt to sweep out the map.
My Abrams are destroyed by now, and only my HMVEEs remain.
I am down to my last 3 HMVEEs following an intense battle. This is a perfect example of encirclement by zombies. The HMVEE has nowhere to go, and will soon be DEAD.
Gameover. As you can see, vehicles are not the omnipotent gods of war they are portrayed as in RA2 and YR.
_________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Wed Nov 14, 2007 3:57 am Post subject:
xenology_311 wrote:
Yeah I own Tiberian Sun and Firestorm, used to own both RA1 and TD, and C&C 3(dont play it much) and D2K(it isnt exactly C&C, but come on total rehash of original C&C with the atriedes and harkonen feel slapped over top of everythin)
If I didnt have any C&C games do you think I'd even bother coming here?
Novelty?
Anyway - this seems to be a great thing.. but why zombies are remniscent of the ooze, picture of which I posted yearlier. _________________ DUNK! QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 14, 2007 4:00 am Post subject:
EVA-251 wrote:
Team Black wrote:
Well, this looks awesome
not so serious, but still very fun looking
How serious can you make it look with a lack of dark maps, cheap recolored infantry and light-brown mummies?
Thanks.
_________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Wed Nov 14, 2007 5:34 am Post subject:
Novelty, that's funny. As for why they look like ooze I dunno, just looks like someone dipped them in mud or something, but who knows beyond the dude who made the brown mummies un the first place? _________________
Oh, fuggerbuggerrit! QUICK_EDIT
very nice idea, reminds me of somthing in starcraft, like a rpg mod or somthing, but what would make this better is a gloomy atmosphere, it looks to cartoonish and bright with the original ra2 graphics, you should play around with the terrain, and maybe make some night based maps _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 14, 2007 3:49 pm Post subject:
EVA-251 wrote:
Team Black wrote:
Well, this looks awesome
not so serious, but still very fun looking
How serious can you make it look with a lack of dark maps, cheap recolored infantry and light-brown mummies?
Thanks.
I may of forgot to mention it, but I plan to be redoing stock YR maps to be darker and include civilians. I'll be removing the glow in the dark ore from the maps as well.
Future releases may have bloody deaths for humans, but since Zombies have to have NotHuman=yes, so players cannot have their zombies kill enemy zombies and turn them to their side, zombies might end up lacking it. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Are the tanks going to do more against infantry due to the ammo? How are you going to make the zombie side more balanced if they end up a playable side since they seem to beat you every time? _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
This mod should be Co-op only and use maps full of triggers with players trying to survive the waves of zombies on low resources with strategy.
Hell, even throw in real objectives. You have to go and destroy Zombie breeding grounds and other interesting missions. Plus it's all co-op which adds to the fun of missions. _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Nov 14, 2007 8:16 pm Post subject:
Gosho wrote:
You could always have negative dark posts added on most maps. And lower the unit brightness by a lot.
I like the mod so far. Any SWs Reinforcements? That'd be cool for the Miliraty side. And maybe international aid for the civilians.
I dont want to do reinforcements like that because unless the reinforcements are really small, it will greatly offset the balance in the mod.
Currently, the Private (basic M16 infantry) costs 350, and would obviously be the most likely candidate for airdrops. Maximum money you can start with in the mod is 5000. With this, you can deploy a maximum of 14 Privates as your force.
With this in consideration, the only good amount of airborne reinforcements would be 2 or 3 guys, which would really make no sense in this sort of situation.
As for international aid, it can't happen. Lets just say that the outbreak is not just localized in the United States.
A good idea, but it could have harmful effects on the gameplay. (14 Privates can hold off alot of zombies).
nikoleah wrote:
OMG! This is going to be one greatest RA 2 mods!
I could like this
Add scary death voices for human units? Gives more affection...
Only if it gets finished, maybe.
As for death voices, RA2's are a little weak. I'll definitely give that thought.
The Colonel wrote:
Are the tanks going to do more against infantry due to the ammo? How are you going to make the zombie side more balanced if they end up a playable side since they seem to beat you every time?
Zombies are about twice as durable as humans. The Abrams Tank can kill about 5 closely grouped zombies, demolish a building in as little as 3 shots, and in head on vehicle engagements, destroy any vehicle in 1 shot but another Abrams Tank. I have not bother to test the tank rounds on humans, I'd say that any infantry in the blast radius will die.
The only reason the Zombie AI wins is because it has no limits. It has practically infinite money, as it can build Ore Refineries, and it gets insane bonuses for gathering ore. It can send practically infinite hordes.
IcySon55 wrote:
This mod should be Co-op only and use maps full of triggers with players trying to survive the waves of zombies on low resources with strategy.
Hell, even throw in real objectives. You have to go and destroy Zombie breeding grounds and other interesting missions. Plus it's all co-op which adds to the fun of missions.
It was the original idea, but due to the complications of testing alone, I had to make an AI for it, so why not include a Skirmish AI?
Entirely new maps will probably function by the premise of "Survival against waves" with another human player. Old maps/darkened-populated old maps will probably stick to the AI battle.
Sure, some maps could involve destroying places where the hordes grow. I'll try to include missions along with the Survival style gameplay. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Joined: 10 May 2007 Location: NERV headquarters in EVA-01
Posted: Wed Nov 14, 2007 9:05 pm Post subject:
Idea, u know the YR map where u have to rescue romanov u could do that.
base is the airport place, zombies strat where russians usually start.
u could make it so u have to go out rescue a dude (whoever u like) then brinh him back to your base before he is devoured by zombies. wot do u think? _________________ U flame me the evangelion series will kill u QUICK_EDIT
In the case of reinforcements it could take a while before even getting any say like more than 10+ mins. and its a rare thing. crate obj. or some radar tower out in enemy territory that must be protected...
which leads to types of missions. ie.
It came from the Graveyard! wrote:
Suburban Hell.
A group of civilians and few military your mission is to rescue as much people as they can. starting out in a suburban area. which then the reinforcements arrive to take those survivors to a safe place..
In the name of Science
is similar but in a city zombies are more dense. word has it top scientists are trapped within the city you have to search and rescue them before they get infected. part of this mission is to destroy the infected hospitals or graveyards. this will limit the amount of zombies considerably. Now you have a chance to search for the scientists to rescue them.
Curing the problem
Protect the scientists from zombies overrunning the techlab as they prepare some antidote or serum..after the timer stops you get some new infantry or something that is quite effective against zombies. (switch the techlab to player house.) and adding challenge their are trucks that contain the serum they need to leave the map. (remember those convoy missions.) You need to protect those trucks from incoming zombies or abominations..etc.
Prescription
Then you find yourself with some newer tech. working directly with the military. The scientists are concern if the effects of a newer serum are effective to take own large groups. The only way to test it is to leave samples in contaminated graveyards or hospitals. you can't destroy them.
You have to send in scientists to key zombie graves (zombie breedings grounds I love that xD) to infect them with a antidote or serum.. kinda like the giant ant missions. .
EndGame
The final mission?. (using the city tileset it is possible to mock the installation levels in RA1)
One of the hospitals contained something horrible and it is rumored this is the place of the initial zombie infestation. confirmed by the scientist who bravely entered something in there needs to be investigated....could it be the Zombie Queen!?
-
another thing you have medics that can heal people and also cure zombie bites. Using ivan bomb-logic and engineer defuse. _________________ Delirium.. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Nov 15, 2007 9:18 am Post subject:
Is this mod for RA2 or YR. If it's for YR, you maybe can change Yuri to a zombie army, so players can also select the Zombie Army to play with. Just a small suggestion... QUICK_EDIT
is there gonna be a story behind this? Like how zombies have come to run amuck? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 03 Nov 2007 Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;
Posted: Thu Nov 15, 2007 4:17 pm Post subject:
Nice stuff here. Those zombies are ... ...awesome.
BTW, I see my version of the GGI , if I am right. _________________
Don't blame the others if you haven't checked your own (in)ability in the first case. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Nov 15, 2007 6:51 pm Post subject:
nice.... the brutes come in mind though..... what if you make it so infantry becomes zombies if they get bitten by a curtain zombie? also use some virus logic.... that be cool QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Nov 15, 2007 9:18 pm Post subject:
DaFool wrote:
is there gonna be a story behind this? Like how zombies have come to run amuck?
No. I don't want to include a story because all it does is cause alot of confusion/bickering if it is not perfect. I want to keep the mod as simple as possible. But for an answer, sure, a virus caused it. Not going any further than that.
partyzanPaulZy wrote:
Nice stuff here. Those zombies are ... ...awesome.
BTW, I see my version of the GGI , if I am right.
It might be, I'll need to go see who the creator was on Revora.
wardeathfun wrote:
nice.... the brutes come in mind though..... what if you make it so infantry becomes zombies if they get bitten by a curtain zombie? also use some virus logic.... that be cool
Yes. I have already have working zombification. Not really that hard at all. As for virus logic, you mean Poison weapons? Gas Clouds? Chemical warfare? Like I said, I want to keep the mod simple in play, but sure, it could be used.
And people...Here is the unit list.
Boring Unit List of Death Police Officer- The bread/butter unit of the Civilian side. Police Officers can enter buildings and attack provided civilians are not with them. (game bug) They have no unique abilities. In some cases, Police Officers may be armed with Shotguns (Damage 30, Burst 1, ROF 2.5, Range 4).
SWAT- SWAT Operatives are equipped with high damage, short range weapons. These units would be ideal for basic small groups, but not hordes. SWAT Soldiers can enter/clear (if possible) buildings and attack provided are not with them. (game bug). They have no unique abilities.
Civilian- These guys serve only one purpose- to die. Make sure they cannot serve their purpose in life. Civilians may enter buildings, but cannot attack. (I am going to see about making them inflict no damage but not stop the garrison from firing)
Technician- Technicians have the same pistol as the Police Officer, but have a shorter range due to lack of training. Technicians may enter buildings and can shoot from them, with greatly reduced accuracy. Technicians are notable because they can enter vehicles and bring them under the control of their side. This includes military equipment.
Engineer- Engineers are unarmed specialists. They are costly and lightly armored, so don't use them as meat shields. Engineers may enter and repair buildings from damaged states, and bring abandoned structures online. Engineers may also repair bridges and place remote detonated explosives on buildings. Engineers may not enter buildings for protection. Unit is Shared Medic- Medics are unarmed specialists as well. They are costly and lightly armored, so don't use them as meat shields. Medics are given antibiotics, pain-killers, bandages and other medical equipment to help those fighting. Medics may enter buildings and shoot from them, but with low accuracy. Unit is Shared
Military--
Private- The bread/butter unit of the Military. Privates can enter buildings and attack, provided civilians are not with them. They have no unique abilities, but are better equipped than their Civilian counterparts. In some cases, Privates may be armed with Shotguns (Damage 30, Burst 1, ROF 2.5, Range 4).
MG'er- The heavy duty unit of the Military. MG'ers are equipped with M249 SAWs, but must go prone before firing with accuracy. Multiple standing MG'ers can be used to create a small area of concentrated damage that can prove useful against hordes. MG'ers have the heaviest armor of any infantry, but are also the slowest. MG'ers can enter buildings and fire from them with reduced accuracy.
Sniper- The Sniper is the most unique soldier of the Military. Snipers are equipped with long-range single-shot rifles, and can be devastating to the undead. They are best used against gathering hordes. Snipers are slow, extremely expensive and lightly armored; keeping them far from the action is all important. Snipers can enter buildings and fire from them with reduced range. Snipers also can go prone, increasing their range and damage slightly (Range +1, Damage +10). When prone, Snipers have a minimum range of 2.
Demolitions Engineer- The Demolition Engineer is another special unit of the Military. Instead of carrying repair tools, Demolitions Engineers carry HE Charges that can be placed on Bridges, Buildings and even lightly armored vehicles. Like regular Engineers, they don't wear much protection and do not run fast. They can be very effective when used to channel enemy movements.
---Vehicles--- Police Car- Basic civilian vehicle. With high mobility and a M16 for defense, Police Cars are very useful in combat, but have a shorter range than most combat infantry. To complement a Police Car's firepower, up to two additional soldiers can loaded into it. They are also considered "Light" vehicles, and can be damaged by rocking attacks easier.
Fire Truck- A non-purchasable, unarmed civilian vehicle. This vehicle serves little actual purpose beside transport. They are slow to turn, but make great blockers. They are considered "Medium" vehicles, and can be damaged by rocking attacks less than most civilian vehicles.
Ambulance- A non-purchasable, unarmed civilian vehicle. This vehicle serves little actual purpose beside transport. Ambulances are fast, and with their frequency of appearance, can prove invaluable for transporting personnel. They are considered "Light" vehicles, and can be damaged by rocking attacks easier.
Automobile- A non-purchasable, unarmed civilian vehicle. This vehicle serves little actual purpose beside transport. Automobiles are fast, and with their frequency of appearance, can prove invaluable for transporting personnel. To give an Automobile firepower, up to four additional soldiers can loaded into it. They are considered "Light" vehicles, and can be damaged by rocking attacks easier.
Truck- A standard, military grade truck. Trucks can carry the most of any vehicle, and passengers can even fire from them. Trucks are slow compared to other vehicles, but have decent armor. They are considered "Light" vehicles, and can be damaged by rocking attacks easier. Unit is Shared
Scout Heli- A standard recon helicopter. Scout Helis have a very high speed and vision range, but are unarmed. To give a Scout Heli firepower, a passenger can be loaded onto it. Unit is Shared
Transport Heli- A military helicopter. The Transport Heli is slower than the Scout Heli, but is very well equipped. To ward off attackers at the landing zone, M132 Miniguns are fitted to Transport Helis. These units are not capturable or buildable, they will be sent in at the end of evacuation missions. Unit is Shared
Military-- HMVEE- The basic military vehicle. With high mobility and a powerful weapon, HMVEEs are invaluable in battle. To complement a HMVEE's firepower, up to three additional passengers can be loaded into it. They are also considered "Light" vehicles, and can be damaged by rocking attacks easier.
APC- The M113 APC is the prime method of moving military forces to and from the battlefield. With thick armor and a powerful weapon, APCs are of great tactical importance on the battlefield. Being slow, they also run the risk of getting caught up in a horde, something that cannot be afforded with their high cost. Soldiers inside an APC cannot fire out from it. They are also considered "Medium" vehicles, and take the least damage from rocking of any vehicles.
Tank- The M1A2 Abrams Tank is the best support vehicle that the military can call on, but they run a great risk of getting caught up in a horde, something not affordable with their very high cost. The Tank's 120mm Cannon is the only weapon that has splash damage, and consequentially, Tanks will not open fire unless ordered. Tanks have 10 shells and have a minimum range of 3. They are also considered "Heavy" vehicles, and take the least damage from rocking of any vehicles. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Nov 15, 2007 10:11 pm Post subject:
It works. Technicians shoot targets (it seems to be on command only), but will try to hijack vehicles. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
gufu hijacking + gun works dude I can confirm it. I did it with the Secret Service infantry (a more powerfull Spy) in my personal mod so that he infiltrates, hijacks and shoots (triple ability )
Nice mod you got there going EVA-251,
Will the AI use any Genetic Mutator superweapon at random times?
Will you do this mod for Tiberian Sun also but with visceroids or zombie vehicles instead (joke) QUICK_EDIT
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