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Zombie Mod [YR]
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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Nov 12, 2007 2:59 am    Post subject:  Zombie Mod [YR] Reply with quote  Mark this post and the followings unread

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.

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Yurisarmy
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Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Mon Nov 12, 2007 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

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.)

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Nov 12, 2007 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, is this how you'd "find a way to use it (my cacodemon)"

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gufu
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Joined: 22 Dec 2004
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PostPosted: Mon Nov 12, 2007 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I say, no crushing + zombies = no fun!
Crushing is good, crushing is fun.
Me wants crushing!
Though... whats with useless civies?

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Ickus
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PostPosted: Mon Nov 12, 2007 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Team Black
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PostPosted: Mon Nov 12, 2007 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, this looks awesome Smile

not so serious, but still very fun looking

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jadems
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Joined: 10 Jan 2005

PostPosted: Mon Nov 12, 2007 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm a sucker for Zombie stuff.

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

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Nov 12, 2007 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

This is a really great idea EVA-251! I seriously like it Very Happy

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Nov 12, 2007 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Suggestion. Do an infantry death animation which turn killed zombies to half-of-zombie... (Nod cyborg idea)

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Nov 12, 2007 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like it a lot. But, zombies are spawned by map triggers or what?

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DaFool
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Joined: 07 Nov 2006

PostPosted: Mon Nov 12, 2007 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

is multiplayer gonna me more like a skirmish game or a survival game?

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gufu
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Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Nov 12, 2007 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I spy an Ooze!

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Nov 12, 2007 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. Wink 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 Smile

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? #Tongue
Thanks. Wink

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. Laughing

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.

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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Nov 13, 2007 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

This kinda reminds me of tower defense games. #Tongue.

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. #Tongue graveyards maybe.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Nov 13, 2007 3:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

http://i162.photobucket.com/albums/t280/left4dead411/tank2.jpg
Tank?

Quote:
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.

http://gamesrevue.com/boomer.jpg
Ahem...

Quote:
-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.

Lurk Starship Troopers 2?

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Nov 13, 2007 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

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. #Tongue

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Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Ickus
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Joined: 25 Nov 2002
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PostPosted: Tue Nov 13, 2007 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

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. #Tongue

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. #Tongue

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Nov 13, 2007 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:

I kinda imagine large "dogsized" severed hands running across the battledfield. #Tongue


Stubs the zombie, eh?

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Bako'Ikaporamee
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Joined: 29 Aug 2007
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PostPosted: Tue Nov 13, 2007 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

This looks like fun, it's to bad I dont have red alert 2 though Sad...

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gufu
Defense Minister


Joined: 22 Dec 2004
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PostPosted: Wed Nov 14, 2007 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

xenology_311 wrote:
This looks like fun, it's to bad I dont have red alert 2 though Sad...

By this time, I am almost forced to ask you... "Do you have ANY CnC games?"

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Bako'Ikaporamee
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PostPosted: Wed Nov 14, 2007 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Nov 14, 2007 3:33 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Nov 14, 2007 3:57 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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EVA-251
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Joined: 20 Feb 2005
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PostPosted: Wed Nov 14, 2007 4:00 am    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:

Team Black wrote:
Well, this looks awesome Smile

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? #Tongue
Thanks. Wink

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Bako'Ikaporamee
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Joined: 29 Aug 2007
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PostPosted: Wed Nov 14, 2007 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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THE Protagonist
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PostPosted: Wed Nov 14, 2007 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah this is a wonderful idea, but the zombies need MUCH improvement.

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Lok
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PostPosted: Wed Nov 14, 2007 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Very Happy

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Nov 14, 2007 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:

Team Black wrote:

Well, this looks awesome Smile

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.

Laughing
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.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Nov 14, 2007 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Wed Nov 14, 2007 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Wed Nov 14, 2007 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Wed Nov 14, 2007 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Wed Nov 14, 2007 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. Wink
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. Wink
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.

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shinji
AA Infantry


Joined: 10 May 2007
Location: NERV headquarters in EVA-01

PostPosted: Wed Nov 14, 2007 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Nov 14, 2007 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. #Tongue.

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. Wink

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Nov 15, 2007 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Nov 15, 2007 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

he states YR in the title Neutral.

plus the needed use of mutation logic for the zombies.

but I agree a zombie side would be cool. but a demo could be release featuring only human sides.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Nov 15, 2007 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Whoops! Forgotten to read it (been too busy with Half Life 2 and TW lately #Tongue)

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Nov 15, 2007 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

is there gonna be a story behind this? Like how zombies have come to run amuck?

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partyzanPaulZy
Commander


Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Thu Nov 15, 2007 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice stuff here. Those zombies are ...#Mischievous ...awesome.
BTW, I see my version of the GGI Cool, if I am right.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Nov 15, 2007 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Very Happy

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Nov 15, 2007 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

wardeathfun wrote:
curtain zombie?

CuRtAiN ZoMbIe?



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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Nov 15, 2007 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

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. #Tongue

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.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Nov 15, 2007 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hijack + guns = doesn't work. Unless it does in YR?

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Nov 15, 2007 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works. Technicians shoot targets (it seems to be on command only), but will try to hijack vehicles.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Fri Nov 16, 2007 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... When you're gonna release this mod when it's ready?

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Nov 16, 2007 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Laughing )

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)

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Nov 16, 2007 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I dunno... I only mod TS.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Fri Nov 16, 2007 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
Well, I dunno... I only mod TS.

Same here... Because it so hard to give new names for units in RA 2...

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Nov 16, 2007 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hope that was a sarcasm...

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