Author Topic: [M] Zombiedämmerung  (Read 57026 times)

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Offline Affjoris

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Re: [M] Zombiedämmerung
« Reply #60 on: January 22, 2013, 06:10:10 pm »
The lite was kind of bugged in several ways, that's why I am doing the full version first and kina worked over it.
Though, people have been asking me for another event, which I do agree with it.


How does Wednesday 18:00 British Time sound?
That should be roughly an hour before most linebattles / trainings start.

So is this a thing now? Or is it still pending

Offline MaHuD

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Re: [M] Zombiedämmerung
« Reply #61 on: January 22, 2013, 06:17:09 pm »
Sure. I just  need to think of the password for the server again. :-X
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline sev666

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Re: [M] Zombiedämmerung
« Reply #62 on: February 02, 2013, 02:54:52 pm »
be cool to have a zombie mod for NW i was thinking about making one of these in the future but it would just be human vs bots with the bots reskinned this is tons better  8)


Offline Furrnox

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Re: [M] Zombiedämmerung
« Reply #63 on: February 02, 2013, 04:35:02 pm »
So how's this mod going for you MaHuD?

Offline MaHuD

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Re: [M] Zombiedämmerung
« Reply #64 on: February 02, 2013, 04:36:06 pm »
Slow. No customized / textures or models yet.
I did get some awesome background music from Rejenorst. :)
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline Furrnox

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Re: [M] Zombiedämmerung
« Reply #65 on: February 02, 2013, 04:43:58 pm »
Well that sucks.. :(
But music is good though :)

Offline dooomninja

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Re: [M] Zombiedämmerung
« Reply #66 on: February 03, 2013, 12:09:19 am »
I could use some help with making a good zombie escape map.
If you have any good ideas, please do post!

I'll make and code it myself, I just need some help with ideas. Specific things that the human players should do in order to be slowed down.
An example; a door with X amount of health stands along the path. Some of the humans will have to destroy it whilst others hold the zombies off.

i know this is a bit old but how about "bonus" areas on a longer route so the humans can chose to spend more time getting better equipment(for example) so it's a git of a gamble, hurry but risk being easily killed or fight for longer with better equipment.

what i mean by a bonus area are supply dumps which have spare cartridges, weapon depots with better or special weapons (good swords or musketoons for example) and a well defensible area (with defenses, elevation and mini-cannons)

in fact you could almost make the last one of those (a defensible area) a separate idea as human players may want to use it as protection from  group of zombies but if they stay there too long they will give up any chance of getting out
« Last Edit: February 11, 2013, 02:31:55 pm by dooomninja »
ಠ_ರೃ Quite!
2 most satisfying shots- a rider off a moving horse and officers who think they are safe :b

Offline MaHuD

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Re: [M] Zombiedämmerung
« Reply #67 on: February 14, 2013, 01:36:24 pm »
I will be putting this mod on the backburner for a while, I am currently very busy developing a roleplay server-side mod alongside an awesome team. I expect to be quite busy for a month probably a bit longer, but then some of my workflow should trickle back to this mod. Perhaps I can even get a scener in to help.

The other mod I am currently working on is "Solgaard Roleplay" and I am more than happy to share the trailer and our forum thread on TW which is more active than the one I put up on FSE.


http://forums.taleworlds.com/index.php/topic,263306.0.html



Spoiler
[youtube]AuFnZDpypb8[/youtube]
[close]
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline Toasty

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Re: [M] Zombiedämmerung
« Reply #68 on: March 14, 2013, 06:40:20 pm »
I will be putting this mod on the backburner for a while, I am currently very busy developing a roleplay server-side mod alongside an awesome team. I expect to be quite busy for a month probably a bit longer, but then some of my workflow should trickle back to this mod. Perhaps I can even get a scener in to help.

[...]

That mean it is dead... Doesen't it? :L

Offline TORN

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Re: [M] Zombiedämmerung
« Reply #69 on: March 14, 2013, 06:41:06 pm »
not dead.
Just on a hold.

Offline PrideofNi

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Re: [M] Zombiedämmerung
« Reply #70 on: March 14, 2013, 06:45:20 pm »
I will hunt him, if he doesn't go back to it. I enjoyed the testing of it. Will make a nice mod to do some cool inter-regiment things on.

Offline Toasty

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Re: [M] Zombiedämmerung
« Reply #71 on: March 14, 2013, 06:46:08 pm »
That sound for me like soon dead. :l But i hope it is not, my fav Sgt MaHud :D

Offline MaHuD

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Re: [M] Zombiedämmerung
« Reply #72 on: March 15, 2013, 11:52:39 am »
It's not dead, just on hold like Torn said.
I did transfer the mod files from my old laptop to my new one, so I still have all the progress. :)
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline Jay_One

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Re: [M] Zombiedämmerung
« Reply #73 on: March 15, 2013, 01:47:09 pm »
Still looking forward to this :)

Offline Affjoris

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Re: [M] Zombiedämmerung
« Reply #74 on: March 15, 2013, 02:12:20 pm »
MaHud is way to busy making sure our artillery actually hits something from time to time  ;)