Author Topic: [M] Zombiedämmerung  (Read 45449 times)

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Offline MaHuD

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[M] Zombiedämmerung
« on: November 11, 2012, 02:05:23 pm »



With the release of the NW module system, I will now carry out my promise to make a Zombie mod for NW.
I'll release two versions, a lite version and a normal version.

The Lite version will be NW compatible and a server-side mod only.
This will only include the switching of the teams and preventing of players rejoining the human side as well as forcing certain classes based on the team the players are in. (human or zombie)
The goal is to allow admins to turn this feature on or off and it will only work on TDM.

Video of the Alpha Lite version:
Video uploaded!
http://www.youtube.com/watch?v=yKIxEtu1LdQ&feature=youtu.be


The full mod will be a stand alone mod, and use custom skins, custom music, sounds as well as custom gametypes.
For custom gametypes one could think of things like Zombie Escape from CSS but there will also be at least one new gametype. Which should be a bit more original, altough the concept is definitely  not new.



The plan is to first create the very basic mechanics. In other words, I'll first create most of the features of the lite version.
A list of things to do and it's progress

 Lite version: (Completely servers side) * On hold till Full is finished *
Spoiler
  • Switch players to the zombie team if they die as a human.
  • Prohibit joining of the human team
  • Auto move all players in the game to the human team after 30 seconds. (Only counts when there are people in the server)
  • 10 seconds  after all players are forced into the human team, a random human gets switched to the zombie team.
  • Auto restart map or switch to the next one when all human players have been zombified.
  • Killed humans respawn on place of death as zombie. (for an example click here)
  • Class re-balancing..
  • Item rebalancing..
  • Make the first zombie the "zombie lord" with increased stats.
  • If there is a large amount of players, more players are chosen to start as a zombie.
  • Make new setting options for servers. Like customizable time duration before everyone is switched to the human team, and then back to the zombie team. Aswell as the scaling factor of starting humans vs zombies. (This one will require the admin to use a small extra file, if the admin want's to use this feature.)
  • Add custom maps. (Feel free to make one and send it to me so I can check it out and perhaps add it in)
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Full Version:

  • Class re-balancing..
  • Zombie Panic gamemode (done)
  • Allow picking up of a variety of objects to use as makeshift weapons. Think of; bread, apples, chairs, stools, brooms etc.
  • Add chance of weapons breaking.
  • Add horde bonus
  • Add zombie skins.
  • Add zombie sounds.
  • Add soundtrack(s).
  • Add extra voice commands.
  • Add combat sounds (for brooms, bread, chairs etc.).
  • Add custom maps. (Feel free to make one and send it to me so I can check it out and perhaps add it in)


    The list is not complete and I will expend as I work, I don't want to make a giant list of things to do as of yet as all that red looks depressing to me. :P
    (done) = well its done as in completed.
    busy = working on it at this moment.
    red = not started on it yet.
    "Porting" means that I will be using stuff that I previously coded for my native zombie mod but I'll refine the code.



     
    Planned Gametypes

     
    Zombie Panic (Only gamemode for the Lite version)
    Your standard zombie gameplay, where humans start out spread around and have to survive for as long as possible on a map with some defensive positions and ambush positions here and there. A human that dies turns into a zombie

     
    Zombie Escape
    Based on the CSS server mod. The players need to get from point A to point B. To get there they need to do a variety of tasks that slow them down. In the meantime zombies will be released and they will start chasing the human group. A human that dies turns into a zombie.
    Humans need to be quick and precise and work together to reach point B.

     
    Redoubt
    A suprise for now.

     
    Cleanup
    Small number of zombies hiding in a village, a regiment has been ordered to go inside and "cleanup".
    No respawn for zombies or humans, humans that die will turn zombie though.
    Last team standing wins!

     
    Art of Defence
    Invasion mode with humans defending a defensive position with multiple rings of defence to fall back to.
    Attackers will be zombie bots.
    server setting: Humans that die can respawn as a zombie (enable or disable)




    I will add more info, and update this topic as I go.
    You are allowed to make suggestions, but I myself shall decide what I will do and what I won't do.
    I won't be publicly releasing the Lite version until the full mod is at least in beta.
    I will however hand it out to a select few people that I choose myself prior to this.

    Credits/Props to

    Wolfy (Testing & providing server!)
    Cmp  (solving coding problems)
    Caba'drin (solving coding problems)
    Barny (Testing & providing server!)
    Hiddos (Testing & providing server!)
    Rudovich (Texturing)
    Fredelios (model help)
    Belendor (modelling)
    Mack (scening)
    Menelaos (signature)

    Team:

    MaHuD (Teamleader, Coding & Game Design)
    Moogs (Coding & Game Design)
    Gobi (stuntman)

    We could use some graphical artists aswell as level designers. Please PM me if you wish to help out in anyway.
« Last Edit: November 25, 2015, 09:30:24 pm by MaHuD »
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline MaHuD

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Re: [M] Zombiedämmerung
« Reply #1 on: November 11, 2012, 02:05:53 pm »
Signatures:



Code
[center][url=http://forums.taleworlds.com/index.php/topic,247046.0.html][img]https://i.imgur.com/5zDgy.png[/img][/url][/center]





Xeroth's  Zombiedämmerung signature collection, hope you like it, great mod!






Code
[url=http://forums.taleworlds.com/index.php/topic,247046.0.html][IMG]http://i1089.photobucket.com/albums/i356/AtomicB01/zombies.jpg[/IMG][url]





Code
[url=http://forums.taleworlds.com/index.php/topic,247046.0.html][IMG]http://i1089.photobucket.com/albums/i356/AtomicB01/zombies1.jpg[/IMG][url]





Code
[url=http://forums.taleworlds.com/index.php/topic,247046.0.html][IMG]http://i1089.photobucket.com/albums/i356/AtomicB01/zombie-hand.jpg[/IMG][url]
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline MaHuD

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Re: [M] Zombiedämmerung
« Reply #2 on: November 11, 2012, 02:06:11 pm »
reserved
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline TORN

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Re: [M] Zombiedämmerung
« Reply #3 on: November 11, 2012, 03:07:57 pm »
Yet again. Good luck with it :)

Offline Tali

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Re: [M] Zombiedämmerung
« Reply #4 on: November 11, 2012, 03:08:45 pm »
This mod is really turning out nice. Cant wait to see the custom textures/Sounds

Offline Wolfy

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Re: [M] Zombiedämmerung
« Reply #5 on: November 11, 2012, 03:14:02 pm »
I have been watching this mod for a bit and it is turning out great!

Offline Maia

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Re: [M] Zombiedämmerung
« Reply #6 on: November 11, 2012, 03:14:42 pm »
Once more,good luck with this.

Offline Jefferson

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Re: [M] Zombiedämmerung
« Reply #7 on: November 11, 2012, 04:28:59 pm »
Looks pretty darn epic sir. Good luck to you!

Offline Menelaos

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Re: [M] Zombiedämmerung
« Reply #8 on: November 11, 2012, 05:53:36 pm »
Good lucks are to be had a second time.

Offline PrideofNi

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Re: [M] Zombiedämmerung
« Reply #9 on: November 11, 2012, 05:59:39 pm »
Gona be epic!

Offline Connzcdf

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Re: [M] Zombiedämmerung
« Reply #10 on: November 11, 2012, 06:12:41 pm »

Offline MaHuD

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Re: [M] Zombiedämmerung
« Reply #11 on: November 11, 2012, 06:19:54 pm »
Thanks everyone!
Also another thanks for everyone who played today!


There is a couple of things that I am still pondering on, so I decided to share them with everyone so that people can help me make the right choices!

1) Should I release the mod already, or wait?
 PROS: Playerbase would grow
 CONS: I am still going to add a lot of things like; gamemodes, textures, weapons and do a lot of rebalancing. This would mean that I would release patches quite often, which could be viewed as annoying.

2) How was the fog?
Naturally, it should be different per map and it will be, but I would like to know the opinions on the fog that we used today.

3) Ranged zombie?
 A variety of people suggested to add ranged attacks for zombies. This is because on some maps there is a lot of roofcamping which may seem hard to break. The only weapon that can effectively be used against this is the pike and that's quite a rare item.
Personally I am totally against the use of ranged attacks by zombies, so it would require some extreme persuasion skills to convince me otherwise.

4) Ammo, reload time
Should the Humans get more ammo ? Faster reload? Or perhaps less?

I was thinking of adding "ammo depots" where players could run to to get new human ammo, but that would not be fitting for all gamemodes. So I am planning on giving unlimited ammo on Zombie Escape, high ammo count on zombie panic but no way of refill, and refill  points on all other gamemodes.

I probably have more points, but I am gonna have dinner now so I will just leave you guys to ponder at these if you wish!
[18:51] <Evanovic> Mahud can I nominate you for best villian 2013?

Offline Menelaos

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Re: [M] Zombiedämmerung
« Reply #12 on: November 11, 2012, 06:50:14 pm »
You should wait, polish the game and get some hype going. Release some alpha videos and such.

Offline Moogs

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Re: [M] Zombiedämmerung
« Reply #13 on: November 11, 2012, 07:27:11 pm »
Polish what we have already.

A Weekly get together for an hour or so is good enough to help the player base grow. Still lots of things to be done Mr Mahud.
« Last Edit: November 11, 2012, 07:36:54 pm by Moogs »

Offline Blobmania

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Re: [M] Zombiedämmerung
« Reply #14 on: November 11, 2012, 07:29:12 pm »
This looks like it could be a good laugh. Good luck to you, MaHuD.
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If a cat sits in a box in the woods and no-one is around to hear it, is it alive?