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Re: Games Complex - theITfactor's next map

Posted: Mon Apr 27, 2009 8:53 pm
by Eggman
Pretty much awesome :) . Those are some high-quality zombies.

Re: Games Complex - theITfactor's next map

Posted: Mon Apr 27, 2009 11:13 pm
by theITfactor
MetalcoreRancor wrote:http://www.xfire.com/video/ad65b/

New video
Watson, I think we've got it! :D

Now we just need some Left 4 Dead or World at War based gun models :wink:

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 1:23 pm
by MetalcoreRancor
Lo and behold, a new chapter in ai-based combat...

The ai break even the most sofisticated combo!

As seen in this film the Crawling zombie lurks steadily forward, and has the ability to "play dead". Granted the idea was great at first, now that I play against them when their ai controlled... if you step near one his head comes to life and stares at you.. and if you move closer, he breaks the locks on him and attacks you. When the combo says the time is longer.. Its really creepy and it works out great. ^_^

(And yes hes using prone animations. I'm awesome liek that.)

Edit: New video, 7 minutes long, featuring changes: Jawa and Martyr zombies now have play dead as well.
Made a new shotgun with sticky shells that explode right on contact, bypassing the deflection of zombies
made a charge feature for sniper rifle, if you charge for 0.6 seconds you'll load in a shotgun shell instead of a sniper bolt shell, to allow snipers to bypass deflection as well.

Jawas are now equipped with special melee skills that will mortally wound you and cause you to bleed to death unless healed.

http://www.xfire.com/video/adcf9/

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 1:34 pm
by Maveritchell
MetalcoreRancor wrote:Lo and behold, a new chapter in ai-based combat...
Hidden/Spoiler:
The ai break even the most sofisticated combo!

As seen in this film the Crawling zombie lurks steadily forward, and has the ability to "play dead". Granted the idea was great at first, now that I play against them when their ai controlled... if you step near one his head comes to life and stares at you.. and if you move closer, he breaks the locks on him and attacks you. When the combo says the time is longer.. Its really creepy and it works out great. ^_^

(And yes hes using prone animations. I'm awesome liek that.)

Edit: New video, 7 minutes long, featuring changes: Jawa and Martyr zombies now have play dead as well.
Made a new shotgun with sticky shells that explode right on contact, bypassing the deflection of zombies
made a charge feature for sniper rifle, if you charge for 0.6 seconds you'll load in a shotgun shell instead of a sniper bolt shell, to allow snipers to bypass deflection as well.

Jawas are now equipped with special melee skills that will mortally wound you and cause you to bleed to death unless healed.

http://www.xfire.com/video/adcf9/
Your stuff is very creative mechanically, but even for supposedly unnatural creatures, they look much less-than-the-ideal. You really need new unit models, but if you're not going to try that out, you better get on the retexture train sometime soon - because they don't look much like zombies. Also, many of the animations look very choppy transitioning from one to the next (and lots of the idle poses look completely silly). Like I said, I understand it's supposed to be unnatural, but some things (like a unit bending in half and swiveling 360 degrees) just look bad.

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 1:41 pm
by MetalcoreRancor
I personally have never been good on the polishing department, and as such, I can only try my best with what talents I do have. As this is Itfactor's mod I can only hope that the rest of the team, or others may help on that part. I am able to work on the transitions better, and when I determine the issue of some of the goofy animations in the Crawler I'll be fixing them. But I can only expect haphazardous animations when working with the prone anim.

But yes I do strive to make gameplay and creative mechanics my main priority, and so far I believe this era is VERY fun to play, regardless of how my zombies look. I also think the setting and enviroment Itfactor is building will add to it that much more, plus the chainsaw.

*Edit*

One very interesting element I have found, is that when your fighting a large variation of zombies, the ones who play dead blend very well into the chaos, and by time you realize that some of those dead bodies aren't dead, you'll be frantically backing up and waiting for it to move again.

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 3:22 pm
by B-1Burt
Now we just need some Left 4 Dead or World at War based gun models :wink:
If you're seroius there is a CoD4 based map in the WIP forum, I think he might have some gun models. Can't wait to blow some zombie brains out!

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 3:30 pm
by theITfactor
MetalcoreRancor wrote:I personally have never been good on the polishing department, and as such, I can only try my best with what talents I do have. As this is Itfactor's mod I can only hope that the rest of the team, or others may help on that part. I am able to work on the transitions better, and when I determine the issue of some of the goofy animations in the Crawler I'll be fixing them. But I can only expect haphazardous animations when working with the prone anim.

But yes I do strive to make gameplay and creative mechanics my main priority, and so far I believe this era is VERY fun to play, regardless of how my zombies look. I also think the setting and enviroment Itfactor is building will add to it that much more, plus the chainsaw.

*Edit*

One very interesting element I have found, is that when your fighting a large variation of zombies, the ones who play dead blend very well into the chaos, and by time you realize that some of those dead bodies aren't dead, you'll be frantically backing up and waiting for it to move again.
Yes, that is one thing we're going to need some help with - I love all of Rancor's ideas but we need to smooth the transitions and improve skins ;)

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 4:22 pm
by Maveritchell
MetalcoreRancor wrote:I personally have never been good on the polishing department, and as such, I can only try my best with what talents I do have.
I would encourage you to move past that state of mind. You may not feel confident about doing these kind of things now, but you are certainly not incapable. The only way we learn to do things (in something like this) is going to be by trying them again and again and again. I'm not a great modeler, so I try and model something for every project I do. You can take a similar approach to the things you don't feel that you're good at.

A good place to start would be simply choosing one texture and making that a project unto itself. Find something you want it to look like, use it as a reference image, and just keep retexturing until you get it to look like you want. Start small - make the eyes perfect, then make the face perfect, then make the head perfect... etc. Eventually it will all inevitably not be perfect, but if you start with a small part and make perfection your goal, you'll have a pretty good-looking end product. Trying to mass-produce something is inevitably going to yield mediocre results, but doing one small thing at a time, making them look really good, and then feeling good about your work will make the work not only look great, but it will seem like it hardly took any time at all. :thumbs:

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 4:30 pm
by Fluffy_the_ic
The zombies look even more epic. Playing dead looks fun :)

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 5:40 pm
by MetalcoreRancor
I'll take your advice to heart Mav. Thank you.

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 7:52 pm
by trainmaster611
I suggested this to Rancor over xfire but I might as well post it here too. The way the current zombie map is, its just a pain in the neck trying to kill a bunch of high-health zombies that have strong combo attacks. I like the WAW/wave mode idea better where your are in a confined area and waves of zombies attack -- the first time, there's a few of them and relatively easy to kill. As you progress, they become harder to kill and become more numerous. It just seems more exciting that way rather than a recreation of Hoth Hunt.

Re: Games Complex - theITfactor's next map

Posted: Tue Apr 28, 2009 8:02 pm
by theITfactor
trainmaster611 wrote:I suggested this to Rancor over xfire but I might as well post it here too. The way the current zombie map is, its just a pain in the neck trying to kill a bunch of high-health zombies that have strong combo attacks. I like the WAW/wave mode idea better where your are in a confined area and waves of zombies attack -- the first time, there's a few of them and relatively easy to kill. As you progress, they become harder to kill and become more numerous. It just seems more exciting that way rather than a recreation of Hoth Hunt.
Yeah that's what the zombies are for XD This isn't a "zombie map," the zombies are just a part of a scripted "wave mode" minigame similar to the easter egg at the end of Call of Duty World at War. In fact, that is exactly what I've been basing it off of. You and your friends have to stay alive by defending a building from wave after wave of zombies breaking in from the outside. The videos Rancor is showing are just test maps showing off the sides.

I could have sworn I posted that before, it must have been on the GWL topic XD

http://www.globalwf.com/site/viewtopic. ... 74&start=0

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 7:48 am
by Frisbeetarian
If you want the player to not be able to figure out if a zombie is dead or alive, I'd put FleeLikeAHero = 0 in the ODFs of those that either default to 1 or have it set to 1 in their own ODF.

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 10:28 am
by MetalcoreRancor
Thanks, that did help :)

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 1:21 pm
by Karnage
This looks like it could be pretty interesting. I like the whole separate game rooms idea.

Zombies...good idea. Everybody likes a good wave of mad raving zombies running at them and a shotgun to take them out.

I think that's an original idea for SWBF2 isn't it? Surprisingly, unless I missed something, zombies haven't made it into this game. It seems to be THE thing right now.

Anyways...keep up the good work. It'll be interesting to see how this turns out.

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 1:54 pm
by MetalcoreRancor
A lot of things in this map are new, side wise, the zombies are just one of the many cosmetic differences. The .combo work alone is revolutionary, in more then just the zombies.
Hidden/Spoiler:
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Some reskins

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 2:08 pm
by Jodandotson
Dude! that looks amazing! Those sides look ready for release! Is the chainsaw done?

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 2:12 pm
by MetalcoreRancor
lol, no. The Chainsaw is quite a ways away, but Thunder is working on it.

The map is REALLY not ready. The sides are getting there, as far as zombies are concerned.

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 3:36 pm
by destructo_bot
MetalcoreRancor wrote:lol, no. The Chainsaw is quite a ways away, but Thunder is working on it.
CHAINSAW!?!?! WANTZ! and those zombies look creepy now... :runaway:

Re: Games Complex - theITfactor's next map

Posted: Wed Apr 29, 2009 5:04 pm
by Fiodis
MetalcoreRancor wrote:A lot of things in this map are new, side wise, the zombies are just one of the many cosmetic differences. The .combo work alone is revolutionary, in more then just the zombies.
Hidden/Spoiler:
Image

Image

Image

Image

Image

Image
Some reskins
Those reskins look like they could use some more work.