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Re: Games Complex - theITfactor's next map

Posted: Sat May 16, 2009 5:38 pm
by MetalcoreRancor
The way our zombie map is going to be is very similiar in respect to COD5 WAW zombie mode, in the respect that you and your friends will be in a house with objects that can be built and repaired to impare the paths of zombies from entering the building. You have to hold out against waves of zombies from all directions, with growing and increasing number and difficulty, as different waves spawn different combinations of zombies, and there are over 6 types of zombies so far.

As the fight progresses you will gain access to more classes for your side to defend with, with better weapons.

Although every zombie is capable of dying EASILY to a shotgun, some zombies are tougher to take down than others with the other weapons. Which is why I've given every class a shotgun except the Chainsaw user.

Re: Games Complex - theITfactor's next map

Posted: Sun May 17, 2009 2:02 pm
by Fiodis
MetalcoreRancor wrote:Although every zombie is capable of dying EASILY to a shotgun, some zombies are tougher to take down than others with the other weapons. Which is why I've given every class a shotgun except the Chainsaw user.


Then what's the point of other weapons? Everyone'll use shotguns.

Re: Games Complex - theITfactor's next map

Posted: Sun May 17, 2009 2:11 pm
by MetalcoreRancor
I may give the shotgun limited ammunition in comparison to an overabundance of ammo for other guns, to encourage the use of them for the large entaglements and save the shotgun for when its absolutely needed. Again, I need to actually have Itfactor's progress on the zombie arena to the point where I can begin such gameplay adjustments. And so far I have nothing from him D:

Re: Games Complex - theITfactor's next map

Posted: Wed May 20, 2009 6:04 pm
by theITfactor
hmm, I think for this minigame I'd like each unit to have different weapons, except for a standard pistol if you run out of ammo

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 11:04 am
by MetalcoreRancor
2 new zombie videos I bring before you guys.

Sniper rifle/ Hand gun
http://www.xfire.com/video/bef27/
Machine gun/ Flamethrower
http://www.xfire.com/video/bef39/

With any luck (and some help from the moddellers who are working on this) I should be able to bring a more complete zombie scene when I get the chainsaw from Thunder, the house from Itfactor, and the finishing touches from Darth D.U.C.K on the zombies :)

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 11:21 am
by 501st_commander
how did you get the skeletons to walk like that? (the crawl and walk)

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 12:08 pm
by YTF
IMO, the flamethrower looks incredibly overpowered (not to mention it having what looks like near-infinite ammo).

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 12:54 pm
by Caleb1117
YTF wrote:IMO, the flamethrower looks incredibly overpowered (not to mention it having what looks like near-infinite ammo).
The infinite ammo is likely for testing purposes.
However, I would suggest adding the ODF line, so they don't jump like jedi.

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 1:35 pm
by MetalcoreRancor
Yeah I'll be cutting the ammo to 2000, 1000 per clip for the flamethrower, and it works on this premise: you hold for 2 seconds to warm up, hold the button to continue firing and release to stop. Its a 8 second reload. The machine gun works the same way but has a 5 second reload.

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 2:30 pm
by Fiodis
501st_commander wrote:how did you get the skeletons to walk like that? (the crawl and walk)
The walk, unless I'm mistaken, is the wampa one. The crawl would be the unused prone anims.

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 2:32 pm
by MetalcoreRancor
Fiodis wrote:
501st_commander wrote:how did you get the skeletons to walk like that? (the crawl and walk)
The walk, unless I'm mistaken, is the wampa one. The crawl would be the unused prone anims.
Correct on both accounts.

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 4:18 pm
by destructo_bot
YTF wrote:IMO, the flamethrower looks incredibly overpowered
i would have to agree. :|

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 4:37 pm
by 501st_commander
Fiodis wrote:
501st_commander wrote:how did you get the skeletons to walk like that? (the crawl and walk)
The walk, unless I'm mistaken, is the wampa one. The crawl would be the unused prone anims.
ah ok, i was wondering now you did that, Good job on the "dead man".

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 5:34 pm
by Leo the Larg
Those zombies look sweet. Can't wait to play it with a house and a chainsaw.
I like how they play dead, it will trick quite a few folks. :thumbs:

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 6:07 pm
by MetalcoreRancor
To supply some backround, the machine gun /flamethrower guy will not be available from the start of the map, so as you progress there is a need for such overpowered gear. On the downside, you will run out of flames soon enough and you have to conserve it. When you're out you're out, and won't have anything to fight with until you get more ammo. He's meant to be a rambo type, on the front lines. The flames of the flamethrower WILL burn through allies, so he's not good to have near anyone in the first place.

The chainsaw guy is the final character unlocked, and he will be overpowered, for the sake of balancing.

Also, the "Commando" (guy with machinegun/flamethrower) is the only character with his secondary as grenades. The first 3 characters you start with have a secondary weapon melee blow that never runs out. This is the base mode of defence you have if you run out of everything else ammo wise. Another balance I made to ensure people will prefer the first three classes to get the job done until one guy can choose the newer classes to handle specific key points in the fight.

It's a team effort, and it requires one guy to be a sniper, one guy to handle the submachine gun, one guy to handle the rifle/shotgun, so its all good.

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 6:42 pm
by Leo the Larg
So does that mean the zombie mode will be multiplayer compatible (online)?

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 7:03 pm
by MetalcoreRancor
It's main purpose is designed for online stable play yes. Whether or not that gets achieved we will see.

Re: Games Complex - theITfactor's next map

Posted: Fri May 22, 2009 9:32 pm
by Leo the Larg
Ok, thanks for the info. :)

Re: Games Complex - theITfactor's next map

Posted: Sun May 24, 2009 12:01 pm
by MetalcoreRancor
Image

Darth DUCK's improved zombie skin.

^_^

And some ingame screens:

Image
Hidden/Spoiler:
Image

Image

Image
Image
Last 2 screens are of a boss type zombie, that poison effect is what he spews on you if you get close enough. If you manage to survive the deadly assault, you will lose 25 health for 100 seconds. It is a very harsh attack..

Re: Games Complex - theITfactor's next map

Posted: Sun May 24, 2009 8:38 pm
by RepSharpshooter
Those skins and models are looking great, D.U.C.K. & Rancor :)