Zombie Apocalypse 3.0 (Carnival update 6/08/2010)

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MetalcoreRancor
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Zombie Apocalypse 3.0 (Carnival update 6/08/2010)

Post by MetalcoreRancor »

Yes, my zombie mod is still around and now better then ever.

Survival Mode: Killing Fields Enviroment xfire video
http://www.xfire.com/video/2e2772/

Wave Mode: Factory Enviroment xfire videos 1
http://www.xfire.com/video/2e2792/
and 2
http://www.xfire.com/video/2e278f/

Wave: Complex Enviroment xfire video
http://www.xfire.com/video/2e2794/

Instead of the freeform gameplay of the former mod, this randomizes what place you start at, and effectively makes every time you play different, in not only enviroment but zombies and bosses you'll encounter. It's entirely random. Wave mode is the basic zombie mode you've played before on my map, you unlock characters by reaching 500, 1000, 1500, 2500, 3000 and 3500 points respectively, and the point system was modified to give greater amounts per kill.

The map MUST be tested for online play before I can give the go-ahead for release, and before I release I want to polish more and add one more survival mode enviroment, which brings me to what Survival mode is. Survival mode is different because you start with all characters unlocked, there is no health restoring terminal and there are no bosses until the end but a lot more zombies.

(And yes, I've learned how to model. :P)
Last edited by MetalcoreRancor on Fri Aug 06, 2010 9:30 pm, edited 2 times in total.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by SW_elite »

Hmmmm.... Sounds like I could get a lot of fun out of this for the after school multiplayers in the library... And it's good you learned or are learning how to model.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by myers73 »

I can test this afternoon rancor, hit me up on xfire
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by Fiodis »

I wouldn't mind testing either. Sorry about never finishing the factory model I was supposed to send to you, but look, you can model! My negligence has forced you to improve your skills! :P

I see there's still that odd green triangle popping up around the player. Why?
MetalcoreRancor
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by MetalcoreRancor »

Really earlier beta post
Hidden/Spoiler:
-Edit-
http://www.megaupload.com/?d=AK888M20

Beta release, for the purpose of feedback and playthrough

If you do download this, PLEASE post back here something, anything productive(ie, glitchs found, things you liked, monsters too hard)

I have tested online with someone, and found that for the most part it plays solidly with some issues. For example, when the map ends, everyone except the host will disconnect and you have to ctrl-alt-del to get out, but the host will be fine and in 30 seconds or less you'll be forwarded to next round.

The crate in the middle of the floor in the factory is a death zone. Don't step on the hole inside, but lure zombies into it. :P
Last edited by MetalcoreRancor on Fri Aug 06, 2010 9:40 pm, edited 1 time in total.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by myers73 »

I tried to play through multiple times, be each time it ended really fast.
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Post by Cookie »

First of all, me and my friend LOVE the zombie apocolyspe 1.0 map.
The only thing that sucks about 3.0 is not the map, its megaupload.
Could hte author please choose a different distrubutor (i.e. filefornt, even gametoast?)
Thanks,
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by MetalcoreRancor »

V Earlier beta post V
Hidden/Spoiler:
Image
Image


The Carnival
http://www.xfire.com/video/2ff645/

The Complex
http://www.xfire.com/video/2ff653/

The Factory
http://www.xfire.com/video/2f91e4/

The Caverns
http://www.xfire.com/video/2f76a1/
(turn down volume accidentally recorded speakers)
The City
http://www.xfire.com/video/2f7635/
(turn down volume accidentally recorded speakers)

PDF Survival Guide/credits (not fully updated):
http://img27.imageshack.us/img27/1130/z ... urviva.pdf

New Beta link that includes 6 out of 7 modes. The final version will feature a hidden 7th mode that will be unlockable via finding codes after defeating each mode by reaching the end, sort of like my Rancor Doom Star 3 but rewards players with a mode instead of dinky how I did it images.

New sounds, custom ingame sounds, Phazon Trooper helped me with.

http://www.filefront.com/16994503/Zombi ... stall.exe/

G con is Killing Fields
G Eli is Factory
G ctf is Carnival
C con is Complex
C eli is Caverns
C ctf is City
Last edited by MetalcoreRancor on Fri Aug 06, 2010 9:40 pm, edited 1 time in total.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by SAMofBIA »

dude those clown are freakin me out. AAYLA SECURA GONE WILD....
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by fasty »

SAMofBIA wrote:AAYLA SECURA GONE WILD....
:funny2:

Thanks for letting me test by the way Rancor. :thumbs:
Love this mod ^^.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by MetalcoreRancor »

I was originally planning to get this project done by August 1st, but I see that it has a lot more potential if I take my time and get every mode maximized in both realism, enviroment and gameplay mechanic. I would appreciate any and all feedback that can provided, good and bad. Some future plans to be considered in the final version that may make the cut:

Bumper cars introduced to Carnival, with the entire fight-zone layout designed for massive mayhem vehicle vs clown vs zombies, as Carnival will basically be the most freeform of the modes(and hopefully works entirely online)

Caverns will be divided into a more cave-like structure and once I learn how to work with lighting more it will be very dark and at the same time very colourful, and lighted at places, constructing it to be more about advancing to lighted regions throughout the layout.

Factory will be more refined with several dedicated radioactive zones, more usefulness out of the Bulldozer and some side objectives possibly.

City will have far more props, possible redesign to be more city-like, continueing redesign of zombies so they can play with your car better.

Killing Fields may be changed some but I think it's fine as is.

Complex will remain intensely hard until further notice. I want it to be one of the most difficult modes. >:]

The 7th mode will remain untold, but it is not Wave or Survival, and may be the most interesting for those who have friends to play with.

Again, any feedback, regarding style, sounds, zombies, weapons, characters, likes dislikes, suggestions, any THING that might help make this the ultimate experience for YOU guys, I want to hear.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by RevanSithLord »

I think I spot an L85 in a couple of the clowns' hands. :P

Nice work, so far, Rancor!
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by MetalcoreRancor »

l85 was provided by Mithrandir, nice eye ;)

Thank you.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by Darth_Squoobus »

Achmed's a bit of a pain, because I end up having to mash the movement keys to get away from him, and I have to enable tumble recovery to make it out.
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by myers73 »

this mod is very entertaining
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Re: Zombie Apocalypse 3.0 (Seperated from Games Complex topi

Post by MetalcoreRancor »

Alright, so I have some updates.
Hidden/Spoiler:
The Caves
Image

Image

http://www.xfire.com/video/3273fb/
The Killing Fields
Image

Image

Image

Image

Image
http://www.xfire.com/video/327019/

Lots of visual updates, and some new zombies. The Falling skulls is from the new zombie the Summoner. He is featured exclusively in the Killing Fields.

The Caverns have been split into 4 seperate places, and it is randomly based which spot you and the zombies you fight will appear at. The one featured in the video is the biggest chamber to fight the zombies in.

The next large update revealed will be towards the Carnival and Factory, and then I will work on finishing the 2 unlockable modes and a few new zombies, then the mod will be basically done.
Last edited by MetalcoreRancor on Fri Aug 06, 2010 9:39 pm, edited 1 time in total.
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Re: Zombie Apocalypse 3.0 (Newly updated 3/08/2010)

Post by Mithrandir »

Looks amazing, man! Cannot wait for the finished product to be released so i can get all my zombie killing rage outa my system. And i cant wait to see my walk-in buildings ingame :D Good work.
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Re: Zombie Apocalypse 3.0 (Newly updated 3/08/2010)

Post by MetalcoreRancor »

Image

Image

A general overview of Firework locations, and gameplay footage of Carnival
http://www.xfire.com/video/32bf3b/

Fireworks!
http://www.xfire.com/video/32bf55/

Hammer Ride
http://www.xfire.com/video/32bf82/

Freecam still of Carnie Nazi Zombies
http://www.xfire.com/video/32bf87/

Popcorn Effects
http://www.xfire.com/video/32bf90/

Brief overview of new zombies:

Carnie Zombie basic: Stretched humanoid yoda with submachine gun
Carnie Zombie girl: Reskin with submachine gun
Awkmed the undead Terrorist
Bearded Lady(yet to be featured)
Vampire boss

More updates to come so stay tuned!
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Re: Zombie Apocalypse 3.0 (Carnival update 6/08/2010)

Post by yukisuna »

Hidden/Spoiler:
Image
umm... what?
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Re: Zombie Apocalypse 3.0 (Carnival update 6/08/2010)

Post by MetalcoreRancor »

I'd like to point out a PDF file found in the Beta version's POO folder.

> http://a.imageshack.us/img27/1130/zombi ... urviva.pdf <

It explains the various new drops.
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