ET:Zombies - MOAR
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25 Apr 2012, 23:58
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Journals
Hi, as many of you know what ET:Zombies actually is, I'll leave that bit out.
If not, www.zombies.tk
Well it's been a small while since we posted anything here, here is another post :D.
I've received many emails this week regarding ET:Z and downloads, including clan owners and enthusiasts.
We're needing more feedback, before this next test release.
Q. If you was to play a zombie game in ET, what would you like to be in it, and what would the objective be?
Q. What weapons would the Humans have?
Q. Are you happy with using preset graphical settings?
- the preset settings are high & low, the resolution is customisable, r_picmip is not.
Why you may ask? Because we want to give every user the same experience. Why would we want people playing with bright configs when the game is dark and scary?
Keep the answers professional & informative please.
Oh hai...
If not, www.zombies.tk
Well it's been a small while since we posted anything here, here is another post :D.
I've received many emails this week regarding ET:Z and downloads, including clan owners and enthusiasts.
We're needing more feedback, before this next test release.
Q. If you was to play a zombie game in ET, what would you like to be in it, and what would the objective be?
Q. What weapons would the Humans have?
Q. Are you happy with using preset graphical settings?
- the preset settings are high & low, the resolution is customisable, r_picmip is not.
Why you may ask? Because we want to give every user the same experience. Why would we want people playing with bright configs when the game is dark and scary?
Keep the answers professional & informative please.
Oh hai...
I'll give it another shot on another server another day though.
2. ice picks
3. sounds okay
humans should have engr classes for constructable objects, bar doors and windows... thats what you do in a zombie invasion.
zombies have a wallhack, they can smell human flesh.
zombies can see in the dark, humans have to contruct the generator to create a defendable safe zone.
humans have a limited time to acchieve objectives (repair this, escort that, bring X to Y, ... all the usual ET objcs) to be able to escape the zombie apocalypse.
dead = dead style mechanics from cod/cs are boring, needs a workaround. maybe limited respawns, comparably long respawn and so on.
id also think about removing life (i fear zombies might be too underpowered) and just have healthy and infected status.
NQ has a poison needle that will fuck up or movement and vision, will make you lose life and you cant cure yourself from it (being a medic). you need another medic to help you out or you die. no HP packs cause no HP, medics only to heal infected mates.
is it possible to make crawlers? zombies that "prone" all the time but with insane speed (but very little life) and can get through vents and other routes that regular (more tanky maybe) zombies cant get through?
also i would not only look at l4d and killing floor for inspiration (cause there zombies are NPCs) but check out NASE (natural selection) mod for HL1 engine. this has a human VS aliens system that works great and might inspire some zombie "classes".
https://www.dropbox.com/s/lpylj97nhplijt1/zombiewalk.wmv
I'll take a look, thanks.
obviously playing a zombie that gets killed 1000 times before scoring is boring tho.
so you will have to find a way to balance things not only with classes and functionalities but you will have to reconsider the way health works in the game.
thats why i thought humans should have to be afraid of touching a zombie, meaning if you get bitten you dont lose 10 out of 100 health but you are done for (without the help of a medic).
that will still demand the zombies to have a good set of skills tho (disabling people from walking (killing floor style), harming their vision and movement on a ranged basis (killing floor style), "hooking" them (l4d style)...
balancing will be a pain, coding everything especially but you will need a solid idea/basis to start from.
We're adding some really neat features, and next release is 'maybe' a flashlight. Code is sorted, it's just implementing it correctly.
We've added all the stuff you'd expect like hitsounds, shove (I expanded so you can push the bodies that are not gibbed (waiting for a doctor).
Added throwing of items, such as axes, baseball bats etc... (we will edit this as we go)
Can now drop your weapon, and also if you're holding your pistol, it will drop that (not just primary). So pistol models are now droppable.
Added new HUD :)
Messages are now timestamped, easier for logging, frag movies etc...
MODIFIED SOME PARTS OF THE PMOVE CODE, WILL BE EASIER TO MODIFY PMOVE SETTINGS DEPENDING ON PLAYER'S TEAM/CLASS ETC...
When you damage a client you receive their HP after shooting them. (Nice for defensive play)
.... many many more :)
And don't take the "can't jump" too serious, ofc playing a ET map without being able to jump would be pointless, but i wouls suggest to somehow change the animations a bit!
just to kill every human in the game i think.
idk,maybe start with ''nothing'' and they can find weapons/food throughout the map like screwdrivers and that sort off stuff near workbenches,and guns near @ ammo crate places or random places??
havent played a ''ET:zombie test'' yet, but i think ill be happy
kill humans ofc!
Q. What weapons would the Humans have?
axe/katana/chainsaw/warhammer+ .45/luger/shuriken/akimbo+ thompson/sniper xbow/shotgun/flamethrower. Every class should have own unique combination
Q. Are you happy with using preset graphical settings?
yea
r_intensity & r_mapoverbrightbits are to be limited.