Author |
Message |
Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
|
Re: Zombied Coalition
Ask EvilPoni, for his invisible zombie deployment thing. ( There's never fliers )
|
Wed Sep 03, 2008 4:05 pm |
|
|
grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
|
Re: Zombied Coalition
Yeah,i do can ask.But i need to learn make it myself.
Edit: Ok i made it , but it droping under the ground.Is it too heavy (mass) ? Because its mass now 5.
|
Wed Sep 03, 2008 4:24 pm |
|
|
Tendrop
Joined: Sat May 05, 2007 7:21 am Posts: 662 Location: The Zone
|
Re: Zombied Coalition
Mass should be zero, the weight of the zombie in it takes it to the ground.
|
Thu Sep 04, 2008 8:16 pm |
|
|
grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
|
Re: Zombied Coalition
Thx.Because this was bad.And funny.
|
Fri Sep 05, 2008 12:27 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Zombied Coalition
that is cool. its like theyre getting born from the earth. but sadly, theyre not able to get out. and they still dont look zombie enough, they look more like a bloody clone.
|
Fri Sep 05, 2008 11:20 pm |
|
|
DSMK2
Joined: Fri Dec 28, 2007 4:19 am Posts: 1119
|
Re: Zombied Coalition
They look more like "new" zombies actually... Try making differently aged/mutated ones? IDEA: make their deployment style... Dead Dropship droppod.
|
Fri Sep 05, 2008 11:39 pm |
|
|
ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
|
Re: Zombied Coalition
Like the flood of Halo, or Reavers from Firefly.
|
Fri Sep 05, 2008 11:42 pm |
|
|
macattack
Joined: Wed Jul 09, 2008 1:34 am Posts: 218 Location: Monkey Island: It is teh fluffy here.
|
Re: Zombied Coalition
Um is this supposed to not work yet because when I try its latest stage it just uses the last activity used.
|
Sat Sep 06, 2008 2:46 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Zombied Coalition
you need to comment out the other activities.ini in the respective index.
|
Sat Sep 06, 2008 3:19 am |
|
|
macattack
Joined: Wed Jul 09, 2008 1:34 am Posts: 218 Location: Monkey Island: It is teh fluffy here.
|
Re: Zombied Coalition
I did.
|
Sat Sep 06, 2008 4:03 am |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Zombied Coalition
even in base.rte? thats wierd.. well, make your own i suppose, it isnt hard..
|
Sat Sep 06, 2008 4:48 am |
|
|
grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
|
Re: Zombied Coalition
Ok guys i post mod.Read the story in it.macattack that version what i posted last time isnt working.
|
Sat Sep 06, 2008 3:28 pm |
|
|
Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
|
Re: Zombied Coalition
I think they look gory, but past that more can be done to really slap the player in the face with the fact that they're supposed to be undead or "infected" or what have you. And that needs to happen for this mod to be aesthetically effective.
The stance is too human, too upright. I think if this changed they'd be believable enough.
I don't think tearing them up and making them look decayed is really all that necessary. What you have looks plenty good enough as far as the outward evidence of zombification. Since they aren't mutated physically (their proportions haven't been tampered with by the infection) then that's probably what a coalition clone would look like if undead.
Now, if you want them to look inhuman, if you want them to really be distinct from a normal coalition clone then there's still work to be done on the sprites. It depends on what kind of appeal you're going for with them. Do you want the zombies to be confusing to fight? should the player be unable to tell the difference between a zombie and their own troops at first glance? This is an admirable goal, because that's a fun gameplay dynamic and is a good way to make the player nervous.
On the flipside of this you could make them truly strange and terrifying looking, like they've mutated and then put through a giant cheese-grater. This makes them more interesting to look at and sets them apart from the coalition. It's probably going to be cooler to look at, but you lose that frantic uncertainty that the other option would afford you.
Right now it's somewhere in the middle of these and doesn't have the strengths of either option. It's my personal opinion that you should choose which road to take and start taking it. I would love to see this mod get huge, as i've never played a truly competent zombie mod and i think this one could pull it off.
|
Sat Sep 06, 2008 7:48 pm |
|
|
Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
|
Re: Zombied Coalition
grenade, upon reading your story i can confirm you should get someone else to type anything complex in english, as everything ive seen from you is unintelligible, or not far off. on the actual zombie, i agree with allen. if you changed their stance it would make them look a lot more zombie, and they would be more fun at either polar end of the zombie spectrum.
|
Sun Sep 07, 2008 1:09 am |
|
|
grenade
Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
|
Re: Zombied Coalition
Yeah,but the story was the idea what i made.OMG sorry im really bad typing in eng.
|
Sun Sep 07, 2008 9:19 am |
|
|
|