Zombie Defense -fixtastic-
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Defense -fixtastic-
Major updates! -I changed up the bunker layout (its not as pretty, but its much more functional) Tell me what you guys think. -Improved weapons a little bit (rocket launcher was too explosive so its now RPC M17) -There are now mini bosses at 400 and 900 kills along with a huge boss at the end. -I think I got rid of the health draining and random combustion bugs (I just lowered the zombie cap) (I think the cause of that was something about particles of the terrain floating up in the air and striking actors really fast) -Added double health power up at 700 kills and made it so you start out with 150 health (it was too difficult otherwise) -Something happens now at least every 100 kills (whether its a power up or mini boss or etc.) -You now get an achievement if you beat the mission with equal or greater health than you started out with -Many other fixes and touch ups. What I still want to do: -Make the option of fighting one of several last bosses chosen at random so its a different experience each time you play. (I have the option, I just need new bosses) -Get the ending all figured out and set up. (Either try to kill the impossibly hard boss or escape in a rocket (no idea how to do that last bit). -Maybe improve the last boss's AI. (Am gonna need help with that) -Put in a sound file of a crazy zombie battle cry to play when the last boss appears and possibly destroy or open the bunker so that you have a way out to escape. -Put in some awesome zombie fighting bg music for the mission. -2-Player Co-Op for anothert version of the mission. -Make the level look nicer (in other words, more eerie) -Maybe choose even better weapons? -Fix all the bugs and random glitches. -Any other suggestions I feel should be put in the mission.
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Sat Jun 20, 2009 8:08 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Zombie Defense -fixtastic-
Quote: -2-Player Co-Op for anothert version of the mission. Just have for loops like the ones in base missions, and change playerActor to a list. For escape in a rocket, have something like this: [code][/code] function MaginotMission:CraftEnteredOrbit() --If a craft leaves with the brain robot... if self.OrbitedCraft:HasObject("Brain Robot") then --Team 1 wins! self.WinnerTeam = Activity.TEAM_1; ActivityMan:EndActivity(); --Tell the script to stop running for brains as the game has ended. for player = 0, self.PlayerCount - 1 do self.braindead[player] = true; end end end
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Sat Jun 20, 2009 8:59 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Zombie Defense -fixtastic-
Here's a version with the music in the original request thread and the apocalypse tower background minus the buildings. Because I can't be arsed setting it to my preferences every time a new one's released. Also, I figured people'd like it. I used the latest version, don't worry.
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Sat Jun 20, 2009 11:31 pm |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Defense -fixtastic-
mail2345 wrote: Oh, put an MOID check to cap the spawns instead of a arbitary number. How would one go about changing up the MOID count? I fixed the problem of the random combustions (and the health drain thing as far as I know) already, but I still want to learn as much lua as I can mail2345 wrote: Quote: -2-Player Co-Op for anothert version of the mission. Just have for loops like the ones in base missions, and change playerActor to a list. I'm sorry, I dont understand. For loops? And what do you mean by change playerActor to a list? I knew absolutely nothing about Lua before I worked on this mod, so bare with me if I don't understand some things @AgentBaron Im hoping to make parts of the bunker out of test material, but only parts like the floor. I want the doorways, ceiling, and other parts to remain destructable for the reason of letting the zombies and the bosses scare the crap out of you However, I don't know how to do that xD @The Decaying Soldat and everyone else Ill replace those weapons. Considering the powerups that are given already (and the order they come in), what do you suggest would be good replacements? Flammablezombie wrote: Here's a version with the music in the original request thread and the apocalypse tower background minus the buildings. Because I can't be arsed setting it to my preferences every time a new one's released. Also, I figured people'd like it. I used the latest version, don't worry. Looks great, Ill use it Can't hear the music at all though
Last edited by FauxMask on Sun Jun 21, 2009 1:01 am, edited 1 time in total.
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Sun Jun 21, 2009 12:38 am |
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Contrary
Joined: Mon Mar 16, 2009 10:50 pm Posts: 2175 Location: Neverwhere
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Re: Zombie Defense -fixtastic-
FauxMask wrote: Attachment: Zombie Defense.rte.zip Pure win. This version was actually fun. You did a really good job. I didn't make it to the bosses but the weapon spawns felt like they came at just the right time, and the base is nice. Couple things, though. I didn't really like having the zombies spawn where I can see them, it robs me of a chance to snipe them. Some of the weapons didn't really feel right. The laser gun felt kinda out of place and was also generally useless. The M1600 is vastly inferior to the auto pistol in this context. The heavy Sniper rifle has too long of a reload time, a too small clip, and too small and firing rate to be useful. It seemed like the zombies care less about bullet speed, mass, and sharpness at more about how many bullets there were. I think the flamer was a really good choice, though. Lady pistol makes my hand hurt, perhaps have a Luger or a Glock 5 or so kills in? I don't really like the puke all that much, maybe some sort of shovel-esque melee weapon would be better? From what I can tell there is no smg, shotty, or revolver (not that i got that far in). These are all historical zombie fighting weapons, plus the peacemaker would be epic. Maybe a shovel to start out with for lols. Future stuffs: (I'm stealing this idea from CoD5) Perhaps you could expand the base to be a large house bigger first and second floors, and maybe a basement. You could unlock further areas like weapons and when you unlock the basement Zombies start coming in through a cave there (at very late levels.) If you ever allow the player to get outside, maybe you could tone down the jetpack by at least half, so the player wants to be inside. This is a really nice mod to an already fun mod, and I would be happy to help in any way I can (splicing together a new house, sprites) if you'll have me.
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Sun Jun 21, 2009 12:44 am |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Defense -fixtastic-
Contrary wrote: Some of the weapons didn't really feel right. The laser gun felt kinda out of place and was also generally useless. The M1600 is vastly inferior to the auto pistol in this context. The heavy Sniper rifle has too long of a reload time, a too small clip, and too small and firing rate to be useful. It seemed like the zombies care less about bullet speed, mass, and sharpness at more about how many bullets there were. I think the flamer was a really good choice, though. Lady pistol makes my hand hurt, perhaps have a Luger or a Glock 5 or so kills in? Yeah, I realized that as well. Don't worry, Ill work on the weapons. Contrary wrote: Future stuffs: (I'm stealing this idea from CoD5) Perhaps you could expand the base to be a large house bigger first and second floors, and maybe a basement. You could unlock further areas like weapons and when you unlock the basement Zombies start coming in through a cave there (at very late levels.)
If you ever allow the player to get outside, maybe you could tone down the jetpack by at least half, so the player wants to be inside. I like it. Sounds like a very interesting idea for a future Zombie Defense 2 Contrary wrote: This is a really nice mod to an already fun mod, and I would be happy to help in any way I can (splicing together a new house, sprites) if you'll have me. Thank you very much Your help would be very much appriciated, seeing as Im horrible at spriting and am still just learning lua lol.
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Sun Jun 21, 2009 12:58 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Zombie Defense -fixtastic-
I just played it and got up to 900 kills. ... Yes ofcourse I cheated. Anyways I found the game dull when you cant buy anything. Another thing that was nasty is the bunker. And then the zombies on the left side spawned way too close to the bunker. I like that you tried to be more original with the weapon selection, but honestly some weapons just arent as good as others. And on top of that getting yourself healed is not an option so if you get hit a couple times and the health powerup that only heals your HP is good as useless. This is how I'd do it to improve and make it more fun: 1. The bunker. I found fighting on the roof of the bunker the most fun and best place to fight from. So based on that, I'd make the bunker totally different from what it is now. Heres a rough sketch what I think might work better: Or a more simple version: This bunker would give safety rather than demise to those in it. If the actor falls off the roof, the zombies will eat him. If the zombies climb to the roof, they will eat him aswell. If the zombies destroy this bunker, they will eat him. Otherwise the actor is somewhat safe in the bunker. As you can see, theres a room inside and a landing pad in the middle. The room is a preparation room and possibly you could put *something* there. Or make *something* work after a certain number of kills. Then instead of starting with one lone dude, you start with 2 of them. Cortex Command allows you to control multiple bodies that are disposable so putting that feature to use is a good idea. 2. Zombies. Otherwise very good and have a lethal, but balanced attack, they make a good foe. Now here comes the twist: Each time you kill a zombie, you get gold for it. 5 or 10 oz per zombie is good I think. Then, instead of recieving weapons per level of zombies killed, you use the gold to order stuff. And you can order whatever you want. A dropship with bombs, a new soldier with guns or your very own pet zombie with a chaingun.... aslong as you have the money. You start off with 100oz only and the two guys you have at the beginning have some low class weapons. Pistols or smg. 3. Powerups. Now that the weapons are obtainable by other means than killing X number of zombies, we can focus having the powerups do something different! This example list could be some possibilities: -Add 2 grenades for each actor on your team -Double health of every actor you have on your team -Activate a weapon station or a dispenser or some other base gadget in the preparation room. -Make all zombies go sky high at 500 speed, killing them off instantly and acting like a clean up nuke to give you a break. -Money BONUS! -Extra trooper with a gun for your disposal -Stun all zombies for 10 seconds -Spawn a miniboss! -Summon a mega crab for you to control and crush zombies! -Summon a dropship loaded with bombs for you to do a bombing run -Make zombies faster! -Turn one of your actors into a zombie! ect ect. With this plan, you could make a whole new zombie game experience, while utilizing all the features of CC the current version restricts and make it much more fun.
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Sun Jun 21, 2009 1:43 am |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Defense -fixtastic-
Hmm... Interesting ideas Numgum. The reason I have the bunker how it is now is because after you get a certain number of weapons, youre too heavy to even use your jetpack so you couldnt possibly get on your bunker roof If this problem could be solved, and someone could sprite the bunker (Ive already gone through at least 4 different versions of the bunker and Im tired of being stuck in Paint, becides I suck at it) then I think I might use your bunker idea Ill just make the jumptime of zombies a second or two greater so they could possibly jump on the roof (or climb) I had the zombies spawn more far away from the other spawners to fix the problem of them blowing eachother up when they spawn in masses, but maybe that was just the ground made of test (which I fixed, just beefed up the zombies' impact resistance), so maybe I could change that. Regarding the buy-whatever-weapon-you-want-via-gold (and power-ups) idea, I might have to think on that for a bit. It sounds good in theory, but if everyone is going to cheat and used tons of nukes to kill everything I might keep the old way. Hmm.. Maybe we should have a poll. Who thinks I should implement Numgum's idea and who thinks I should stick with the old method (with improved weapons of course)? Quote: Then instead of starting with one lone dude, you start with 2 of them.. One for one player, 2 for co-op
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Sun Jun 21, 2009 2:07 am |
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Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
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Re: Zombie Defense -fixtastic-
That sounds like a G.R.E.A.T Idea! Maybe kinda like a l4d mod...
By that, I mean, Spawn in a relatively impenetrable bunker, and then work your way to the end of the map into a safe house, where you can fly out of the god-forsaken land. Zombies only chase after you if they have the '!' above your head, and keep chasing you until they die. Randomized weapons and grenades in random rooms, with nothing in them being more likely than something, meaning that they will spawn as soon as the door opens, so you can't see inside it. Every minute or so (random number generator) a special zombie comes in that's either harder to kill, faster, more damaging or a combination of those things. Also at the safe house, you have to call a rocket via radio, and defend for 5 minutes until help arrives. Then, board the rocket and sail off. Any other rocket won't do, because that one will be special.
But that will most likely be another mission altogether, right?
@ Fauxmask: I think that we should try Numgum's Idea, and those that don't want to buy stuff can simply choose not to. Also, if you are too heavy, I often get rid of the less powerful weapons that I don't need anymore (like the lady pistol after the auto, etc.)
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Sun Jun 21, 2009 2:16 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Zombie Defense -fixtastic-
Just put a crate into the bunker.
WEAPON PROBLEM SOLVED
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Sun Jun 21, 2009 2:16 am |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Defense -fixtastic-
Grif wrote: Just put a crate into the bunker.
WEAPON PROBLEM SOLVED But if the crate is too tall and youre too heavy to get on top of it, youre stuck Well, I guess it wouldn't hurt to try a new idea, so why not? If anyone doesnt like it, they can just use my 99% finished version of the old way (with improved weapons), which I will post in a few minutes.
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Sun Jun 21, 2009 2:20 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Zombie Defense -fixtastic-
But crates face sideways. As in, "Impossible to miss the two yellow lines when dropping your weapon if you're standing within a metre" sideways.
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Sun Jun 21, 2009 2:30 am |
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FauxMask
Joined: Mon Jun 01, 2009 4:12 am Posts: 74
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Re: Zombie Defense -fixtastic-
The problem is that if youre too heavy to jump on top of the crate, then you arent going anywhere Btw this is the latest, and possibly last, update of this version of Zombie Defense:EDIT: There were some bugs I fixed. Sorry about that. Heres the real final (I hope) Version:
Last edited by FauxMask on Sun Jun 21, 2009 8:04 pm, edited 1 time in total.
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Sun Jun 21, 2009 3:05 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Zombie Defense -fixtastic-
But you don't have to jump on top of a crate. They load from the side...
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Sun Jun 21, 2009 3:33 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Zombie Defense -fixtastic-
Numgun's idea is almost exactly what I wanted to write here.
Instead of adding weapons to your actor and in the end over-weighting him, let him order stuff. But, order only from a faction/category called zombie defense, with every classic anti zombie equipment available, including health kits and some weak actors to order. You can change the price for balancing.
There is no need to restrict a player from buying other stuff with coding, because CC is a sandbox game, won't hurt if people don't play it the proper way.
For this version I got to the bosses with 22 health left, then got flamed into bits. Very fun.
A (incomplete) list of classic anti-zombie equipment for FauxMask: -Revolver -Shotgun -Sawed-off double barrel shotgun -Flame weapons (flamer, molotov) -Axe -Chainsaw -Crowbar -Machine gun (maybe)
Not necessary to make all these weapons, but you can pick from vanilla content the weapons which most closely resemble these classics. Laser rifle is definitely not too common in a zombie pandemic. Feel free to add stuff to the list, anyone.
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Sun Jun 21, 2009 3:49 am |
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