Zombie Defense Remastered (Release 7!)
Author |
Message |
Narkaleptic
Joined: Fri Jul 17, 2009 5:25 pm Posts: 26 Location: Poland, ME, USA
|
Zombie Defense Remastered (Release 7!)
I have found that 1-vs-zombie modes are lacking depth. I have taken a couple of other mods and combined them into a fairly short but rewarding game. Everything borrowed has been recoded with optimizations and general code cleanup. I do not plan to release the Guided Rocket Silo nor the updated Minimap separately, feel free to include them in your own packs and scenes. Please just mention them as I did below. Please post here if you use the modules from this in your own scenes. I (and likely others) would love to play them.UPDATE: Release 8Updated for Build 26 Fixed story elements Fixed some timers to use real time (previously simulation time) Updated weapon rewards
Be sure to select Zombie Defense as the activity and select one of the two Zombie Defense maps.UPDATE: Release 7Fixed minimap lagging the entire game Added a persistent text block with some basic info. Optimized weapon handling, extra weapons are drop on round end. Added unlimited reinforcements as long as one soldier is still alive. Added some story text after waves. Rebalanced the zombie types.
UPDATE: Release 5 + 6Fixed a couple bugs: first zombie spawned and zombie spawn to ground distance Renamed module to Zombie.rte, from Zombies.rte
UPDATE: Release 4Guided Rocket Silo will now prevent friendly rockets from entering the silo when another rocket has guidance. Guided Rocket Silo has new hangar lights from NaXx! Minimap now snap blips within the screen.
UPDATE: Release 3Added a second, more difficult level. Defenders weapons are replaced with a condensed inventory each wave. If a defender looses all weapons, they get them all back immediately. If you lose a defender, a new one will be sent. Scraped together a silo extension section. Added another, smaller guided silo. Rockets are now guided out of the silo when returning as well.
UPDATE: Release 2Minimap and Guided Rocket Silo are more useful outside of Zombie Defense. Minimap and Guided Rocket Silo appear in the Bunker Systems category. Minimap displays ACrab and other minimaps properly now in skirmish. Guided Rocket Silo will guide in Rockets that are delivering. Zombie types are more differentiated.
TODO:Silo: Prevent enemy rockets from entering the silo. Scenes: Create an effect when the zombies spawn... just shooting up from the ground?
Attachment:
File comment: Defeat half-way through wave 7 on Zombie Defense 2.
ZombieDefense7.gif [ 114 KiB | Viewed 31576 times ]
Attachment:
File comment: The base to defend in Zombie Defense 1
ZombieDefense1.gif [ 119.42 KiB | Viewed 35262 times ]
Attachment:
File comment: The base to defend in Zombie Defense 2
ZombieDefense2.gif [ 138.99 KiB | Viewed 34564 times ]
Zombie DefenseAdopted from Grif's Zombie Defense -fixtastic-Stripped it of everything but concept. I added support for additional player actors, zombies being placed randomly on the ground (instead of dropped in the same place), waves of zombies in increasing numbers, seperated code for easy modification. There are three stages, rest, fight and aftermath. The game will kill off the last three zombies of any wave, but you will have a few seconds to kill them yourself. MinimapAdopted from Grif's MinimapDisplays as a radar (instead of a map) with it as the map center, only humanoids, drop ships and brains are displayed. It also displays the location of other minimaps. If you reuse it, you'll want to add ACrab to the AHuman check on line 43. Rocket SiloAdopted from LowestFormOfWit's LFOW's Remastered Modules and Prefabs - Updated 6/14/09The graphics are used verbatim but I added a guiding system that will help rockets in "Stay" mode to land in the silo and take off from the silo with almost no chance of failure. Green lights indicate vacancy, solid red lights indicate occupancy within the silo and flashing red lights indicate that the guidance system is engaged. I appologize for my difference in coding style. I'm set in my ways as I've been coding in Lua for Garry's Mod for a few years. Wave 1 - 10 thin zombies Wave 2 - 15 thin, medium zombies Wave 3 - 20 thin, medium zombies; vomit; both sides! Wave 4 - 25 thin, medium zombies; vomit; assistance! Wave 5 - 30 thin, medium zombies; vomit; bombs Wave 6 - 35 thin, medium, fat zombies; vomit, bombs Wave 7 - 40 thin, medium, fat zombies; vomit, bombs Wave 8 - 45 thin, medium, fat zombies; vomit, bombs Wave 9 - 50 thin, medium, fat zombies; vomit, bombs Wave 10 - 100 thin, medium, fat zombies; vomit, bombs; rescue!
Last edited by Narkaleptic on Fri Mar 30, 2012 12:20 am, edited 16 times in total.
|
Tue Jul 21, 2009 2:17 pm |
|
|
The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
|
Re: Zombie Defense Remastered
This bunker certainly looks better, and more protected against zed threats. The rocket guiding system is great, I've never saw an AI rocket land so perfectly. The mini-maps are really well-placed, too. However, the game-play is not exactly rewarding I guess. It isn't challenging in the first place. It was fun until you get the other guy, then it's just keep spraying bullets blindly, and watching red dots disappear on the minimap. Also, except for a few guns, others are just dead weight. I do find the whole mission quite plain. Overall it's already better than other zombie defense scenes lying around here. I like it, though not digging it. Perhaps I've been playing to much hellish missions from weegee and start to expect missions are all super-intense
|
Tue Jul 21, 2009 4:15 pm |
|
|
Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
|
Re: Zombie Defense Remastered
I'm Grif and I approve of this mod.
Out of pure curiosity, what'd you change on the minimap/radar?
|
Tue Jul 21, 2009 4:47 pm |
|
|
Narkaleptic
Joined: Fri Jul 17, 2009 5:25 pm Posts: 26 Location: Poland, ME, USA
|
Re: Zombie Defense Remastered
I recoded the minimap entirely, mostly just for readability. But there are two main changes. Firstly, the minimap is the center of the screen and it handles wrapped maps with ShortestDistance. Lastly, it only displays AHuman actors (I forgot ACrab), so it ignores ADoor and such. Another update is that it defaults to the first team, if none is supplied in the Scene.
It is excessively tame. I've been battling with weird lag right before release, so I decreased the base zombie cap. Short of having the zombies drop closer, I'm not sure how to add stress to the level without risking instant death from an attack. Maybe zombies with pistols and an opportunity to heal between rounds. But anyway, it is out, so I hope to see some people modding the crap out of it for something fun.
|
Wed Jul 22, 2009 1:26 am |
|
|
CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
|
Re: Zombie Defense Remastered
Use CoG while playing.
Keep an eye on the minimaps.
|
Wed Jul 22, 2009 2:42 am |
|
|
LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
|
Re: Zombie Defense Remastered
Oh hey, it's my silo. Thought that got buried in Mod releases because nobody liked it enough to use it. Neat. EDIT: Oh jeez you totally reminded me that I never uploaded my Silo Shaft Extension tiles. ♥♥♥♥.
|
Wed Jul 22, 2009 3:53 am |
|
|
nnninja
Joined: Wed Mar 25, 2009 9:49 pm Posts: 96
|
Re: Zombie Defense Remastered
I think that this has the same .rte name as the Zombies 09 mod. Otherwise I like it, but it's a bit repetitive, maybe add random events?
|
Wed Jul 22, 2009 4:33 am |
|
|
Point.blank
Joined: Sat May 02, 2009 4:52 am Posts: 254
|
Re: Zombie Defense Remastered
Yeah, it gets repetitive after the 4th round. maybe a randomized script that spawns some hard-to-kill zombie or a fast zombie would be nice. Otherwise, it was a fun game.
|
Wed Jul 22, 2009 4:05 pm |
|
|
Narkaleptic
Joined: Fri Jul 17, 2009 5:25 pm Posts: 26 Location: Poland, ME, USA
|
Re: Zombie Defense Remastered
I made a few updates. Mostly for people who want to use the Bunker Systems in their Skirmishes. I did add some difficulty to the zombies at later levels though.
If anyone finds a way to clear an Actor's inventory, I have code to completely switch it out with a new set. That will remove the excessive number of held weapons by the end.
|
Wed Jul 22, 2009 6:42 pm |
|
|
NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
|
Re: Zombie Defense Remastered
Can I sprite some Hangar lighters ? I liked the Remastered piece, was so much usefull stuff without use.
|
Wed Jul 22, 2009 7:21 pm |
|
|
LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
|
Re: Zombie Defense Remastered
NaXx wrote: Can I sprite some Hangar lighters ? I liked the Remastered piece, was so much usefull stuff without use. All of my remastered vanilla sprites are considered open source for modding. If you can get some nice working lights on it, I'll add it.
|
Wed Jul 22, 2009 7:55 pm |
|
|
NaXx
Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
|
Re: Zombie Defense Remastered
Played, I love the Minimap its very very usefull, so the mission its "easy" if you shoot like a psicotic with m16 but each weapon its slowest and less usefull that previous thats frustrating without stop... I've sprited a pack of Heavy bulbs, with animation for better look, sorry If they don't fit too much on concrete bunker, today begin my holydays and I haven't much time.
|
Thu Jul 23, 2009 10:23 am |
|
|
Raintail99
Joined: Fri Sep 14, 2007 9:52 pm Posts: 304 Location: No.
|
Re: Zombie Defense Remastered
I LOVE how zombies just appear out of thin air. Make a tiny cave that they come out of, on both sides. Oh, and don't make it loop. One more thing, i think it would be cooler if your rewards were just Ronin weapons. Don't get me wrong, I still lover the mod. Also, using Coming of God is very fun on the higher levels. I actually survived it.
|
Thu Jul 23, 2009 12:42 pm |
|
|
Narkaleptic
Joined: Fri Jul 17, 2009 5:25 pm Posts: 26 Location: Poland, ME, USA
|
Re: Zombie Defense Remastered
NaXx wrote: I've sprited a pack of Heavy bulbs, with animation for better look, sorry If they don't fit too much on concrete bunker, today begin my holydays and I haven't much time. Those look excellent. Unfortunately I haven't figured out how to make uncollidable sprites that animate. It looks like MOSprite is what I want but I'm not sure how to code one. Note that only one side is needed, as HFlipped allows me to clone the object facing the other direction. As they are, they're too big to be in the hangar itself as the first rocket takes one, if not both, out.
|
Thu Jul 23, 2009 6:47 pm |
|
|
TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
|
Re: Zombie Defense Remastered
Take a look at the screen code for First Signs. It's actually just an MOSParticle that is pinned in place animating.
|
Thu Jul 23, 2009 6:50 pm |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|