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 Zombies '09 
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Joined: Sat May 02, 2009 4:52 am
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Post Re: Zombies '09
Geti wrote:
What do you think of zombies using spears?

Wait, spears? like, spinal projectiles? I guess they could be wielded by some sort of spear zombie, or just to all of them. The 'spinal spear' excuse means that they flop around, just like almost every other actor on Cortex Command... I like it.


Thu Aug 27, 2009 8:44 am
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Post Re: Zombies '09
Tribal zombies yay!!!! I mean no...It's eh...Kinda awkward.

I'd rather have a separate mod with carnivorous tribe people hunting you with spears.


Thu Aug 27, 2009 9:01 am
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Post Re: Zombies '09
Point.blank wrote:
Wait, spears? like, spinal projectiles? I guess they could be wielded by some sort of spear zombie, or just to all of them. The 'spinal spear' excuse means that they flop around, just like almost every other actor on Cortex Command... I like it.

yeah, im thinking a dedicated spear zombie, and then just having the spear as a weapon that all zombies can use in the right situation. it would just make them a little less useless if you dont want engineers.
also, i wasnt thinking just a spine, but maybe some of them could be. random sprites and whatnot.
The Decaying Soldat wrote:
I'd rather have a separate mod with carnivorous tribe people hunting you with spears.
lol. well, this came from allen saying the zombies looked kinda tribal. we're making the more powerful zombies more animal looking, and thinking of adding some random fur patches and spikes to the current zombies (as well as misc damage, of course).

comments on the seeder concept are a good thing, by the way :)


Thu Aug 27, 2009 10:44 am
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Post Re: Zombies '09
the seeders a cool idea. but he should be just explosive and you could have another zombie that is dedicated to carrying 3-4 docile zombies into the enemies base and have him have a weak ranged attack like vomit or shooting shards of bone or something.


Thu Aug 27, 2009 11:12 am
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Post Re: Zombies '09
I agree specializing the zombies.

Seeder: Explode to form zombies/Shoot bio mass from a distance to form zombies

Sharder: Releases deadly bone spikes as a range attack

Fleshmine: Explodes when killed. Leaves behind a mess of organs that explode into green gas when triggered(though that might cripple other zombies instead of the humans)

If you need a zombie to have 3+ functions, it's going to be a boss.


Thu Aug 27, 2009 12:21 pm
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Post Re: Zombies '09
I just realized: why don't the resistance have some sort of mechanical robot? I mean, it makes more sense to use robots because they aren't prone to infection or anything, and they don't die as easily.


Thu Aug 27, 2009 3:06 pm
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Post Re: Zombies '09
If they had a robot army, they wouldn't be at the brink of extinction now. Poor people.

I think they're running low on both resources and tech. Though it might make sense if they savage engineer parts to make robots, or mechanical suits.


Thu Aug 27, 2009 3:16 pm
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Post Re: Zombies '09
I didn't mean an army of robots with thousands among their ranks, just some scrap parts assembled together, probably a couple dozen in the entire resistance. Either way, it is worth looking into.


Thu Aug 27, 2009 4:30 pm
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Post Re: Zombies '09
I feel really stupid, but how do you play this mod? Is there a specific map to play on, and what is its name? i have over 9000 maps, so i can't tell if there is a new one.


Thu Aug 27, 2009 8:23 pm
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Post Re: Zombies '09
You have to enable the activities. To do this go into missions.rte then go into index.ini and comment out skirmish activities. Then you should be set to play against some zombies.


Thu Aug 27, 2009 8:35 pm
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Post Re: Zombies '09
Point.blank wrote:
I didn't mean an army of robots with thousands among their ranks, just some scrap parts assembled together, probably a couple dozen in the entire resistance. Either way, it is worth looking into.
it will happen, think exalion's SCRAPs with less moid rape and more yummy falling apart. but not until we get the human actors together.
The Decaying Soldat wrote:
If you need a zombie to have 3+ functions, it's going to be a boss.
which is why the seeder is a tier 1 superbloat, actually.
i might make a "sharder" style zombie though, that could be cool.
The Decaying Soldat wrote:
mechanical suits.
:wink:


Thu Aug 27, 2009 9:44 pm
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Post Re: Zombies '09
when I saw the word spear my first thought was the bone spear necromancer spell from Diablo II , the sharder sound like it a bit but I would like to see a tall zombie that stands upright like normal actors and has spine bone armor plate on its uper back, a breast plate made from the rib cage, and it launches bone spears from it's arm that work like the harpoon gun :evil:

ya I think to much or maybe just enough for these kinds of things :wink:


Thu Aug 27, 2009 10:39 pm
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Data Realms Elite
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Post Re: Zombies '09
Geti, I would like to request a feature for the engineers.
That rocket that flies out of the backpack when the engineer is gibbed should try to attack the nearest enemy, or try to convert another zombie.

Heh, heh, heh, a missile launching spine, 'LOOK UP, it launch the column launcher!!!' , :D .


Thu Aug 27, 2009 11:05 pm
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Post Re: Zombies '09
ok, i commented out what you said, so how do i play the mod? Can I play it on any map??


Fri Aug 28, 2009 12:32 am
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Post Re: Zombies '09
yungtoc1 wrote:
I feel really stupid, but how do you play this mod? Is there a specific map to play on, and what is its name? i have over 9000 maps, so i can't tell if there is a new one.



OVER 9000!!!!! BRAAAAAGGGHHHH

[/offtopic]

This mod is amazing. I think you should try to make a mission for campaign, so us noobs(read:me) can use it without messing up our cc 80 trillion times


Fri Aug 28, 2009 12:39 am
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