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Allen
Joined: Wed Apr 30, 2008 10:10 am Posts: 214 Location: Seattle, WA
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Re: Zombies '09
oh, looks like i cropped the good bits out of the background layer sketch a few pages back. The static defenses were on the same page. like always, just sketches. I'm working on paintings of some of these now, and i can already tell you they don't look too terribly like the sketches. EDIT: oh yeah, E is sort of where incapped soldiers came from, while i first thought of them as being setpieces for a mission, Geti has found a way to make them part of every game. Ideas are found in mysterious ways for this mod, so keep posting your ideas, seriously. We do consider all of them.
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Thu Sep 03, 2009 10:36 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
its also really easy to include incapped soldiers as part of a mission as set pieces. because incapacitation is based on their HP just give them low health when you spawn them (or add Health = 30 in .ini) im also going to include a small innate regen in all resistance soldiers. it gives them a little more longevity. im still working on making them more resilient though, in the current version they seem about as strong as a vanilla zombie <_<
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Fri Sep 04, 2009 3:34 am |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: Zombies '09
Just got a great idea for a split-screen Co-op gametype that could go with this mod!
Each player has controll of one resistance soldier (hopefully selectable in the beginning of the map, but not necessarly), each with it's own strenghts and weaknesses. You defend a building from zombie waves (a ruined apartment building in a destroy city plz? I really like figthing in urban enviroments) or try to get through the map like in L4D. If your health reaches 20 or the like, you will be incapacitated (like in the "E" defensive position) and thus immobile. If a player is incapacitated, another player must go over to him and give him a painkiller to get him back into the fight, or he will bleed to death (or worse, get chopped up by a pack of hungry zombies)
All this is obviously just ripped off other games, but I think it would be cool to have it in Cortex Command.
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Fri Sep 04, 2009 1:48 pm |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: Zombies '09
Too hard to implement. Never going to happen.
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Fri Sep 04, 2009 4:29 pm |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: Zombies '09
Scope0 wrote: Too hard to implement. Never going to happen. Scratch the whole incapacitated stuff then, going to happen?
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Fri Sep 04, 2009 4:35 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
incapacitation is already implemented in the current dev version. it is HP based, and makes your soldier immobile. when you get incapped (30HP) your health jumps to 50 (as "temporary" health. if it reaches 100 you become mobile again and your health jumps to 40. as confusing as that sounds, it works nicely, though getting clawed to death usually ends in a dead rather than incapacitated unit. obviously, the field medic's healing ability makes this more fun, and once we add some syringes (hopefully with a few varied effects) it will be an even more handy unit. and besides, what you have described is what missions are going to be like, and im also thinking of making some more interesting skirmish maps (with at least a few dynamic events). just be patitent. oh also, PSU update. its back next tuesday, which is just before my exams. hopefully i can get you guys an updated version before then, because i need to focus on school for a week and a half after then.
also, if anyone wants to code some virtual attachment rather that literal attachment for the drop slug thrusters, that would be awesome. i really dont have time at the moment.
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Sat Sep 05, 2009 1:00 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
ill work on this and my TC entry tomorrow. im just happy to have my tablet back. sorry for the rushed, low quality image. 45 min total <_< todo: get new zombies.rte from my usb stick merge changes with my work on this tweaks, maybe a preview image with trenchies and incaps release.
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Tue Sep 08, 2009 11:34 am |
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sock
Joined: Thu Apr 02, 2009 6:37 am Posts: 25 Location: yes.
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Re: Zombies '09
is that zombie wielding glow sticks?!
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Tue Sep 08, 2009 1:27 pm |
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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: Zombies '09
It also appears to be wearing a cod-piece. Good to hear about the newfound state access to computers.
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Tue Sep 08, 2009 1:34 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
411570N3 wrote: It also appears to be wearing a cod-piece. long night a year ago was long and fun. the word zombie made me think of a friend. i might render this later and get rid of a million ugly lines, or i might not. i do need to get a lot more coding done in general though <_< incap-working release probably coming tonight. zombie cave working in it may or may not happen, depending on ease of conversion. hopefully.
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Tue Sep 08, 2009 9:25 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
may or may not happen, just need to get better at painting. incap-tastic release coming as soon as i tweak it, works well currently but the revival mechanic is slightly clunky, to say the least.. i think i'll make it work on a smaller scale.
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Fri Sep 11, 2009 9:14 am |
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1nfernal
Joined: Wed May 20, 2009 10:06 am Posts: 163 Location: Sweden
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Re: Zombies '09
Geti wrote: [img]SUPER%20AWESOME%20HEAVY%20SOLDIER%20THING[/img] may or may not happen, just need to get better at painting. incap-tastic release coming as soon as i tweak it, works well currently but the revival mechanic is slightly clunky, to say the least.. i think i'll make it work on a smaller scale. Oh please make that thing happen, love the look of it!
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Fri Sep 11, 2009 2:50 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Zombies '09
While you are at your ModDeving, please change the thread icon to B23, please.
And while you are at it, I am getting raped by a hoard of bloaters, and engineers.
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Sat Sep 12, 2009 1:37 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Zombies '09
i swear i set that icon.. must have been deleted when the icons were changed. oh well. you guys are going to like the seeder when its done. its ♥♥♥♥ huge. considering just .raring the current version and giving it to you, i have too much study to get much done at the moment.. ill decide tonight.
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Sat Sep 12, 2009 2:22 am |
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ZevN47
Joined: Fri Mar 13, 2009 2:31 am Posts: 217 Location: Earth... I think
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Re: Zombies '09
Yay Zombies... I think the heavy is way to easy to kill. It should be like the tank in L4D
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Sat Sep 12, 2009 4:20 am |
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