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 Zombies '09 
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Joined: Fri Mar 13, 2009 2:31 am
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Location: Earth... I think
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Post Re: Zombies '09
well... that sucks...


anyway

Geti would it be possible to have a zombie that has no jet pack but can run really fast?... or is this impossible..


Sun Sep 20, 2009 1:05 am
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Joined: Wed Jan 07, 2009 10:26 am
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Location: That quaint little British colony down south
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Post Re: Zombies '09
Fast running tends to make the actor bounce alot.
Increased weight to counteract this tend to make the actor shred the ground.
Hmm... maybe you could do some fancy Lua involving increasing lateral velocity whilst running as well as automatically pushing the actor back down when off the ground/setting the actor to strictly follow the ground.
Also, would it be possible to make a gun that makes the actor lunge whilst firing some sharpish particles? (not using any of this negative mass business; the zombie has to survive to do it again or it isn't remotely dangerous) A lunging attack would be pretty cool...


Sun Sep 20, 2009 1:40 am
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Post Re: Zombies '09
lunging can be done by jumping at the same time as firing. i still need the AI to be coded, i kinda assumed this would be a part of it.
i could just make it so when a non-player-controlled zombie "fires" its claws, it lunges, i might try that.


Sun Sep 20, 2009 8:32 am
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Post Re: Zombies '09
Hey this is pretty neat. Last time I DLed this I was like "ehh..." but now it's awesome. I like the time-delayed regen on the supah-troopas, as well as the incapacitated state for all of the actors. I think that Vanilla actors should have an incapacitated state. Green gas grenade launcher is fun, Zombie generator thing is fun, too.

Infection isn't working so hot for me though, infecting attacks are as likely to kill as infect. Also the side it infects to seems randomish.


Mon Sep 28, 2009 2:33 am
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Post Re: Zombies '09
Geti wrote:
lunging can be done by jumping at the same time as firing. i still need the AI to be coded, i kinda assumed this would be a part of it.
i could just make it so when a non-player-controlled zombie "fires" its claws, it lunges, i might try that.
Any way to let the player use lunge as well?
Also,
Contrary wrote:
Infection isn't working so hot for me though, infecting attacks are as likely to kill as infect. Also the side it infects to seems randomish.
You could just say that it's because it depends on whether or not the infection successfully converts sides or if the host retains control. Should probably leave that in, to prevent raising a ridiculous army from just camping in a corner with a Green Gas Grenade Launcher or using that turret.


Mon Sep 28, 2009 2:39 am
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Post Re: Zombies '09
Aight I thought that might be it. Sounds good.

Couple more things- The complete zombies kill ground with their feet and the coloured people incarnations of the resistance look like they have kinda weird palette choices. But then again, this is CC.
So the normal zombies will have lunging attacks? Sounds good, I really like the fatso zombie's exploding belly flop attack.


Mon Sep 28, 2009 3:04 am
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Post Re: Zombies '09
Geti is gonna be out of the office for a week or so, so we're sort of on hiatus for the moment with updates and major changes. Thought you guys oughta know.

Anyway, i'll just throw a little art at you until then, and roon and i can take questions/suggestions in Geti's absence. So here's some art that i refuse to explain, except to assure you that it is all relevant to this project.

Image

Image

Image

Image


Mon Sep 28, 2009 10:41 pm
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Joined: Fri May 08, 2009 1:39 am
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Post Re: Zombies '09
is look very smexy... jk

But really, all those images are really really cool. Can you make a new shotgun perhaps for the humies? When you get back, because The double barrel is fun, but i get eaten very quickly using it D:


Mon Sep 28, 2009 10:48 pm
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Post Re: Zombies '09
we've discussed at least two different shotgun-style weapons amongst ourselves for planned/partially finished units, operating similarly to the double-barrel we've already released (powerful and dirty).

The double barrel is the only gun i give to every soldier when i neglect my classes to "beta test" the mod. It's a backup, for close encounters, but it's also really a fun challenge to use exclusively with types like the medic. Put two medics and a brain inside a small base, each armed with a shotgun only and have fun adapting. It gets really intense after a while if you can keep them both alive. I lasted 2 hours like that once, and it was the most fun i'd had with cortex command in a long time.


Tue Sep 29, 2009 4:35 pm
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Data Realms Elite
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Post Re: Zombies '09
The omega trooper's torso amor is too blocky, make it look more segmented.
I agree that green gas ( from the resistances' weapons ) should not zombify the ones that it is used against, but the natural green gas ( that is spewed by the zombies ) should infect those how aren't zombies and gib the infected when isdead == true.


Wed Sep 30, 2009 7:57 pm
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Post Re: Zombies '09
quick out of office update from the worst netkiosk ever. the keybard sucks.
im low on time too, so expect typos.
im drwing quite a lot in the hotel room, but ony partially for this.
a fe thigs (holy ♥♥♥♥) that i've noted yo guys want
    infection
    big units
    less ♥♥♥♥ melee
i'll focus on these as soon as iget back. infection first. foa, we're throwing around a lot of designs for the omega. devs, if you could dig up the one i did wit the gladiator mohawk, that would be a good example. we dont know exactly what we wnt to do with it.
♥♥♥♥ out of time mashsubmit


Wed Sep 30, 2009 8:34 pm
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Location: In heaven, everything is fine.
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Post Re: Zombies '09
I laughed at the horrendous typos XD

Good to hear you're working on the three things that I want most.

Now about the omega troop. I think the front armor would make a good jetpack.


Thu Oct 01, 2009 10:44 am
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Post Re: Zombies '09
some more netkiosk spamming. very sik of metal keyborads <_<
teh dr seuss head thing is possibly going to be used a sa omega head, or a mechanised sub engineer blade hadned zombie. thoughts from teh community?
if another dev could find those sketches i did taht had a chainsaw-armed zombie in them, that could be good to show what happens when we get boerd. i dont liek chanisaws taht nmuch though.


Thu Oct 01, 2009 10:50 am
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Data Realms Elite
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Post Re: Zombies '09
Use the Dr Seuss head for the a sub engie type, or a canine unit, and it seems you are making the jetpack rocket into an infection device, FOR REAL!!! ( Another accepted suggestion )

And chainsaws bring the fun out of the zombie mauling experience, make the tongue work, or give superb/accurate ambushing/pouncing skills.

Oh and zombies apologies by maulifying. ( Mollify )


Fri Oct 02, 2009 12:49 am
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Post Re: Zombies '09
I was just playing this with a friend. Good stuff; I had more fun with the gameplay here than I have had in vanilla CC for quite a while. A lot fresher, and generally unique; the balancing of the factions against each other really made things interesting. Dropping a junk rocket full of zombies down the other player's mining shaft by pure chance is a great feeling. It crashed a lot (usually with the junk pile drop-ship fall-from-space things, I thought) but while it ran, it was a great deal of fun.

Allen wrote:
<pictures>


And now for lol art critic time:

Interesting art, but the soldier looks like he has an access hatch for his beer gut right now. It would probably work better, in game especially, if you massed the chest armor more closely around the chest itself. The arms are looking a bit like tubes too, but if that is supposed to be an armored hazmat suit or some such, it probably makes sense. Makes me think of a B-grade sci-fi Combine Elite, which is actually kind of amusing in and of itself.


The guns look nifty also. Looks like a missile/spike/flechette launcher in the middle? And some kind of coil pistol and assault rifle?


Fri Oct 02, 2009 5:03 am
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