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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Zombies '09
Can you make more of those tunnels in the next version? Maybe longer tunnels and/or vertical tunnels. Oh and what about a human brain-actor? That'd be nice.
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Fri Oct 23, 2009 2:45 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Zombies '09
Tunnels are a real ♥♥♥♥♥ to make, they're sprited pixel by pixel. We are thinking of a commander unit though.
Last edited by Roon3 on Tue Nov 10, 2009 3:10 pm, edited 1 time in total.
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Fri Oct 23, 2009 2:57 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Zombies '09
I know they're a ♥♥♥♥♥ to make but they look great.
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Fri Oct 23, 2009 3:14 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
war_man333 wrote: Can you make more of those tunnels in the next version? Maybe longer tunnels and/or vertical tunnels. I plan to eventually have a whole set of tunnels as bunkermodules (comparable to the current vanilla bunkers) but we need a better way to make them before this will happen..
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Sat Oct 24, 2009 1:47 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Zombies '09
Can't you Have the bunkermodule to randomly place rocks and dirt patches on it when placed? And just have a plain dirt module?
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Sat Oct 24, 2009 8:20 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
Lizard wrote: Can't you Have the bunkermodule to randomly place rocks and dirt patches on it when placed? And just have a plain dirt module? How about a cobblestone flooring? And again, I ask for it: PROGRESS?
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Sat Oct 24, 2009 8:38 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
Progress: little. Time is being taken up by school, contest entry, and a million other commitments.. I'll likely get back on this in a month or so. also re: random dirt and rocks: doing that would require being able to place terrainobjects, which we cant yet.
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Sun Oct 25, 2009 9:31 am |
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zeno39
Joined: Fri May 30, 2008 9:38 pm Posts: 260 Location: Some Crack House
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Re: Zombies '09
Just got the activities to run for me. It was fun however I found that the only real threats were the Engineers, fat zombies, corpser rockets, and the random docile zombie that falls from the sky and ends up mauling me to death. I mean it man it was funny at first but after a while of having most of my soldier crushed by well place rocket"S"=more than 1 at the same time it got really annoying. However no matter how many times those fat zombie ♥♥♥♥ 's come glidding out of absolutely nowhere, only to end up on the back of some poor unlucky fool (then boom!) I just cant help but laugh.
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Mon Oct 26, 2009 2:34 am |
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madmonkey43
Joined: Mon Sep 10, 2007 4:42 pm Posts: 59 Location: your miiiiiind
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Re: Zombies '09
zeno39 wrote: Just got the activities to run for me. It was fun however I found that the only real threats were the Engineers, fat zombies, corpser rockets, and the random docile zombie that falls from the sky and ends up mauling me to death. I mean it man it was funny at first but after a while of having most of my soldier crushed by well place rocket"S"=more than 1 at the same time it got really annoying. However no matter how many times those fat zombie ♥♥♥♥ 's come glidding out of absolutely nowhere, only to end up on the back of some poor unlucky fool (then boom!) I just cant help but laugh. lol me too i was using a modified version of Kyred's railroad spike launcher and managed to reverse the trajectory of a corpser rocket, sending it sailing back over to the opposing side of the map and resulting in roughly 5 zombie kills i love those rockets there's been so many O SH- moments when one arcs towards your actor, leaving only a few seconds to leap to safety best zombie mod i've played for a while
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Mon Nov 09, 2009 11:22 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
madmonkey43 wrote: best zombie mod i've played for a while thank you hoping to get a 1.0 version of this by the end of the year, looking less and less likely all the time but i suppose Zombies'10 works fine as a 1.0 edition anyway. we're looking to be able to put this project down for a while and work on something else. that said, any suggestions for content alterations would be nice. current todo: RESISTANCE -tech soldier + weapons -delta soldier -omega soldier -energy weapons -emplacements -more tunnels MAYBE -tools etc -1-2 craft ZOMBIES -seeders -engineer cannon fix -better corpserocket physics -more randomisation -engineer tools + minelayer MISC -fix all crashes -zombie AI help with the lua involved with the misc section is always welcome.
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Tue Nov 10, 2009 5:36 am |
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Benpasko
Joined: Sun Aug 09, 2009 9:26 am Posts: 1633
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Re: Zombies '09
I just tried the activities for the first time, on death, and wonder how I ever had fun without this. It adds genuine challenge in base design, because those corpse rockets smash through whatever you build, and will tunnel through the ground to get you. Within the first 30 seconds, my entire exterior defense was destroyed, and I knew I had come across something special. Keep up this quality with the emplacements, and we'll have, quite possibly, the greatest mod on the forums on our hands.
And as a request: The next thing you should do is the vertical tunnels, it could be as simple as a 90 degree rotation of the current ones. In fact, a complete tunnel set would be fantastic, but you've said it's hard to make them, so I can live for now.
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Tue Nov 10, 2009 7:19 am |
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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
Benpasko wrote: I just tried the activities for the first time, on death, and wonder how I ever had fun without this. It adds genuine challenge in base design, because those corpse rockets smash through whatever you build, and will tunnel through the ground to get you. Within the first 30 seconds, my entire exterior defense was destroyed, and I knew I had come across something special. Keep up this quality with the emplacements, and we'll have, quite possibly, the greatest mod on the forums on our hands.
And as a request: The next thing you should do is the vertical tunnels, it could be as simple as a 90 degree rotation of the current ones. In fact, a complete tunnel set would be fantastic, but you've said it's hard to make them, so I can live for now. Top tip, invest in a brainbot, and a small defensive miltia. It'll out last any stronghold, and is a lot more fun ( risky ) .
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Tue Nov 10, 2009 7:59 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
also, keep in mind that we want at least one hero unit in the 1.0 version. i'll see what i can do about the tunnels as well, but that will have to wait till after exams.
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Tue Nov 10, 2009 9:21 am |
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ProjektTHOR
Banned
Joined: Tue Feb 27, 2007 4:05 pm Posts: 2527
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Re: Zombies '09
2010 is coming up. Can we expect an update : ]
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Tue Nov 10, 2009 1:50 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
ProjektTHOR wrote: 2010 is coming up. Can we expect an update : ] hahah, i laughed at the tag. yes, thats kind of a good excuse for a release date. zombies'10 is pretty close to zombies1.0 if you get my drift in other news, allen has gone missing again
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Tue Nov 10, 2009 8:34 pm |
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