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 Zombie Survival 
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Joined: Fri Dec 24, 2010 3:17 am
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 Zombie Survival
Download

The Gamemode v 1.0.3
Image
Zombie Survival consists of killing hordes of zombies that come every player level. You gain experience by killing zombies, every new level a "Boss" and a new weapon appear(not in your hands, you have to find it).

This gamemode was made to be played with a friend so you spawn with a player at your right, but you can play alone as well he just won't move.

Image
Difficulty changes Health, weapons, experience needed and zombies.

Things fixed so far and not yet uploaded:
*None

Things fixed AND uploaded:
*Player spawn
*Boss difficulty
*Weapons aren't heavy anymore
*New musics
*Actors have grenades
*No Zombie spawn problem
*Crate position bug
*Zombies move around to kill you

Bugs - We love 'em
*Map walls disappear at some time


Maps

There will only be a map but you can make yours by following this guide for dummies:
1° Make a scene just like any other map
2° Add an "AllowedZombies" area
AllowedZombies, LZ Team 1, 2, 3 and 4 will work as zombie spawn areas
4° Put it in the ZombieSurvival.rte/Scenes folder
5° Open it and change world X and Y position
6° Add it in the ZombieSurvival.rte/Index.ini list

Thanks NinetyItachi95 for being a beta tester!

MAKE MAPS!!


Last edited by WolfosoBastardo on Thu Feb 24, 2011 9:58 pm, edited 16 times in total.



Mon Feb 21, 2011 10:21 pm
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Post Re: Zombie Survival
You appear to be missing both a working picture and a download link. Might help.


Mon Feb 21, 2011 10:23 pm
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Post Re: Zombie Survival
Roast Veg wrote:
You appear to be missing both a working picture and a download link. Might help.

I know, read what I just edited.


Mon Feb 21, 2011 10:33 pm
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Post Re: Zombie Survival
It sounds good, anyway. I was expecting more of these what with the new format for B24 and all.


Mon Feb 21, 2011 10:38 pm
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Post Re: Zombie Survival
This sounds delicious. My excitement has gotten the best of me at the moment, I'm afraid.


Mon Feb 21, 2011 10:52 pm
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Post Re: Zombie Survival
Miggles wrote:
This sounds delicious. My excitement has gotten the best of me at the moment, I'm afraid.

I hope to not deceive your expectations!


Mon Feb 21, 2011 11:03 pm
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Post Re: Zombie Survival
Attachment:
ScreenDump006.bmp
ScreenDump006.bmp [ 900.05 KiB | Viewed 16842 times ]

Now that was funny.
That needs to be fixed.

Some suggestions:
Make your own copies from the weapons and make them weight a bit less. I like to carry some guns, but with the browncoat I can't carry the nailgun, a shovel and the grenade launcher, because it won't be able to fly.
After advancing a level, some concrete walls disappeared leaving the metal behind. That had to happen? It was weird.
Give the actors some grenades in their inventories, they are useful at times.
The boss should have different weapons, only a flamer makes it quite easy to defeat.

But overall I like this mod, it is interesting.


Mon Feb 21, 2011 11:21 pm
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Post Re: Zombie Survival
Asklar wrote:
Attachment:
ScreenDump006.bmp

Now that was funny.
That needs to be fixed.


That surely needs a fix but I think the problem is the map. Same problem's linked to your disappearing walls problem, I had some trouble with that map since I made it like ♥♥♥♥.
I hope someone will make better maps, why don't you start making one? I really suck at maps, and some new maps can only make the game better :D

Asklar wrote:
Attachment:
ScreenDump006.bmp

Some suggestions:
Make your own copies from the weapons and make them weight a bit less. I like to carry some guns, but with the browncoat I can't carry the nailgun, a shovel and the grenade launcher, because it won't be able to fly.
The boss should have different weapons, only a flamer makes it quite easy to defeat.

As for the weapons, I'm in agree.. but I always have trouble with weapons... so I don't think I can do much, last time I messed with weapons like that I ended up deleting the gamemode I was making.
As for the boss, I think I'll make the weapon level-based, the flame thrower might look easy but if he has a napalm flamer and you are in his range you are dead (or you can say goodbye to your legs).

Asklar wrote:
Attachment:
ScreenDump006.bmp

But overall I like this mod, it is interesting.

Thanks for the constructive criticism, I'll do my best to fix everything I can!


Tue Feb 22, 2011 12:46 am
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Post Re: Zombie Survival
Hey, making a copy of the guns you want shouldn't be much complicated. Simply copy the code and reduce it's mass =P
Actually, being in range of the napalm flamer is deadly, but it's a short range anyway. Giving him an autocannon would make him a beast.
I'd make my own scene, but I suck at it. Believe me, I suck.


Tue Feb 22, 2011 12:58 am
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Post Re: Zombie Survival
Asklar wrote:
Hey, making a copy of the guns you want shouldn't be much complicated. Simply copy the code and reduce it's mass =P
Actually, being in range of the napalm flamer is deadly, but it's a short range anyway. Giving him an autocannon would make him a beast.

Well then I'll have to make a list of usable weapons as well.
I just added some new sections into the thread.

Oh and, I changed the flamer, it's a nailgun now. It's pretty deadly and since you don't have many distance weapons at the beginning it makes him a hard boss. It becomes easier after a few hordes, if you survive >:D

Asklar wrote:
I'd make my own scene, but I suck at it. Believe me, I suck.

I understand you, I totally do.


Tue Feb 22, 2011 1:07 am
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Post Re: Zombie Survival
You've used a bit too many bunker bits there, some parts are dissapearing by random and making people ghost through walls etc.
I'd reccomend just using a clean map and adding bunker modules to it instead.


Tue Feb 22, 2011 1:26 am
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Post Re: Zombie Survival
Ahh, it has more parts than MOID or something like that, right?

Yeah, too many bunker bits aren't a good plan.


Tue Feb 22, 2011 1:45 am
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Post Re: Zombie Survival
it's troubling when i spawn in the middle of four dudes with autopistols. I don't know how to code it differently, but making sure that doesn't happen will add some polish. Why have randomly-generated character spawns anyway? I don't see what it adds except the frequent depression of the "Ctrl" and "R" keys.

The one time i played it on Medium mode i got the gist of it, spawned in the thing toward the upper right hand side of the map, with all the doors under that teleporter you can't really get to. I killed two bosses, then zombies spawned on top of each other and won the game for me in a flash.

I turned up the difficulty a little, spawned in the dirt once, then under a crawlspace, then in the middle of four dudes with autopistols. I tried a few more times, just reloading the scene until i liked where i was.

Sidenote: the robots. do they ever come into play? And the guy i'm supposed to protect doesn't appear to mind being shot in the back of the head repeatedly. He won't even defend himself. Why is he there? He only serves to frustrate the player so far. His role is just to serve as a vulnerability for our side. Not that he died much, the one who died the most was the one i could control. When the controllable character died there wasn't anything i could do, the world just carried on without me.

it might be more focused if you play as the brain character, and just cut one or the other of the two guys out. Having dead weight around makes it less fun. The game's over when either of them die anyway.

Yeah, the weapons weigh too much, you seem to have been made aware of that already.

The map itself seems to make sense if certain walls weren't actually holes. The only gripes are the hard-to-reach areas where guys get stuck when they spawn. It's like food caught between your molars.

I think this could be really great though, i mean that. It's fun when it works, once you learn the tricks it likes to play on you and once you restart the mission enough times to where it works on a technical level.

Overall, randomness can be fun if you're given multiple chances to lose. In this you aren't, and the randomness is the main wrench in the gears in my opinion. It wouldn't take anything away if the zombies were generated according to scripts. If the randomness is here to stay, it needs to be tightened and thought out better. A more directed experience is all we need here, then it could be a classic with replayability out the ass.


Tue Feb 22, 2011 6:31 am
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Post Re: Zombie Survival
Didn't you read the post? There are two actors because this was meant to be played by 2 players.


Tue Feb 22, 2011 7:02 am
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Post Re: Zombie Survival
Allen wrote:
Cool but the map sucks and spawns are broken

I told you the map had problems. No need to repeat it all over the post. As for the spawn, I think I fixed them but I'd like to fix something else before uploading.


Tue Feb 22, 2011 12:42 pm
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