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 Zombie Defense Remastered (Release 7!) 
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Joined: Fri Jul 17, 2009 5:25 pm
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Post Re: Zombie Defense Remastered
TheLastBanana wrote:
Take a look at the screen code for First Signs. It's actually just an MOSParticle that is pinned in place animating.

Awesome, thanks! That is exactly what I needed.

Check out today's Release 4, and the new picture of Zombie Defense 2.


Fri Jul 24, 2009 2:42 pm
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Post Re: Zombie Defense Remastered
Quote:
TODO:
    Scenes: Create an effect when the zombies spawn... just shooting up from the ground?


viewtopic.php?p=269009#p269009

This method worked quite well.


Last edited by Disst on Fri Jul 24, 2009 5:26 pm, edited 1 time in total.



Fri Jul 24, 2009 4:20 pm
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Post Re: Zombie Defense Remastered
Pretty good so far......
You should really rename it because it has the same name as the Zombies 09 mod.
You should rename it.Seriously.


Fri Jul 24, 2009 4:58 pm
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Post Re: Zombie Defense Remastered
WeirdowsXP wrote:
Pretty good so far......
You should really rename it because it has the same name as the Zombies 09 mod.
You should rename it.Seriously.

nnninja wrote:
I think that this has the same .rte name as the Zombies 09 mod.
Otherwise I like it, but it's a bit repetitive, maybe add random events?

Done.


Fri Jul 24, 2009 6:07 pm
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Post Re: Zombie Defense Remastered
The new one is definitely improved. Now to make the zombies get into your base more easily, for the hard version only. The bunker barrier at the entrance effectively stop zombies, too effectively. I don't know if others have the same thoughts.


Sat Jul 25, 2009 10:31 am
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Post Re: Zombie Defense Remastered
Uh... How do I play this mod..?...


Sat Jul 25, 2009 11:26 am
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Post Re: Zombie Defense Remastered
teamsabre2 wrote:
Uh... How do I play this mod..?...

Extract the Zombie.rte folder into your Cortex Command folder, with the other folders, like Base.rte and Missions.rte.
Access the missions using the Campaign button. Both missions are in the forest west of the river on the planet.

The Decaying Soldat wrote:
The new one is definitely improved. Now to make the zombies get into your base more easily, for the hard version only. The bunker barrier at the entrance effectively stop zombies, too effectively. I don't know if others have the same thoughts.

I find that once they have their Vomit Guns, they break down the barrier and the door very easily. Let me know if this isn't the case. I find Zombie Defense 2 to be quite difficult to not get overwhelmed and I usually lose at wave 3 if I'm not on the top of the base so I can quickly switch back and forth.


Sun Jul 26, 2009 12:56 am
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Post Re: Zombie Defense Remastered
I got it up and running in my second pc but my first PC doesn't notice it O.o.
It doesn't appear in the campaign or in any skirmish maps...
I know how to activate it... It's fine... i have the CCmodManager.exe...

But why doesn't it show..?... :0


Sun Jul 26, 2009 9:37 am
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Post Re: Zombie Defense Remastered
I got to wave 6 or 7 in defense 2. They don't always destry the barriers, but I guess their vommits are threatening enough. So, no need to change that.

On the other hand, Fauxmask is working on another zombie defense scene. Any chance that you guys will join up? Or will you stick to your own way?


Sun Jul 26, 2009 2:15 pm
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Post Re: Zombie Defense Remastered
This one is pretty obviously better organized; community mods pretty much never work out well.


Sun Jul 26, 2009 4:13 pm
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Post Re: Zombie Defense Remastered
I will happily continue to add content from others into this module, if it meets or exceeds the quality of what I have. If I ever stop maintaining it, anyone is free to grab it and run.

I'd like some kind of story to link these missions together but I lack the creativity.


Sun Jul 26, 2009 5:40 pm
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Post Re: Zombie Defense Remastered
Quote:
You sighed inwardly as you were loaded into the rocket. They forgot to turn your camera off again. Looks like it's 5 hours of darkness 'till landing.

[5 hours later]

You landed, and loaded your brain onto the robot supplied with the package. all you have is a silo to take down a base full of Ronin. Ah well. Here goes.

You set up the silo and get ready to bombard. Suddenly, hundreds of blips appear on the map, and the audio monitor starts spewing one continuous syllable.

Braaaaaaaaaiiiiiiiiiiiiiiinnnnnnnnnnnnnnnnnnnnnns...


Sun Jul 26, 2009 5:58 pm
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Post Re: Zombie Defense Remastered
I was thinking more along the lines of:
Quote:
several outposts in the western plains have gone quiet. Investigate
them for reoccupancy.


But with some content and clues to be filled in between waves throughout the missions. Just to offer a story element reward for completing it, ending in a final puzzle mission that requires the final clues once escaped from each mission.

My creativity is spent entirely on finding ways to stop my 25 day old daughter from crying.


Mon Jul 27, 2009 12:49 am
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Post Re: Zombie Defense Remastered
Well I'm a teenager, with no such worries as of yet, so here goes:
Quote:
You watch the blips identifying outposts snuff out one by one across the map. The timer program you set up says there's an interval of about 9:37 minutes between each one, so it must be one force traveling.

Perfect.

You call for reports from the robots around you. They instantly reply. After assessing the situation, you look at the last blip left on your mental HUD, the fortress housing you. Mentally grinning, you begin evacuation of all troops except one, who you will use to house yourself. You've been watching too much Rambo.

You load up a pistol and line up a bunch of weapons as 'rewards' and possibly plan Bs, Cs and Ds.

Then you hear something on the audio detector.

Braaaaaaaaaaaaaaaaaiiiiiiiiiiiiiiinnnnnnnnnnns...


Mon Jul 27, 2009 1:48 am
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Post Re: Zombie Defense Remastered
Basically, all we need to know at the start of the mission is
Quote:
Braaaaaaaaaaaaaaaaaiiiiiiiiiiiiiiinnnnnnnnnnns...

Then we will find out more throughout the mission.


Mon Jul 27, 2009 6:07 am
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