2142 Zombie Mod!

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  • Jacro28

    #46
    Re: 2142 Zombie Mod!

    Lol was that you? And you finished it off with a nice teabag? :P only for me to return the favour a minute later of course!

    Finished up now after a few hours, it's kind of repetitive but for some reason it's hard to stop playing.....

    Zombie defib could almost do with a bit more power against enemies. FAV would be good fun driving through a pack of zombies!

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    • imported_Ekalb
      Member
      • May 2007
      • 206

      #47
      Re: 2142 Zombie Mod!

      Originally posted by Jaco^
      Lol was that you? And you finished it off with a nice teabag? :P only for me to return the favour a minute later of course!

      Finished up now after a few hours, it's kind of repetitive but for some reason it's hard to stop playing.....

      Zombie defib could almost do with a bit more power against enemies. FAV would be good fun driving through a pack of zombies!
      Haha I was so off guard, I was like how the hell did you get back so quickly?!

      I know its a bit early to be talking about a patch for it already but the next one I reckon should include more maps and some modded vehicles for zombie bashing. Like an FAV with a big bullbar out the front, instead of the regular gun it shoots zombie deterants (like the motion mine baits) and a minigun (from the EU air transport) on the back.. Damn I wish I knew how to mod

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      • Jacro28

        #48
        Re: 2142 Zombie Mod!

        10 sec spawn time and I still held that flag at the time so I could spawn there right away. High-tailed it out of there after that because I didn't expect to last if you got to me again!

        Would be good if an Aussie server got going with it but I think personally I'd still end up going back to vanilla once the novelty wore off. Would be good to get in there with a bunch of mates on the human side though, guess that's the plus side for you having clan mates.

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        • Wizrdwarts
          Member
          • Dec 2006
          • 3754

          #49
          Re: 2142 Zombie Mod!

          Wait, so are zombie players allowed to pick up human kits? You could always have a instadeath for picking up kits if it's not allowed.

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          • Fingulfin
            Member
            • Jun 2007
            • 1433

            #50
            Re: 2142 Zombie Mod!

            Originally posted by Wizrdwarts
            Wait, so are zombie players allowed to pick up human kits? You could always have a instadeath for picking up kits if it's not allowed.
            Can't do that, sometimes you get rezzed with a human kit... I just make it against server rules. I am going to fix the problem of AI getting revived with human kits, if I remove the AI for each of the weapons they will just draw their knives and act as usual.

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            • Zandracon

              #51
              Re: 2142 Zombie Mod!

              Heh, I played this a bit yesterday. Was pretty fun, getting swarmed by zombies and have the flamethrower out blasting away at them. I think I might've pissed someone off one time though.

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              • Wizrdwarts
                Member
                • Dec 2006
                • 3754

                #52
                Re: 2142 Zombie Mod!

                Hehe, your zombies are dumb (and can't corner either apparently). :p


                And the OMG flamethrower is still a massive framerate drop for me.

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                • Fingulfin
                  Member
                  • Jun 2007
                  • 1433

                  #53
                  Re: 2142 Zombie Mod!

                  Zombies aren't supposed to be smart :p

                  WOW, the server keeps filling up to capacity! Just so everyone knows, server will be down for a few hours Friday afternoon for alpha testing.

                  What I am changing in the next release (so far):
                  -Damage Taken/Hitbox Changes. If you don't hit a zombie in the head, he will only take around 20% of the damage he normally would. Headshots will result in 300% damage. Does not apply to sniper rifles or shotguns though. This is subject to A LOT of balancing, as it makes the mod REALLY hard for the humans.
                  -Increasing bots from 60 to 75
                  -Increasing Zombie Defib Damage from 20 to 25
                  -Limiting Accipiter Ammo. Instead of having infinite rounds, it will get 1000.
                  -Zombie Toxic Blade will now work on dead bodies
                  Probably more that I am forgetting right now... Don't worry, I have it all written down somewhere :p

                  If you have any suggestions, make them soon!

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                  • Wizrdwarts
                    Member
                    • Dec 2006
                    • 3754

                    #54
                    Re: 2142 Zombie Mod!

                    Do you know DTneter? Maybe you could borrow some stuff from him? *hinthintshellcasings*

                    Maybe include the Baur to pick of zombies at medium range? Keep it at 20 or 24 maybe, every other gun already has increased ammo.

                    Guided rockets for EU engy, more splash and weaken the damage so its not unrevivable. I dunno if you would want to increase ammo too much, but it can't be resupplied anyways.

                    Pulse meter to increase effectiveness of Accipiter (maybe cut the ammo down even more), so instead of just "i'll deploy it everytime i spawn", you'll have to think before you use it.

                    Comment

                    • Fingulfin
                      Member
                      • Jun 2007
                      • 1433

                      #55
                      Re: 2142 Zombie Mod!

                      Originally posted by Wizrdwarts
                      Do you know DTneter? Maybe you could borrow some stuff from him? *hinthintshellcasings*

                      Maybe include the Baur to pick of zombies at medium range? Keep it at 20 or 24 maybe, every other gun already has increased ammo.

                      Guided rockets for EU engy, more splash and weaken the damage so its not unrevivable. I dunno if you would want to increase ammo too much, but it can't be resupplied anyways.
                      Do I know Dtneter :dead: I'll be honest, he is the true coding genius behind this. I might have been the one who typed it out, but he taught me everything I know :p Shell casings are a bad idea... The if you think the flamethrower causes some lag, just wait until you get those in as well xD

                      Back at the very beginning, I threw out the Baur for lack of ideas to get it working. Here is the thing; the mod was EXTREMELY biased toward support. Why? BULLETS! Thats what you need, lots and LOTS of bullets. The more time you spend reloading, the more deaths you have...

                      EU Engi is going to get a chainsaw, do they really need a rocket launcher as well :p

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                      • Wizrdwarts
                        Member
                        • Dec 2006
                        • 3754

                        #56
                        Re: 2142 Zombie Mod!

                        Shell casings never gave me lag in his mod. Well I suppose with everyone running around with 40 round magazine maybe? :p

                        300% headshot damage and high accuracy would make the Baur really effective at medium range compared to the LMGs. Maybe give it like 12-15 spare magazines (20-24 rounds each) or something?

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                        • Jacro28

                          #57
                          Re: 2142 Zombie Mod!

                          Chainsaw sounds fun :)

                          I know there's no reloading except for pistols, but would it be good having a reloading station near each flag somewhere? Just a static supply crate which can't be destroyed, and reloads either all weapons, or just the pistol and main gun? Were there balance issues with having the main gun reloadable?

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                          • Minmaster
                            I DON'T PLAY CS!
                            • Nov 2006
                            • 4112

                            #58
                            Re: 2142 Zombie Mod!

                            is there a point to the ammo supply kit? it doesnt seem like it refills ammo. also the MM bait, does it really work as it's supposed to?

                            how about adding a sentry gun for a jackpot kit from the dead zombies? heh.

                            Comment

                            • Fingulfin
                              Member
                              • Jun 2007
                              • 1433

                              #59
                              Re: 2142 Zombie Mod!

                              Originally posted by Minmaster
                              is there a point to the ammo supply kit? it doesnt seem like it refills ammo. also the MM bait, does it really work as it's supposed to?

                              how about adding a sentry gun for a jackpot kit from the dead zombies? heh.
                              Resupply Kit resupplies the Pistol, and the pistol only. Motion Mine Bait (ZDD) is used to get zombies to run away from an area, and yes, it does work

                              I will probably add in the sentry gun (with a limited ammo supply) for the engineer kit. It actually makes more sense, having the engineer put up the... You know, engineering :p

                              Comment

                              • Minmaster
                                I DON'T PLAY CS!
                                • Nov 2006
                                • 4112

                                #60
                                Re: 2142 Zombie Mod!

                                i think the MM bait should be used to attract zombies instead of deter them because when you're being chased by them, you don't stop and drop it off at your foot, you want to throw it somewhere else and have the zombies go there instead. makes more sense to me that way.

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