Poll

If there was add-ons, would you download?

Yes
No
Maybe

Author Topic: Gravity Cat's Add-On Dump - Particle_ItemSparkles released!  (Read 2319582 times)

Let's see here:

Game Modes:

1. The Undead Curtain:

Teams: Survivors vs. Zombies

Objective/Rules: The undead hordes are assualting abandoned laboratories! The Survivors must go out and scavenge for materials to build an impenetrable defense/barricade while the zombies must break into the labs and steal metagenic serums to boost their ranks into more powerful zombies. For each lab, the survivors can create walls, posts, barricades, etc. to secure each lab. After returning a significant amount of resources to the barricade, the barricade can be upgraded. The barricade can be upgraded like say for example five levels. At that point, the survivors have locked down the lab and can receive upgrades to improve their own weaponry and ranks. The zombies on the other hand steal virus samples to unlock stronger zeds at their spawn point. There will be say for example five labs total for human and zeds. After that, a last ditch defense/offense on the human outpost will commence where both sides must make do with what they have to either save the outpost or trash it. I'm figuring out how it would work with humans attacking the zombie lair currently. The upgrades can be whatever the host wants them to be and is suggested that around 30 players or more should be used to maximize the enjoyment with humans clearly being outnumbered and the zombies having AI teammates as well. Still a work in progress for me.

2. Atom Blockzie Smasher:

Teams: Mercenaries/Zombies/Civilians

Objectives/rules: Evacuation time! The government has employed mercs to evacuate as much of the populace of a city after zombies managed to break through the defenses. Using a variety of vehicles, one or two players will be assigned as the Merc Drivers and will drive through the city picking up civilians while avoiding the horde. The rest of the mercs will try to hold off the zombie swarms while evacuations are in order. The civilians must quickly run to the transports to escape the city. The zombies will attempt to infect/eat the local populace. For every civilian rescued, the mercs will receive money to spend on better equipment while the more civilians are eaten/infected the more zombies there will be as well as stronger breeds of zombies. Mercs can have time to set up before the wave hits like a red tide of death. Mercs win by rescuing over say 50% of the populace (Or whatever you set it) while zombies win by overwhelming the mercs AND infecting over say 75% of the population(Once again, up to the host). Mercs can alternatively cleanse the city of zombies but this is generally difficult as that usually means that the vast majority of civilians have been killed and strong zombies have spawned. WIP of course :P

And that's all I got for now. Maybe enemies will come up next.

Make some beheaded kamikazes-type zombies, if you get what I'm trying to reference.

Also, it would be cool if you could make some type of limited brick tool where you could buy bricks and build defenses with them. You could change it if to be either say only between waves or all the time. Bigger bricks would also cost more and have more health (So a wall of 1x2s the same size a wall of 1x1 bricks would be a lot stronger).
« Last Edit: March 03, 2013, 05:56:05 PM by Legodude77 »

Make some beheaded kamikazes-type zombies, if you get what I'm trying to reference.

I want a real Serious Sam sequel now ;_;

Let's see here:

Game Modes:

1. The Undead Curtain:

Teams: Survivors vs. Zombies

Objective/Rules: The undead hordes are assualting abandoned laboratories! The Survivors must go out and scavenge for materials to build an impenetrable defense/barricade while the zombies must break into the labs and steal metagenic serums to boost their ranks into more powerful zombies. For each lab, the survivors can create walls, posts, barricades, etc. to secure each lab. After returning a significant amount of resources to the barricade, the barricade can be upgraded. The barricade can be upgraded like say for example five levels. At that point, the survivors have locked down the lab and can receive upgrades to improve their own weaponry and ranks. The zombies on the other hand steal virus samples to unlock stronger zeds at their spawn point. There will be say for example five labs total for human and zeds. After that, a last ditch defense/offense on the human outpost will commence where both sides must make do with what they have to either save the outpost or trash it. I'm figuring out how it would work with humans attacking the zombie lair currently. The upgrades can be whatever the host wants them to be and is suggested that around 30 players or more should be used to maximize the enjoyment with humans clearly being outnumbered and the zombies having AI teammates as well. Still a work in progress for me.

2. Atom Blockzie Smasher:

Teams: Mercenaries/Zombies/Civilians

Objectives/rules: Evacuation time! The government has employed mercs to evacuate as much of the populace of a city after zombies managed to break through the defenses. Using a variety of vehicles, one or two players will be assigned as the Merc Drivers and will drive through the city picking up civilians while avoiding the horde. The rest of the mercs will try to hold off the zombie swarms while evacuations are in order. The civilians must quickly run to the transports to escape the city. The zombies will attempt to infect/eat the local populace. For every civilian rescued, the mercs will receive money to spend on better equipment while the more civilians are eaten/infected the more zombies there will be as well as stronger breeds of zombies. Mercs can have time to set up before the wave hits like a red tide of death. Mercs win by rescuing over say 50% of the populace (Or whatever you set it) while zombies win by overwhelming the mercs AND infecting over say 75% of the population(Once again, up to the host). Mercs can alternatively cleanse the city of zombies but this is generally difficult as that usually means that the vast majority of civilians have been killed and strong zombies have spawned. WIP of course :P

And that's all I got for now. Maybe enemies will come up next.
Hmmm, both ideas are stuff for builds, not the actual gamemode itself. But you're implying a couple of features with this: Teams, player-controlled zombies, events and the possibility for both sides to win. I don't know if I will actually do teams, but will probably do player-controlled zombies (together with getting infected, cures and all that) and events. As for the possibility for the survivors to win, since it's an endless zombie waves gamemode it's less likely that I'll do that.

Make some beheaded kamikazes-type zombies, if you get what I'm trying to reference.

Also, it would be cool if you could make some type of limited brick tool where you could buy bricks and build defenses with them. You could change it if to be either say only between waves or all the time. Bigger bricks would also cost more and have more health (So a wall of 1x2s the same size a wall of 1x1 bricks would be a lot stronger).
Kamikaze-zombies have been already suggested today, and it does sound tempting :)
Buildable barricades, I don't know. For now I'll just add one or two basic events.

Hey Gravity, I enjoyed sitting on your lap in the humvee today xD

The soldier zombie had a swat vest, right?
Also, an idea for a very specific game mode for zombies is this: There is a GUI that you can choose what the zombies look like. You can make any amount that you want. (One "look" would be random/ regular looks). This way if someone wanted to do a thing where the zombies are all wearing uniforms you can :)
« Last Edit: March 03, 2013, 08:14:34 PM by SailorMan »

Cure should be pure beer/alcohol.  :cookieMonster:

Awwwww I missed it ;_;

When's the next play testing?


Also, about you semi-rejecting my ideas, will this mod be moddable to fit my ideas? I could possibly contribute building designs for the first game mode while Hellcity could easily be fitted for the second mode in terms of the build. I find coding difficult unfortunately :/.

Anywho, here's my ideas for enemies:

The Sludge Thing:

Model: Toxic greenish color

Health: High

Weaknesses: Fire/explosives

Report #41-008

The Sludge Thing resembles an abnormally tall blocklander with a heavy green mass covered secreting from it. The Sludge Thing secretes a trail of green toxic slime wherever it walks that strangely allow the undead to move faster and heal from it while slowing down survivors and vehicles, even ensnaring them, as well as being hazardous to one's health and whatever armor they reside in. It is extremely slow in movement and response and generally shows behavior akin to staying away from the heavy fighting. They can lob poisonous globs of sludge from medium distances that have the same effects as it's trail and is apparently capable of regenerating itself from harm of conventional weaponry. Only weapons capable of consistently damaging it such as incendiaries are known to kill it so long as the damage can outpace the regeneration rate. On a final note, it is strongly RECOMMENDED that one maintains their distance from the monster as it is highly acidic to the touch.

------Anonymous Researcher

The Shambling Slot:

Model: Any blockhead model will do except that the head will constantly spin around until shot.

Health: Varies on whatever "Head" IT lands on.

Weaknesses: It's own ability. Figure out what head is makes it the weakest!-------Anonymous Survivor

Report #42-777

The Shambling Slot earns it's (in)famous name from the fact that it's head is always spinning at a literally break neck pace. When a survivor shoots the Slot in the head, it will slow down until it's head settles down on a clear face. Depending on the face it "lands" on, it is capable of a variety of actions and mutations. These are dependent on two factors: the color of the head and the shape of the head. For example, it stops on a skeleton faced blue soldier head, it will gain the incredible speed of the skeleton combined with the endurance and marksmanship of the soldier. Thus far, we have only been able to recognize only five familiar faces of it stops on. On the list of unresearched mutations allows it to burrow underground and ambush blockheads from behind while another utilizes a freak regeneration mutation where damaging it causes it to regenerate and grow stronger and bigger in the process. After various periods of time, the Shambling Slot reactivates it's "Slot" ability, regenerating itself while opening yet another chance for easier defeat or unstoppable reckoning for (un)lucky survivors. Will continue to research.

P.S. Super Admins can have an option to trigger what mutation the Slot stops on and can customize the look and abilities of each head they choose. So we can model Glass's face as an enemy XD.

The Brue

Model: Invisible in light, transluscent in the dark.

Health: Medium/light

Weaknesses: Major blood loss. It's not rocket science here :P.

Report #40-423

The Brue derives it's name from a long forgotten book/game of the pre-apocalypse times. Voracious in their mannerisms, they have been known to devour entire groups of fresh Blockheads and even other zombies out of pure hunger. The Brue is somehow able to either bend the light spectrum or uses a form of camoflauge to hide itself during the day. At day, reports stem that they are much slower and weaker during this time than when they are in the dark. In the dark, one can see their transluscent eyes and teeth says one lucky survivor and it is here that they are at their most dangerous to anything that moves within their territory. So, one must pick their poison where they either fight them weaker but invisible at daylight or visible but stronger at dusk. Will do more research later.
« Last Edit: March 03, 2013, 10:12:27 PM by Citrousct »

Hey Gravity, I enjoyed sitting on your lap in the humvee today xD

The soldier zombie had a swat vest, right?
Also, an idea for a very specific game mode for zombies is this: There is a GUI that you can choose what the zombies look like. You can make any amount that you want. (One "look" would be random/ regular looks). This way if someone wanted to do a thing where the zombies are all wearing uniforms you can :)
Not very likely to happen actually.

Awwwww I missed it ;_;

When's the next play testing?


Also, about you semi-rejecting my ideas, will this mod be moddable to fit my ideas? I could possibly contribute building designs for the first game mode while Hellcity could easily be fitted for the second mode in terms of the build. I find coding difficult unfortunately :/.

Anywho, here's my ideas for enemies:

The Sludge Thing:

Model: Toxic greenish color

Health: High

Weaknesses: Fire/explosives

Report #41-008

The Sludge Thing resembles an abnormally tall blocklander with a heavy green mass covered secreting from it. The Sludge Thing secretes a trail of green toxic slime wherever it walks that strangely allow the undead to move faster and heal from it while slowing down survivors and vehicles, even ensnaring them, as well as being hazardous to one's health and whatever armor they reside in. It is extremely slow in movement and response and generally shows behavior akin to staying away from the heavy fighting. They can lob poisonous globs of sludge from medium distances that have the same effects as it's trail and is apparently capable of regenerating itself from harm of conventional weaponry. Only weapons capable of consistently damaging it such as incendiaries are known to kill it so long as the damage can outpace the regeneration rate. On a final note, it is strongly RECOMMENDED that one maintains their distance from the monster as it is highly acidic to the touch.

------Anonymous Researcher

The Shambling Slot:

Model: Any blockhead model will do except that the head will constantly spin around until shot.

Health: Varies on whatever "Head" IT lands on.

Weaknesses: It's own ability. Figure out what head is makes it the weakest!-------Anonymous Survivor

Report #42-777

The Shambling Slot earns it's (in)famous name from the fact that it's head is always spinning at a literally break neck pace. When a survivor shoots the Slot in the head, it will slow down until it's head settles down on a clear face. Depending on the face it "lands" on, it is capable of a variety of actions and mutations. These are dependent on two factors: the color of the head and the shape of the head. For example, it stops on a skeleton faced blue soldier head, it will gain the incredible speed of the skeleton combined with the endurance and marksmanship of the soldier. Thus far, we have only been able to recognize only five familiar faces of it stops on. On the list of unresearched mutations allows it to burrow underground and ambush blockheads from behind while another utilizes a freak regeneration mutation where damaging it causes it to regenerate and grow stronger and bigger in the process. After various periods of time, the Shambling Slot reactivates it's "Slot" ability, regenerating itself while opening yet another chance for easier defeat or unstoppable reckoning for (un)lucky survivors. Will continue to research.

P.S. Super Admins can have an option to trigger what mutation the Slot stops on and can customize the look and abilities of each head they choose. So we can model Glass's face as an enemy XD.

The Brue

Model: Invisible in light, transluscent in the dark.

Health: Medium/light

Weaknesses: Major blood loss. It's not rocket science here :P.

Report #40-423

The Brue derives it's name from a long forgotten book/game of the pre-apocalypse times. Voracious in their mannerisms, they have been known to devour entire groups of fresh Blockheads and even other zombies out of pure hunger. The Brue is somehow able to either bend the light spectrum or uses a form of camoflauge to hide itself during the day. At day, reports stem that they are much slower and weaker during this time than when they are in the dark. In the dark, one can see their transluscent eyes and teeth says one lucky survivor and it is here that they are at their most dangerous to anything that moves within their territory. So, one must pick their poison where they either fight them weaker but invisible at daylight or visible but stronger at dusk. Will do more research later.
I'll host again today.

I don't exactly like the sludge thing idea as a whole, but I do like parts of it, which I might use for other types of zombies. Right now I'm not exactly sure what kind of zombies to add next (Apart from the pirates and kamikazes) and I don't want to add new types, just to delete them again later because they turned out bad.
The shambling slot idea is, in my opinion, kinda bad. It just sounds like it would unnecessarily complicate things.
And the invisiblity idea, I like it and might put in the mod.

If you do make the kamikaze zombies PLEASE make them look like Beheaded Kamikazes.

What timezone do you follow Gcat? I follow the PST and I think I may have missed your server :/

He's german
looool have fun with being 9 hours away


He's german
looool have fun with being 9 hours away
haha, that's why sham lost her job!




:panda:

haha, that's why sham lost her job!




:panda:
she lost her job because she told someone their timezone is 9 hours off from germany?

Your server really needs an AFK kicker.