Author Topic: Zombies are People, Too [v3]  (Read 36112 times)

I call 4 a spitter, that crawler that you "ate," multople zombies spawning on one brick (not like the mob,)and zombies with crude meleé weapons. Note that this is the best zombie gamemode ever. I even discovered your first ZAPT gamemode from 2 years ago, when the zombies used immediate spawning instead of radius, when the Molotov exploded like a bomb, when the consumer was a boomer that died when landing even the shortest jumps, when the tank was just a 17 brick high zombie, when there was no pipe bomb, pills, or medpack, when there was 1 Zombie brick, no safehouses or mobs, blue-green zombies, no headshot capability, no faces and decals, and there was no director or outbreak. I am a huge fan of this gamemode. Oh, and Joshua Moon, I love you. You and striker150 are the best scripters and modelers in blockland, with the exception of the beta testers, Eric Hartman, and Ephilates. zombies on blockland that were fun would not be possible without you and striker.

Wave gamemode
Make a wave game mode, and every wave they survive the waves get stronger, obviously. And maybe like a 30 second - 1 minute break where they can reconfigure their weapon load out, or the host could even make a weapon store using VCE.
Welder
Make it so zombies can knock down doors, and have a welder tool that welds the door (or makes it like 50x stronger). Probably should be a toggle setting in the minigame settings.

Wave gamemode
Make a wave game mode, and every wave they survive the waves get stronger, obviously. And maybe like a 30 second - 1 minute break where they can reconfigure their weapon load out, or the host could even make a weapon store using VCE.
Welder
Make it so zombies can knock down doors, and have a welder tool that welds the door (or makes it like 50x stronger). Probably should be a toggle setting in the minigame settings.
YES! That too!

We all agree that Takato is being a dumbass, there's no need to further grind this thread down.

There are a lot of great ideas and feedback here, please don't waste them

We all agree that Takato is being a dumbass, there's no need to further grind this thread down.

There are a lot of great ideas and feedback here, please don't waste them
I have to listen to each idea with a grain of salt.

Which ideas are legitimate attempts at improving the mod, and which ones are rationalizations for illogical reasoning as to why they don't like the mod?

I have to listen to each idea with a grain of salt.

Which ideas are legitimate attempts at improving the mod, and which ones are rationalizations for illogical reasoning as to why they don't like the mod?

I think Zacks is legitimate.

I like yndaaa's mailbox tank.
Mailbox tank I would like a link to it.

Zombie baseplate spawns. A baseplate that will spawn zombies in random places on the baseplate.


Zombie baseplate spawns. A baseplate that will spawn zombies in random places on the baseplate.



That sounds like a bad idea...

Hey Iban, why not let the hosts make a bit of a story line into the server with this mod.

Make a zombie that cab spit acid called"Corroder".

I guess because there's somewhat a diference... Between Gamemode_Zombie and ZAPT.

ZAPT is more for deathmaches and stuff, with Gamemode_Zombie is more for a co-op.

When it comes to zombies, some people may prefer not being a zombie, while some others will prefer.

Maybe you could add the option to disable respawning, without turning into a zombie, perhaps add a Cooperative game type or something.

I think the problem is Gamemode_zombie is for pure dumb shooting an endless mass of bots for no reason at all and ZAPT requires a little thinking to set up properly, and the options to cut on pure dumb shooting an endless mass of bots for no reason requires a little intuition to turn on. A player downloads the mod, fiddles with it for 5 minutes, then decides they don't like it because the brainpower to use it properly is out of their means.

Regardless, I started work on the Bot Companions. Here's Phydeoux's dog following me. It's hard to explain with a picture, but the dog chases after me if I walk away from him. If I stop moving and it catches up, instead of sticking its nose up my ass until I start moving again, it begins to walk around in a very limited area. If I start moving again, he'll follow suit.

The bot is actually spawned just like a vehicle. I guess you'll guys like this, because companions are set dumbly down on a companion spawn and appear immediately after the minigame starts. They'll defend themselves until a player clicks them, at which point the player's life is theirs to protect and they will do so.


Just a note, though: Survivors are a massive undertaking. The majority of work put into v3 will be in these survivor bots. I hope to god you people know what you were talking about when you asked for these things.
« Last Edit: March 12, 2011, 01:03:55 AM by Iban »

player zombies being able to F8 into areas where they want to spawn, but having a 5 second 'buffer' period in which they cannot attack but they can be attacked to allow survivors to kill idiots who literally just spawn right infront of them

also, said zombies cannot F8 into areas that are 'protected', either by a new kind of baseplate or safehouse baseplates

maybe defibrillators / respawn closets?

gamemode_zombie gets so much modding attention simply because there's a simplified, practically copy-and-paste content creation system rot coded in. on the other hand, nobody knows how the forget they're supposed to play with zapt, because there's no documentary and nobody's really that excited over big, powerful things when there's a small and practical alternative
« Last Edit: March 12, 2011, 01:10:39 AM by Bushido »

IDEA:
Any player who dies has a random chance of being "rescued" in a certain area. This can be triggered by events. Those players become in a separate category called "Victims". They are trapped in a special spawn until he is let out and clicked by survivor. Zombies cannot go after these victims unless they leave there spawn or become survivors.

also i forget

does tank health/damage scale with total survivors