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Blog RSS Feed Report abuse Latest Blog: Some neat zombie mod ideas...

0 comments by Dra6o0n on Apr 24th, 2009 digg this super bookmark


I posted one on the forums, its still there but lost it's existence over time...

Moddb.com

dra6o0n wrote:I usually type too much and bore/chase away some viewers, so here's a heads up:
I've had this idea for a while but didn't find anyone that finds it useful, mainly cause they probably want to focus on simplicity while i kind of focus on complexity half the time...

Ideas that I have is mostly survival horror related and I will add more to the list as I go;

Left4Dead Ideas (Can also be applied to other games as long as it works):
- Since survivors in left 4 dead can be knocked down and require help, I wondered if anyone who likes resident evil style combat would like to have it so normal zombies can grab you. When grabbed, you go into a "panic" condition and requires specific rules to break free from the grab, You could also have a friend shoot the zombie to free you. It is possible to free yourself alone by making a system to use specific actions, with the wrong action making you lose more stamina (from excess actions) and when done perfectly, you automatically shoot the zombie, killing it and freeing yourself. For example, a small minigame where a bar with a line in the middle and you gotta time it right a few times to initiate the action, while the indicator is moving back and forth at rapid speeds. Or a spinning roulette could work, with the chance of either: get 10% chance and freedom, get 40% chance 3 times, and failed (getting 50% chance, loses stamina).

- While being grabbed, instead of losing hp per seconds, you'd have a stamina bar, when that depletes you will lack the strength to hold the zombie back and slowly get eaten away, thus losing a chunk of health every 5 seconds. The more zombies that enters the grab to "smother" you, the faster the stamina depletes.

- For those who likes some realism in a zombie apocalypse, maybe have a option so friendly fire is on, when saving a friend from being grabbed, you have to carefully shoot the zombie's head to kill it, and free the victim. Shooting your friend will deplete his stamina a bit and thus is risky to use a shotgun on him. You can also use a melee attack to free him as it won't deplete his stamina from the hits.

- Zombies can be the slow, durable type, so they can withstand a lot of hits to the body but easily dies from being shot in the head. To prevent head shots from being too easy, zombies will sway more often when moving and thus making them harder to kill.

- A barricading system so players can stop the advancement of zombies. Preset barricades that can be utilized at the hit of a button is easier to do. Barricades can have a decent amount of health but provide a single use per game so players have to use them carefully. By barricading, I don't mean plain boards and nails to every single doors and window; a real barricade done in a short amount of time is usually flipping a table over for cover, pulling a chair under the door for blocking it, pulling props to block a window, etc.

- A Sector System for maps to divide each area into zones, some more risky and some more safer. Each zone on the map can have preset barricades and players travel from zone to zone in order to proceed. Zones are usually smaller than you think and some zones can be temporarily secured from the zombie apocalypse (by barricading and providing supplies to the zone). Zones will have a random amount of waves attacking them, some zones gets attacked more often than others. Say you fortify a zone and then move on to another zone, if you were gone too long, and if no one else watched after that zone, it may get overrun with zombies and some things could be destroyed.

(Note that the sector system isn't like L4D's campaign sytem, where you play maps by maps. By sectors i mean areas you can enter and leave, and it will still be active even if your not there.)


These ideas could be common, rare, or just plain overused, but if you look at a different perspective, you can find a unique way to use them, without the annoying tidbits.

Although, because of the current world we live in, there would be a lack of certain job types to actually get some of these to work, especially if it requires complex coding, animating, or modelling. Mappers are more common than these and usually contained borrowed or modified resources, which sometimes doesn't make it look/play so nice.

Post your opinions, although I think i typed too much.

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