COD4 Survival Mode Prototype is an experimental mode for Call of Duty 4 Singleplayer that aims to simulate Modern Warfare 3 Survival Mode mechanics on Call of Duty 4. The initial purpose of the mod is to create a basic Survival mode like MW3 with Call of Duty 4 assets in Singleplayer. This means that in the first version of the mode, it will only have weapons, equipment and support items that are available in Call of Duty 4 singleplayer.
Survival Mode is nearly ready for Release! The closed ALPHA testing is over and now it's time for OPEN BETA testing available to everyone! This is going to be released as an OPEN SOURCE so please do not share the playable file before the release.
This is an OPEN BETA.
People are allowed to play and explore the mode/mod all they want but it is highly advised not to record, upload, share in forums or even look at the WIP code of the mode before the main release.
PLEASE READ THE INSTRUCTIONS CAREFULLY!!!
This isn't a casual test session. There is an extensive list of things to check before giving a review.
There's a detailed tester guide below. Please read it all and consider it while testing.
It is very important that the functionality test is carried out entirely.
Therefore paying close attention to all the notes and guide tips I have here is extremely important.
Focus Mainly on
MODE FEATURES and TESTER GUIDE categories.
1) Put the surv_spi.ff file in the cod4/zone/english folder.
2) Open COD4. Drop console. Type:
hit enter, and play.
First of all what is the difference between a "mod" and a "mode"?
A MOD can be a simple skin/texture replacement, or model/weapon port, or anything that requires
custom assets in a custom or already existing part of the game that has the same gameplay that the game already provided.
A MODE is a new gamemode which adds new gameplay mechanics and functions to the already existing game.
It may or may not use custom assets (mods) so that means that it can simply use assets that game already had.
We usually see multiple modes in Multiplayer such as Team Deathmatch, Free For All, Capture the Flag and so on.
In singleplayer we mainly have the campaign mode. Yes it is a gamemode. And lately we had Spec Ops Mode and Zombies mode,
along with the survival mode from MW3.
So this current Mode I gave you is not a mod. It doesn't add custom assets to the game.
Yes one custom map can be considered custom asset but the overall functionality of it
is based on what the game already had. So it's more accurate to call it mode than call it mod.
Before I give you a guide on what to expect in during the test
and what to examine, I need to explain to you the basic functionality of the mode.
The mode is made in a way that it resembles MW3 Survival Mode in most, if not all, functions.
The game starts by spawning player with a weapon and limited equipment.
Then the waves start. Each wave spawns an amount of enemy NPCs that attack player in the limited map area.
All enemies killed. Wave is successful.
Each enemy kill gives money to player. The higher the enemy tier, the higher the price.
5 regular enemy tiers in total. Just like MW3.
Every 5 waves, a heavy wave occurs.
Heavy waves are bringing either Juggernauts or Enemy Attack Helicopters against player.
They also have cash reward on player kill.
Here's a short breakdown of how the first waves are structured:
Wave 1 to 3. Tier 1 enemies.
Wave 4 to 9. Tier 2 enemies.
Wave 11 to 14. Tier 3 enemies.
Wave 16 to 19. Tier 4 enemies.
Wave 21 and forever. Tier 5 enemies.
Heavy Waves go as following:
Wave 6. Easy Heavy Wave:
(1x AttackHeli) OR (1x Juggernaut)
Wave 10. Medium Heavy Wave:
(2x Juggernaut) OR (2x AttackHeli) OR (1x AttackHeli + 1x Juggernaut)
Wave 15. Hard Heavy Wave:
(2x AttackHeli + 1x Juggernaut) OR (1x AttackHeli + 2x Juggernaut) OR ( just 2x AttackHeli)
Wave 20. Veteran Heavy Wave:
(2x AttackHeli + 3x Juggernaut)
Wave 25 (and every 5 waves from now on)
Insane Heavy Wave:
(2x AttackHeli + 3x Juggernaut) + Around 10 Regular Tier 5 Enemies.
Also in some waves after 20 the juggernauts may be Either Normal(+500), "Shield"+(750) or Heavy(+1000)
Since COD4 can't support riot shield, I simulated the feel of MW3 Shielded Juggernauts.
This way the Juggernaut will stay crouched and move to player and when 2/3 of his health is gone
he stands up and walks like normal juggernaut.
After Wave 1 is completed, the Weapon Armory Store is open and available to player.
After Wave 2 is completed, the Equipment Armory Store is open and available to player.
After Wave 3 is completed, the Air Support Armory Store is open and available to player.
All armories are working very similar to MW3 Survival Armories.
You can buy weapons, equipment, perks, reinforcements or air support from the corresponding armory.
Some features aren't like MW3, because of the game limits and my limited time and skills,
like the predator missile is replaced from a clumsy jet air strike I scripted.
Most of the perks are missing because Call of Duty 4 Singleplayer doesn't support MP perks.
Only 2 are implemented plus the two body armor and self revive "equipment" perks.
That's how MW3 had them and that's how I made it.
All prices are set in a way to resemble MW3 prices.
There's also one buyable ending as custom feature.
It's nothing too fancy, it just ends the game saying you won giving you the gameover end stat screen.
PLAYER HEALTH SYSTEM::-------------------
A fake player health system is implemented because the default one wouldn't work well with the mode.
Basically player never dies. His health value is increased every time he recieves damage.
However there is a fake player health value that is set.
Every time player takes damage, it reduces based on the damage amount player recieved.
After a few seconds, it recharges. More or less like the default one.
However, there are body armor and self revive perks.
Body armor is a second fake health that boosts player fake health.
It doesnt recharge. And if it hits zero, it goes away and the normal fake player health is applied as explained above.
If player wants to get it back, he can simply re-buy it from the store.
Last Stand Perk, checks if player has the perk. And when player fake health reaches ZERO.
Player is locked in prone position with slow movement, and is given a pistol.
His other weapons are stored.
Enemies won't shoot at him when revived.
Once self revive is completed. Player is back on his feet given his previous weapons.
If he looses all fake health again, the game ends. But player still doesn't actually die.
All of his gear is taken, and he is locked on prone stance.
And the end screen menu appears.
Of course player can re-buy self revive if he has the money to prevent him from losign the game.
Keep all these in mind before testing.
Assuming you read MODE FEATURES category, you are ready to prepare for this test.
You are tasked to test out all the features this mode offers, try out its balance,
and see if it works properly overall.
You will be required to do several runs of the mode.
For functionality test you need to test the following:
1) Reach at least wave 25 and check if the wave system above applied to all waves.
2) Examinate all of the menus and sub menus and see if they all seem right.
Try to buy all items and see if what you bought is what was written in the menu.
Test all killstreaks, perks, equipment and so on.
3) Inspect all HUD elements. There are plenty of HUD elements in the mode.
Healthbar, Perk icons, Wave, enemies, money stats, After Wave Stats screen, Wave intermission on top and so on.
3) Test out the balance of the mode. Tell me if it's too hard or too easy.
Some later parts like wave 25+ may seem too hard. Let me know if it's challenging hard or annoying hard.
4) Try to break it, and stretch test it. Find other bugs or glitches that may happen.
Testing all those will obviously take you plenty of time, maybe a couple of days.
So take your time. And have fun. Let me know if you have problems running it
so I fix them and you can resume your testing.
You can use some custom cheats I implemented for the sake of that mode.
But do NOT use cheats on your first couple of tests. Either custom or default ones.
Try to play it normally at first so the health balance is tested roughly.
To use the the mode's cheats, you must be in the level, drop console, and type:
hit enter. Close console.
Now this cheat system is specifically for this game mode.
It won't have any affect anywhere else.
And it's hardcoded so it's going to be using specific buttons.
B for Increase Money +1000
V for Decrease Money -1000
+ for +1 wave (this is buggy, it's not suggested to use)
- for -1 wave (this is buggy, it's not suggested to use)
Typing the word "NOT" while enemies being alive kills all enemies except helicopters.
This one is glitchy try not to overuse it. It may sometimes give minus number of enemies.
Retype it to reset it to zero.
> Fixed a bug where Airstrike Killstreak was glitched and broken if player was forced in Last Stand.
> AC130 fire rate doubled. That's a cool one.
> Health and Damage that player receives is a little bit more balanced.
It still needs revision that's mainly why we test again.
> It is likely that the Red Airstrike Smoke would pop out normal smoke as well. Very low possibilities but likely.
> It is also likely that some NPCs can be seen spawning.
> The Jet Airstrike Marker can be called off map even on the skybox. (Try calling it on a stopped enemy attack helicopter)
> Juggernauts have a few seconds delay before the juggernaut logic is applied to them once they land.
> The all health values stay the same after wave 20.
> Player can instantly die if he cook a grenade for too long even if he has last stand.
> The damage system isnt roughly tested but it seems to work fine.
Every weapon has different stats so the damage testing may differ
form user to user and it may not feel like WM3.
> There are plenty of leftover functions from features I either cancelled or commented to keep it more like MW3.
Such functions are, the dog system which needs more work I can not do.
The Ally Helicopter overwatch air support killstreak which I don't want to work on at all.
Various perks and weapons.
And finally the Hero Team Reinforcement. Which is pretty easy to bring back and completely functional.
> Shotgun enemies use a different set of animations which sometimes can make the NPC model stretch horizontally and look very odd.
That's a COD4 related bug. Not mine. Just so you know in case you come across it.
> AC130 weapon icon has missing image due to no-mod limitations. Same with minimap.
> There may be more I forgot to mention.
A ton of thanks to my very good online friend and programmer helper Scillman.
Most of the features I implemented would either take too much time or never been
completed if it wasn't for his valuable help. Not only in this mode.
But in most of my projects. Also special thanks to Erik and NikolaiBelinski.