The ZombieMod team has taken a lot of time to think about and come up with some unique ideas to make our mod stand out from other zombie games. You've seen that since the start; how many zombie games do you know of are RTS's? Anyways, we've set the bar high, and CoH has had a hard time following our ideas. Now that we can import models, some of our dreams are coming to life.
However, most of these dreams are for the survivors; new weapons, new vehicles, and other new features. But what about the zombies? Don't they deserve some love? Without them, we'd have no game!
So, let's look at some ideas we've come up with:
Normal Zombies
"Typical brain-dead, brain hungry, moaning, drooling, shuffling pack of zombies, these guys alone can't do much. However, in large hordes, they're a force to be reckoned with"
Cost: Manpower - 50, Munitions - 0, Fuel - 0, Population - 0
Sprinters
"Now's when you start to worry - these guys are fast and hard to hit. Be sure to kill them before they're killing you!"
Cost: Manpower - 100, Munitions - 0, Fuel - 0, Population - 2
You've seen these guys before. They're all that zombies have had to play with since the beginning. So, let's look at some new guys:
Poison Zombies
"These guys are 'smarter than your average zombie'. They can't physically attack you, but have a poisonous aura that does damage to survivors"
Cost: Manpower - 125, Munitions - 5, Fuel - 0, Population - 2
Martyrs
"These guys are deadly. They pounce on targets from a medium distance, then proceed to detonate on contact. When used right, they can take out an entire survivor squad!"
Cost: Manpower - 300, Munitions - 5, Fuel - 0, Population - 5, Max of 2 on the field at a time
Stalker
"A 'lone wolf', the stalker can see a long distance and can hide from survivors. It can ambush survivors, causing large amounts of damage. The Stalker also gains damage as it loses health."
Cost: Manpower - 350, Munitions - 10, Fuel - 0, Population - 10, Max 1 on the field at a time
Pyros
"For some reason, these guys are flameproof. But here's the catch - if they get lit on fire, they go on a rampage, causing immense amount of damage, and spreading the fire to their victims."
Cost: Manpower - 300, Munitions - 0, Fuel - 20, Population - 5
Juggernaut
"This zombie must have been a bodybuilder before it died. Much like the Tank from Left 4 Dead, it is supersized and super strong. Don't come face to face with one without support. Lots of it."
Cost: Manpower - 500, Munitions - 0, Fuel - 0, Population - 25, Max 1 on the field at a time
Rider
"This little f***er jumps onto its victims and kills them, but not before having a little fun and making them run around. However, it dies as soon as it kills its victim, which is good."
Cost: Manpower - 200, Munitions - 5, Fuel - 5, Population - 2
That's all the ideas for now. We'll slowly release concept art to go along with the zombies.
Till next time,
The ZombieMod Team
Sweet, was wondering where all the zombies ideas went!
Hope you manage with the custom unit models
oh dont worry, we will. ive been experimenting with different animation types and styles :p
Sounds pretty good, can't wait to see how my stories are implemented into the game
You seem to be inspired by some L4D zombies and specials.
i feel sorry to be facing the juggernaut... he just wantz a hugzie!!! T-T
Sounds good Burton, can't wait to see whats next.
I'M SO EXCITED NOW:] I'M SCREAMING! AND MY FAMILY IS WONDERING WHY! LOL!
YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES YES!
Loool, There's gonna be an Ability called "Dead Air"
I'll let you guess what it does.
Dont tell them ;)
horray for zombies!
Have you thought of the zombie's having their own engineer unit for the repairing of bridges etc?