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Pope
05-26-2008, 10:34 PM
Zombie Mode

Introduction
Alright then, guys. I have been working on a new version of Zombie Mode, ironically while watching Resident Evil. It seems the main debate on the current version is that people don't like not being able to defend themselves against the hordes of zombies that attack them. That is taken care of, here.

Game Statistics and Map Size
This new version of ZM or Zombie Mode will call for games that are either 30 minutes long, 45 minutes long, or 1 hour long. Since weapons will not be firing left and right, lag will not occur, meaning more players will be able to play in a single game. ZM will call for 15-30 people. The creator of the game will automatically be the Master Zombie (see section Zombie Overview) and will be in charge of starting the infection. Since so many players will be in one game, maps will have to be gigantic. Perhaps even a new option of 4by4 maps so that there is more room. Just like in the original ZM, map space should be completely used without any waste. There should be two ways in and two ways out of every "room", and there should be alot of places to hide. The background should always be "3" for night, and there should be zero use for "Scenery" tiles. This will be furtherly explained in the "Player Appearance" section.

Weapons and how the are Aquired.
Zombie Mode will require a strict set of weapons and a strict way of acquireing them, to make things fair. Remember, the main thing in ZM is to survive, not kill, so only use the weapons if there is a Zombie infront of you and you need to get by him. The longer you survive, the better off you are. Why? because if you survive for a measley 5 minutes, a benelli will appear infront of you, but will not appear on the screens of other players. This is so they don't take your gun! Survive 10 minutes and a DEagle appears. Survive 20 minutes and you get an Aberaham. Every 5 minutes after you aquire a gun ammo will appear infront of you, and you will be able to pick it up. A new idea I came up with specifically for ZM is the idea that a player can carry up to 2 destructible tiles, which will effectively act as barriers. (If someone attempts to place a barrier over a ladder, it will phail, this would be unfair for someone coming up the ladder). To drop a destructible, walk to where you want it, and press "F" or number pad "0". The block will appear on the spot before your feet. You will also be able to "stack" destructibles. To do this, walk to up to one that is placed, and press "F" or number pad "0". Your character will place a block on top of the original one. Block health will start out at 25 hp, but every new set you get-you acquire 2 new blocks every 5 minutes-the health will go up. Respectively in this order: 25 hp, 50 hp, 100 hp, 200 hp, 500 hp. Survivors will have to shoot these to deystroy them, but Zombies need to melee them. Melee is the only attack in the zombie arsenal (see "Zombie Overview" section), and it is extremely vital.

Player Appearance
There will be two new colors assigned to players of a ZM game. Zombies are white, survivors are black. This means completely black. Everything they have on is a shade of black, likewise with the zombies-everything they have on is a shade of white. A players name will only appear if you scroll over him/her, and their rank will be removed as well. In this way, with a background like Night, and an impaired Zombie LOS, players will have the element of camouflage.

Zombie Overview
Finally we come to the most complex aspect of ZM, the Zombie. The original Zombie or Master Zombie is 50% faster than a survivor, but every survivor he kills is 50% slower initially. I say initially because the Zombies can mutate. Yes, mutate. O.k., so you do not actually see them mutate, they just glow alot like the master chief in Halo when his shield is replenishing, but every kill they get, the become slightly stronger, faster, etc. Their max HP goes up by 10 hp (starting HP for all zombies is 100), their speed increases 5%, their attack damage (which only effects how hard they hit destructibles) increases by 20%, and their attack speed increases 20% (until it reaches a speed equivilant to that of a P90). In this way, the sole survivor has a bunch of skilled hunters out for his head. Only the 1337s* can survive. Zombie's only have to hit a survivor once for them to become infected, and then the survivor automatically dies and spawns at the zombie spawn point. Every time a zombie gets "killed" it re-spawns, but survivors only spawn once form their original spawn, and then they hope that they don't spawn again, because if they do it is because they are a zombie. On to damage resistance. Headshots are not effected in statistics (normal damage applies) but body shots are reduced by 75%. This is because zombies feel no pain, and they do not react unless they are "shut down" via head shot or a sustainable amount of body damage. A melee attack for a zombie is just as fast as a regulation/starting pistol, but can increase to a speed equivilant to that of a P90. The max health can only reach 500 hp, max speed can only reach 100% of a survivor, and the max damage can only reach 100. The final addition is that all zombies LOS or Line of Sight is impaired so it is only 50% of what the survivors have.

Strategie
It may be smart to stay togethor, or to travel alone. You may find your self using your destructibles to trap your other survivors with some zombies, but that is all part of the game. Move quickly and silently, avoid Zombies. It may be smart to follow some, so they do not surprise you with their actions. Remembers, use their LOS to your advantage.
Credits
The original idea came from Live and Puffer. I blended it with my pizzaz and some Resident Evil stuff. Tell me what is good, bad, and what ever else strikes your fancy.

*1337s refers to elites.

Thanks for reading this.

Gatling
05-26-2008, 10:38 PM
Hmm... interesting. I actually read it.

I'm not so sure, I wish I could play it and test it out for some real feedback.

xThEMazEx
05-26-2008, 11:03 PM
Hmm... interesting. I actually read it.

I'm not so sure, I wish I could play it and test it out for some real feedback.


You sure you read it?
Benellis don't appear on the ground...
So you really can't test it...

live
05-26-2008, 11:06 PM
I like your concept. But it would be far to difficult for blank to program, for he has to change many many things. I like it.

I seen a bunch of those ideas in other games to. You start out with a crap gun, and the more ZM you kill, the better the weapon (Thats how i play it GunWise)

bena
05-26-2008, 11:32 PM
very interesting, not many people will take the time to do this, i like it

xjohanlawrencex
05-26-2008, 11:33 PM
i like this idea a whole lot, helps keep noobs from being being stupid in actual zombie games

Knis
05-26-2008, 11:42 PM
I like it. It's realistic. You find a gun, as opposed to buying them from the Zombie 'Pawn' Shop. >>

Maps will have to be bigger, yes. Also, the more player thing sounds good, too.

You may have something going on here, Diggy.

Nightmare
05-27-2008, 01:13 AM
i think it sounds good but would be incrediably hard to get 15 to 30 ppl in the game

Desipio
05-27-2008, 01:15 AM
The more players would be hard to program in. Because Blank101 has the settings at a maximum of 10 players for whatever game. =/ So im thinking this doesnt happen because of that reason.

Good thinking though

GhettoFish
05-27-2008, 01:17 AM
dat souns fun!

Robeto
05-27-2008, 03:28 AM
sounds fun, but it would require a lot of programming,

GrimReperSlayer
05-27-2008, 06:49 AM
I like your concept. But it would be far to difficult for blank to program, for he has to change many many things. I like it.

I seen a bunch of those ideas in other games to. You start out with a crap gun, and the more ZM you kill, the better the weapon (Thats how i play it GunWise)
ya tru and also it would be difficult for guest to figuer out how to play they would be all confused and what not..

Pope
05-27-2008, 07:14 AM
ya tru and also it would be difficult for guest to figuer out how to play they would be all confused and what not..

First, this mode would be made not accesable to guests-this way they have to join to play this mode, giving pawn more users. Second, I realize that Blank would have a hellavu lot of programing to do, but if he likes this idea, power to him. Third, I am glad you all think it is a good idea.

EaEaEa
05-27-2008, 07:39 AM
little complicated, but great idea, we could like.... run a week trial of it, then ask for feedback

Pope
05-27-2008, 07:44 AM
I have PMed SharpY and Blank101 about this topic. Lets just wait to hear back from them now.

sY
05-27-2008, 08:50 AM
It's a fun concept, but setting up a game to do all that would be a lot of scripting, and i think there's a lot of other stuff that people want before they would want Blank to spend days trying to program this.

vAero
05-27-2008, 08:55 AM
I like it but it would take like a month or so just to get it in the system..GJ though!

Ravin
05-27-2008, 08:59 AM
Ive already played versions of this with LeCookie
Its awesome :D

I hope it does get put on, alongf with either CTF or 1337 games :D

xxweedxx
05-27-2008, 08:09 PM
Zombie Mode

Introduction
Alright then, guys. I have been working on a new version of Zombie Mode, ironically while watching Resident Evil. It seems the main debate on the current version is that people don't like not being able to defend themselves against the hordes of zombies that attack them. That is taken care of, here.

Game Statistics and Map Size
This new version of ZM or Zombie Mode will call for games that are either 30 minutes long, 45 minutes long, or 1 hour long. Since weapons will not be firing left and right, lag will not occur, meaning more players will be able to play in a single game. ZM will call for 15-30 people. The creator of the game will automatically be the Master Zombie (see section Zombie Overview) and will be in charge of starting the infection. Since so many players will be in one game, maps will have to be gigantic. Perhaps even a new option of 4by4 maps so that there is more room. Just like in the original ZM, map space should be completely used without any waste. There should be two ways in and two ways out of every "room", and there should be alot of places to hide. The background should always be "3" for night, and there should be zero use for "Scenery" tiles. This will be furtherly explained in the "Player Appearance" section.

Weapons and how the are Aquired.
Zombie Mode will require a strict set of weapons and a strict way of acquireing them, to make things fair. Remember, the main thing in ZM is to survive, not kill, so only use the weapons if there is a Zombie infront of you and you need to get by him. The longer you survive, the better off you are. Why? because if you survive for a measley 5 minutes, a benelli will appear infront of you, but will not appear on the screens of other players. This is so they don't take your gun! Survive 10 minutes and a DEagle appears. Survive 20 minutes and you get an Aberaham. Every 5 minutes after you aquire a gun ammo will appear infront of you, and you will be able to pick it up. A new idea I came up with specifically for ZM is the idea that a player can carry up to 2 destructible tiles, which will effectively act as barriers. (If someone attempts to place a barrier over a ladder, it will phail, this would be unfair for someone coming up the ladder). To drop a destructible, walk to where you want it, and press "F" or number pad "0". The block will appear on the spot before your feet. You will also be able to "stack" destructibles. To do this, walk to up to one that is placed, and press "F" or number pad "0". Your character will place a block on top of the original one. Block health will start out at 25 hp, but every new set you get-you acquire 2 new blocks every 5 minutes-the health will go up. Respectively in this order: 25 hp, 50 hp, 100 hp, 200 hp, 500 hp. Survivors will have to shoot these to deystroy them, but Zombies need to melee them. Melee is the only attack in the zombie arsenal (see "Zombie Overview" section), and it is extremely vital.

Player Appearance
There will be two new colors assigned to players of a ZM game. Zombies are white, survivors are black. This means completely black. Everything they have on is a shade of black, likewise with the zombies-everything they have on is a shade of white. A players name will only appear if you scroll over him/her, and their rank will be removed as well. In this way, with a background like Night, and an impaired Zombie LOS, players will have the element of camouflage.

Zombie Overview
Finally we come to the most complex aspect of ZM, the Zombie. The original Zombie or Master Zombie is 50% faster than a survivor, but every survivor he kills is 50% slower initially. I say initially because the Zombies can mutate. Yes, mutate. O.k., so you do not actually see them mutate, they just glow alot like the master chief in Halo when his shield is replenishing, but every kill they get, the become slightly stronger, faster, etc. Their max HP goes up by 10 hp (starting HP for all zombies is 100), their speed increases 5%, their attack damage (which only effects how hard they hit destructibles) increases by 20%, and their attack speed increases 20% (until it reaches a speed equivilant to that of a P90). In this way, the sole survivor has a bunch of skilled hunters out for his head. Only the 1337s* can survive. Zombie's only have to hit a survivor once for them to become infected, and then the survivor automatically dies and spawns at the zombie spawn point. Every time a zombie gets "killed" it re-spawns, but survivors only spawn once form their original spawn, and then they hope that they don't spawn again, because if they do it is because they are a zombie. On to damage resistance. Headshots are not effected in statistics (normal damage applies) but body shots are reduced by 75%. This is because zombies feel no pain, and they do not react unless they are "shut down" via head shot or a sustainable amount of body damage. A melee attack for a zombie is just as fast as a regulation/starting pistol, but can increase to a speed equivilant to that of a P90. The max health can only reach 500 hp, max speed can only reach 100% of a survivor, and the max damage can only reach 100. The final addition is that all zombies LOS or Line of Sight is impaired so it is only 50% of what the survivors have.

Strategie
It may be smart to stay togethor, or to travel alone. You may find your self using your destructibles to trap your other survivors with some zombies, but that is all part of the game. Move quickly and silently, avoid Zombies. It may be smart to follow some, so they do not surprise you with their actions. Remembers, use their LOS to your advantage.
Credits
The original idea came from Live and Puffer. I blended it with my pizzaz and some Resident Evil stuff. Tell me what is good, bad, and what ever else strikes your fancy.

*1337s refers to leets, since Jake1337 is teh shiz, everyone refers to it that way.

Thanks for reading this.


great idea...i def. support it

but sadly. this would take a massive update.

remember how long it took to get the last update? i'd say considering what we got on the last update this would take like 5 times longer.

so even if it is approved ... might be a while =( =( =(

i like the idea of getting a gun after a set ammount of time but when i play zombie games i dont move unless the zombies know where i am. even then it can take like 30 minutes to find you....

and i think there would stillbe a problem with lag... seeing as how much lag the destructable blocks make, i think that this would cause more...

B00msh00t
05-27-2008, 08:37 PM
I will love this game mode if it were to be ever made on pawn.... i won't stop playing until i get tired or have to go somewhere:D.But the down sides of it is that it will take nearly half a year or less.Then if we wanted more players we would need more lag protection.It would be incredibly fun but with really bad down sides. Good idea anyways Diggy.

vevevicamp
05-27-2008, 08:57 PM
I like your idea, and it would probably get some more users to play on Pawn, but I have a few questions...

1.) Is this going to be for ladder matches or created matches? Or both?

2.) How is the winner declared at the end of each round?

Soul
05-27-2008, 09:03 PM
If pawn had millions of dollars and a team of programs, XD Winnage! But I doubt it will happen.

But you sir, Have won zombie games.

Pope
05-27-2008, 09:07 PM
I like your idea, and it would probably get some more users to play on Pawn, but I have a few questions...

1.) Is this going to be for ladder matches or created matches? Or both?

2.) How is the winner declared at the end of each round?


1. Both
2. The last survivor wins, but they have to survive for the entire amount of time. If not, team zombie wins. MVP is declared by most kills if team zombie wins, but if there is one survivor at the end, he is teh mvp.

BTW guys I realize it would take massive updating but I am willing to work with Blank101 on this idea. I can take out some concepts that will reduce the programming, but all that matters is whether or not Blank is interested.

tjraper
05-28-2008, 12:27 AM
this is taking zombie to a whole new level, it blends realism in with pawn. it takes into account the noobs who try to join and mess up games, this would decrease this some. If you could ever get this up w/ blank101 i would like to be one of the first to test :D, i probably wouldnt get to but i would like to play :D let me know if u get it through w/ blanky. BTW!! great idea diggy

OGCrookedO
05-28-2008, 12:49 AM
if it ever gets put in it would be the pwnage

IrishOwnzNewbz
05-28-2008, 12:51 AM
This is wonderful. You put a ton of work in to this...awesome job bruduh.

Pope
05-28-2008, 07:34 AM
Thanks again, guys. So far I have not been able to get a hold of Blank101, he is a very busy guy, but I will keep trying and let you guys know what happens. Keep posting your comments!

kfaz
05-28-2008, 01:32 PM
Meh. too complicated make it more simple otherwise too many things to do.

nick19955632
05-28-2008, 04:08 PM
i think it ok i wanna play it tho

Pope
05-28-2008, 06:04 PM
Meh. too complicated make it more simple otherwise too many things to do.

The idea is for it to be complex, Zombie Modes so far have been too basic, this definetely makes it more exciting.

Puffer
05-29-2008, 03:08 AM
I'll read this later, looks long.

So I'll need food to last through.

Pope
05-29-2008, 05:59 PM
Rofl puff. You will like I put your name in it. 0.o. Keep the comments coming, still waiting on blank's opinion.

iceman663
05-29-2008, 06:03 PM
and this is for pawn?? this zombie mode?

Pope
05-29-2008, 06:05 PM
Yes it is for pawn. It is a game mode I created and I am trying to get ahold of Blank to talk to him about it.

iceman663
05-29-2008, 07:19 PM
so what do u do? the hole zombie thing i dont understand do u look like a zombie whats it about?

Pope
05-29-2008, 08:59 PM
Did you even read it? It talks all about appearance and what you do. Need more comments please while I wait to hear from blank.

Tuskantuottaja
05-30-2008, 01:33 PM
I liiiiiiiike it. But theres few big problems. It will be unfair to start the game before 15-30 players, and it will take for AGES to have 15-30 players. Also F-button as barrier dropper-button, does not work. You might accidentaly press it when you try to move towards right. But i like this. Also it will be great challenge for map makers. GJ Diggy:)

Pope
05-31-2008, 03:32 PM
In response to what you said: Before a game starts, there must be atleast 10 members. The box drop button can easily be changed to something like "R".

Pope
05-31-2008, 10:57 PM
Sorry for the DP but I need more remarks on it. Blank is impossible to get ahold of...

combokiller11
06-01-2008, 02:44 AM
cool good idea

SniperScare
06-01-2008, 03:24 AM
I like the General idea for this
but the size for it will be a prob for the other Game modes...

domz
06-01-2008, 03:57 AM
wicked man how long did it take>.......< i would love to test it i think its great but i get bored easily so it better be for rank

Pope
06-09-2008, 09:08 PM
bumped for other comments. (That means you SharpY, did this when u were gone I think...

werdman1001
06-17-2008, 01:09 PM
what a great idea, i would love to play something like this.
and if the money for creating a new mode was a problem then why dont pawn introduce a premium account option which would give the player 5 extra kill coins at the start of a round, or more health than usual or another advantage fora small fee a month, cos quite alot of websites have this service availible.

the zombie idea is great.

Hellzfirez
06-18-2008, 09:04 PM
I like ur idea of a New ZM mode
but i think the weapons part should be that you start off with the gun you usually start off with (for Zombies) and for each kill, you get guns. (hard to explain o.O)

Like for Example
You start off with the regular gun u start off with , then you get 1 kill, then you go on the gun after that, then the next gun following it, etc.

And yes it is true that it would take a LONG time for Blank to process all this and update Pawn considering all the rules, and situations in your ZM mode.

Souless
07-05-2008, 01:37 AM
This is good this is great...

SeniorApples
07-05-2008, 02:20 AM
Good idea but blank would take a long time to program this.
If he does do it id like to test it!

Pope
07-06-2008, 11:00 AM
sweet this was bumped from the grave :D
more comments plox?

KiteRider
07-06-2008, 11:18 AM
Sweet idea, a new challenge for map makers...
I try to make zombie games occasionally, however someone always messes it up.

I'd say program it, a lot more people would like zombie mode that way.

RockLuigi
07-06-2008, 11:23 AM
this sounds beast :D but it would probably work better on pawn tactics since they can put more people in one room

Pope
07-15-2009, 01:34 PM
Bumping my old idea.
See what this generation of Pawn Gamers thinks of it.

DannyXD
07-15-2009, 02:34 PM
Yeah mate I like the idea of having new guns appear in front of you. Blank would have to program a system for having gun's appear and also the fact of having more than ten people. Other than that I like it :p

SmoothCopyCat
07-15-2009, 04:08 PM
Bumping my old idea.
See what this generation of Pawn Gamers thinks of it.

Dont bump old thread's unless you updated it with new rule's or something..

thedeleter
07-19-2009, 03:06 PM
It sounds like a great idea but the zombies sound really tough full out attackers and the survivors sound like stealth but I support it.

TheZombie
07-19-2009, 03:08 PM
It sounds like a great idea but the zombies sound really tough full out attackers and the survivors sound like stealth but I support it.

Dont bump old thread's unless you updated it with new rule's or something..
dealer, listen to smooth. and zombie is already alive... :p
either Puffer or SgtFrost makes one every week or so.

mondo909
07-19-2009, 10:00 PM
epic win .

Sinful
07-20-2009, 02:54 PM
Zombie Mode

Introduction
Alright then, guys. I have been working on a new version of Zombie Mode, ironically while watching Resident Evil. It seems the main debate on the current version is that people don't like not being able to defend themselves against the hordes of zombies that attack them. That is taken care of, here.

Game Statistics and Map Size
This new version of ZM or Zombie Mode will call for games that are either 30 minutes long, 45 minutes long, or 1 hour long. Since weapons will not be firing left and right, lag will not occur, meaning more players will be able to play in a single game. ZM will call for 15-30 people. The creator of the game will automatically be the Master Zombie (see section Zombie Overview) and will be in charge of starting the infection. Since so many players will be in one game, maps will have to be gigantic. Perhaps even a new option of 4by4 maps so that there is more room. Just like in the original ZM, map space should be completely used without any waste. There should be two ways in and two ways out of every "room", and there should be alot of places to hide. The background should always be "3" for night, and there should be zero use for "Scenery" tiles. This will be furtherly explained in the "Player Appearance" section.

Weapons and how the are Aquired.
Zombie Mode will require a strict set of weapons and a strict way of acquireing them, to make things fair. Remember, the main thing in ZM is to survive, not kill, so only use the weapons if there is a Zombie infront of you and you need to get by him. The longer you survive, the better off you are. Why? because if you survive for a measley 5 minutes, a benelli will appear infront of you, but will not appear on the screens of other players. This is so they don't take your gun! Survive 10 minutes and a DEagle appears. Survive 20 minutes and you get an Aberaham. Every 5 minutes after you aquire a gun ammo will appear infront of you, and you will be able to pick it up. A new idea I came up with specifically for ZM is the idea that a player can carry up to 2 destructible tiles, which will effectively act as barriers. (If someone attempts to place a barrier over a ladder, it will phail, this would be unfair for someone coming up the ladder). To drop a destructible, walk to where you want it, and press "F" or number pad "0". The block will appear on the spot before your feet. You will also be able to "stack" destructibles. To do this, walk to up to one that is placed, and press "F" or number pad "0". Your character will place a block on top of the original one. Block health will start out at 25 hp, but every new set you get-you acquire 2 new blocks every 5 minutes-the health will go up. Respectively in this order: 25 hp, 50 hp, 100 hp, 200 hp, 500 hp. Survivors will have to shoot these to deystroy them, but Zombies need to melee them. Melee is the only attack in the zombie arsenal (see "Zombie Overview" section), and it is extremely vital.

Player Appearance
There will be two new colors assigned to players of a ZM game. Zombies are white, survivors are black. This means completely black. Everything they have on is a shade of black, likewise with the zombies-everything they have on is a shade of white. A players name will only appear if you scroll over him/her, and their rank will be removed as well. In this way, with a background like Night, and an impaired Zombie LOS, players will have the element of camouflage.

Zombie Overview
Finally we come to the most complex aspect of ZM, the Zombie. The original Zombie or Master Zombie is 50% faster than a survivor, but every survivor he kills is 50% slower initially. I say initially because the Zombies can mutate. Yes, mutate. O.k., so you do not actually see them mutate, they just glow alot like the master chief in Halo when his shield is replenishing, but every kill they get, the become slightly stronger, faster, etc. Their max HP goes up by 10 hp (starting HP for all zombies is 100), their speed increases 5%, their attack damage (which only effects how hard they hit destructibles) increases by 20%, and their attack speed increases 20% (until it reaches a speed equivilant to that of a P90). In this way, the sole survivor has a bunch of skilled hunters out for his head. Only the 1337s* can survive. Zombie's only have to hit a survivor once for them to become infected, and then the survivor automatically dies and spawns at the zombie spawn point. Every time a zombie gets "killed" it re-spawns, but survivors only spawn once form their original spawn, and then they hope that they don't spawn again, because if they do it is because they are a zombie. On to damage resistance. Headshots are not effected in statistics (normal damage applies) but body shots are reduced by 75%. This is because zombies feel no pain, and they do not react unless they are "shut down" via head shot or a sustainable amount of body damage. A melee attack for a zombie is just as fast as a regulation/starting pistol, but can increase to a speed equivilant to that of a P90. The max health can only reach 500 hp, max speed can only reach 100% of a survivor, and the max damage can only reach 100. The final addition is that all zombies LOS or Line of Sight is impaired so it is only 50% of what the survivors have.

Strategie
It may be smart to stay togethor, or to travel alone. You may find your self using your destructibles to trap your other survivors with some zombies, but that is all part of the game. Move quickly and silently, avoid Zombies. It may be smart to follow some, so they do not surprise you with their actions. Remembers, use their LOS to your advantage.
Credits
The original idea came from Live and Puffer. I blended it with my pizzaz and some Resident Evil stuff. Tell me what is good, bad, and what ever else strikes your fancy.

*1337s refers to elites.

Thanks for reading this.



You know Im wondering, shouldnt this be in suggestions? By any chance? :rolleyes: