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 Zombies '09 
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Joined: Wed Apr 30, 2008 10:10 am
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Location: Seattle, WA
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Post Re: Zombies '09
Lizard wrote:
The soldiers should have a higher gibimpulselimit(?).

They die too easily.



Lots more soldiers are in the works, and we're working from low to high cost/benefit. For now, have fun with the challenge of survival, one of the many things essential in good zombie media.


Thu Aug 06, 2009 7:55 am
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DRL Developer
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Joined: Fri May 15, 2009 10:29 am
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Location: Russia
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Post Re: Zombies '09
K, and while you're at it, the FABAR-1A seems to have a slightly too long reload time, just saying, because it's pretty frustraing sometimes.


Thu Aug 06, 2009 8:01 am
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Post Re: Zombies '09
Lizard wrote:
K, and while you're at it, the FABAR-1A seems to have a slightly too long reload time
oh i know. i just trimmed a second off of it.
@Foa: Think the first one. makes it really easy to use.


Thu Aug 06, 2009 10:06 am
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Location: NSW, Australia
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Post Re: Zombies '09
I'm hoping a generic scene or activities will be included soon.


Thu Aug 06, 2009 12:27 pm
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Post Re: Zombies '09
Exalion wrote:
I'm hoping a generic scene or activities will be included soon.

Next version will activities, currently though, they only have zombies spawning.


Thu Aug 06, 2009 1:17 pm
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Post Re: Zombies '09
Exalion wrote:
I'm hoping a generic scene or activities will be included soon.


Coupled with a mission? :wink: Hopefully...


Thu Aug 06, 2009 11:38 pm
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Post Re: Zombies '09
not next version, but its in the pipeline. we have a lot of modules and actors to sprite, and a lot of scripting on top of that.
the resistance are heavily improved in the current dev version, and will have even more substance after we get the trenchmen working. for now, i'll just get the current stuff a little nicer looking and release.

On a more subjective note: if anyone wants a part time scripting job, some work on the AI would be appreciated. i can only work on so many things at once..


Fri Aug 07, 2009 7:38 am
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Location: Termina
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Post Re: Zombies '09
I was looking in the files and those tunnels look wonderful and I love the witch. I have a unit request since the Engineer can modify zombies a bloat that explodes seting the ground and nearby actors on fire would be awesome!


Fri Aug 07, 2009 7:20 pm
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Post Re: Zombies '09
there will be superzombies at some point and i already have a superbloat drafted (though it needs a lot of refining)
the witch will also make zombies explosive and fiery, which will mean there are fiery bloat explosions, but a tier 2 bloat could be a good idea. glad you like the tunnels.


Fri Aug 07, 2009 11:21 pm
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Post Re: Zombies '09
I have to say, this is one of the more enjoyable mods that have been released as of late.

I love the "overwhelmed" feeling you get when playing this in Skirmish. Nothing is more terrifying than an army of raging zombies running down towards your base on Pointy Mountain.

Overall, great mod. Keep it up. :3


Sat Aug 08, 2009 7:06 pm
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Post Re: Zombies '09
gtaiiilc wrote:
I was looking in the files and those tunnels look wonderful and I love the witch.

I'm glad you like the tunnels, I had to draw them pixel by pixel. The witch was also painful, I hate animating (And she was also my idea, I dug my own grave D:). Anyway, TONS more stuff coming in the next version.


Sat Aug 08, 2009 7:11 pm
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Data Realms Elite
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Post Re: Zombies '09
Roon3 wrote:
gtaiiilc wrote:
I was looking in the files and those tunnels look wonderful and I love the witch.

I'm glad you like the tunnels, I had to draw them pixel by pixel. The witch was also painful, I hate animating (And she was also my idea, I dug my own grave D:). Anyway, TONS more stuff coming in the next version.

Explains the large growths on her chest.


Sat Aug 08, 2009 11:07 pm
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Post Re: Zombies '09
Roon3 wrote:
The witch was also painful, I hate animating (And she was also my idea, I dug my own grave D:)

I uncommented the witch and was playing with it today and was using the L4D mod and had a idea based off that games witch .If the witch is destroyed by normal gunfire it falls off the cross and goes berserk and kill everything in it's path with instagib claws, high speed, hard as nails to kill, and with a high Gib and impulse limit 'or just make it so it can't be hit?' the downside(or upside depending on how you look at it :grin: ) it only lives 15 seconds after that it falls over and emits a tiny amount of green gas from its mouth (maybe non-damaging) for the awesome factor.
I am sure you two have your own wonderful idea's but I would like it help if I can, I can make scenes with custom materials and more than likely new backgrounds but not Lua I am afraid :-( "and maybe scene objects like cars, light posts with working lights and other stuff if sprites for them are made"(I would more than likely use some of gotcha!'s stuff if allowed)


Sat Aug 08, 2009 11:11 pm
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Data Realms Elite
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Post Re: Zombies '09
Geti wrote:
superbloat

Hmm, I hope it's like that behemoth from Castle Crashers.


Sat Aug 08, 2009 11:36 pm
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Post Re: Zombies '09
We're not really trying to recreate stuff from other games, though the witch thing sounds like it could be fun. There was a left 4 dead mod going someplace, maybe the creators of that would be down to incorporate your idea.

A big part of the idea-generating process is doing new things with zombies. Things that haven't been explored, we're changing the game so to speak. Without making it sound like a bad movie trailer, forget what you know about what a zombie game looks like. We're expanding and rethinking a lot, but also tapping into the things that have always made zombies scary and awesome. It's difficult for me to contain the specifics, but i think you'll all be intrigued by what we're putting on the zombie-canvas.

So, keep an open mind, and keep the ideas flowing. We consider every single one, and i'm glad you guys like the mod. Next release is gonna kick some ass.


Sat Aug 08, 2009 11:50 pm
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