Zombiedämmerung [NW M]

Which gamemode are you looking forward to the most?

  • Zombie Panic

    Votes: 33 23.1%
  • Zombie Escape

    Votes: 36 25.2%
  • Redoubt

    Votes: 16 11.2%
  • Cleanup

    Votes: 16 11.2%
  • Art of Defence

    Votes: 42 29.4%

  • Total voters
    143

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MaHuD

Section Moderator
With the release of the NW module system, I will now carry out my promise to make a Zombie mod for NW.
I'll release two versions, a lite version and a normal version.

The Lite version will be NW compatible and a server-side mod only.
This will only include the switching of the teams and preventing of players rejoining the human side as well as forcing certain classes based on the team the players are in. (human or zombie)
The goal is to allow admins to turn this feature on or off and it will only work on TDM.

Video of the Alpha Lite version:
Bite Me said:


The full mod will be a stand alone mod, and use custom skins, custom music, sounds as well as custom gametypes.
For custom gametypes one could think of things like Zombie Escape from CSS but there will also be at least one new gametype. Which should be a bit more original, altough the concept is definitely  not new.



The plan is to first create the very basic mechanics. In other words, I'll first create most of the features of the lite version.
A list of things to do and it's progress​

Lite version: (Completely servers side) * On hold till Full is finished *
[*] Switch players to the zombie team if they die as a human.
[*] Prohibit joining of the human team
[*] Auto move all players in the game to the human team after 30 seconds. (Only counts when there are people in the server)
[*] 10 seconds  after all players are forced into the human team, a random human gets switched to the zombie team.
[*] Auto restart map or switch to the next one when all human players have been zombified.
[*] Killed humans respawn on place of death as zombie. (for an example click here)
[*] Class re-balancing..
[*] Item rebalancing..
[*] Make the first zombie the "zombie lord" with increased stats.
[*] If there is a large amount of players, more players are chosen to start as a zombie.
[*] Make new setting options for servers. Like customizable time duration before everyone is switched to the human team, and then back to the zombie team. Aswell as the scaling factor of starting humans vs zombies. (This one will require the admin to use a small extra file, if the admin want's to use this feature.)
[*] Add custom maps. (Feel free to make one and send it to me so I can check it out and perhaps add it in)

Full Version:

[*] Class re-balancing..
[*] Zombie Panic gamemode (done)
[*] Allow picking up of a variety of objects to use as makeshift weapons. Think of; bread, apples, chairs, stools, brooms etc.
[*] Add chance of weapons breaking.
[*] Add horde bonus
[*] Add zombie skins.
[*] Add zombie sounds.
[*] Add soundtrack(s).
[*] Add extra voice commands.
[*] Add combat sounds (for brooms, bread, chairs etc.).
[*] Add custom maps. (Feel free to make one and send it to me so I can check it out and perhaps add it in)


The list is not complete and I will expend as I work, I don't want to make a giant list of things to do as of yet as all that red looks depressing to me. :razz:
(done) = well its done as in completed.
busy = working on it at this moment.
red = not started on it yet.
"Porting" means that I will be using stuff that I previously coded for my native zombie mod but I'll refine the code.



Planned Gametypes

Zombie Panic (Only gamemode for the Lite version)
Your standard zombie gameplay, where humans start out spread around and have to survive for as long as possible on a map with some defensive positions and ambush positions here and there. A human that dies turns into a zombie​

Zombie Escape
Based on the CSS server mod. The players need to get from point A to point B. To get there they need to do a variety of tasks that slow them down. In the meantime zombies will be released and they will start chasing the human group. A human that dies turns into a zombie.
Humans need to be quick and precise and work together to reach point B.​

Redoubt
A suprise for now.​

Cleanup
Small number of zombies hiding in a village, a regiment has been ordered to go inside and "cleanup".
No respawn for zombies or humans, humans that die will turn zombie though.
Last team standing wins!​

Art of Defence
Invasion mode with humans defending a defensive position with multiple rings of defence to fall back to.
Attackers will be zombie bots.
server setting: Humans that die can respawn as a zombie (enable or disable)​




I will add more info, and update this topic as I go.
You are allowed to make suggestions, but I myself shall decide what I will do and what I won't do.
I won't be publicly releasing the Lite version until the full mod is at least in beta.
I will however hand it out to a select few people that I choose myself prior to this.

Credits/Props to

Wolfy (Testing & providing server!)
Cmp  (solving coding problems)
Caba'drin (solving coding problems)
Barny (Testing & providing server!)
Hiddos (Testing & providing server!)
Rudovich (Texturing)
Fredelios (model help)
Belendor (modelling)
Mack (scening)
Menelaos (signature)​

Team:

MaHuD (coding)
Gobi (stuntman)​
 
Signatures:

Menelaos16 said:
5zDgy.png


Code:
[center][url=http://forums.taleworlds.com/index.php/topic,247046.0.html][IMG]http://i.imgur.com/5zDgy.png[/IMG][/url][/center]

Xeroth said:
Xeroth's  Zombiedämmerung signature collection, hope you like it, great mod!




zombies.jpg


Code:
[url=http://forums.taleworlds.com/index.php/topic,247046.0.html][IMG]http://i1089.photobucket.com/albums/i356/AtomicB01/zombies.jpg[/IMG][url]



zombies1.jpg


Code:
[url=http://forums.taleworlds.com/index.php/topic,247046.0.html][IMG]http://i1089.photobucket.com/albums/i356/AtomicB01/zombies1.jpg[/IMG][url]



zombie-hand.jpg


Code:
[url=http://forums.taleworlds.com/index.php/topic,247046.0.html][IMG]http://i1089.photobucket.com/albums/i356/AtomicB01/zombie-hand.jpg[/IMG][url]
 
Good luck. That "Redoubt" - Gamemode sounds interesting.

Looking forward to this !
 
Kipsleverworst said:
Will there also be "boss" zombies who start with more HP?
The last night of the warband beta event had some sort of zombie gameplay, and I loosely based my original native mod on that.
The starting player was allowed to take extra gear, and that worked pretty well. I may or may not add that.
I can however say that for the Redoubt gametype, there will be some different things that influence the strenght of zombies.
 
Good luck.

Our regiment does a deathmatch version of this - Everyone starts out as human, nobody can kill for two minutes while people group up and find places to camp, and then people are allowed to kill eachother. If you die, you go zombie. We usually have 3-5 groups of 4 going on shooting and fighting with eachother, along with the zombies. And a custom map. Really fun

Also, will there will be AI zombies with scythes or something? Would help the players alot
 
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