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Zombie Idea...

#  Oct 13, 2007 at 8:47 PM
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phreakery 77698
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Im not much of a modder... at all... actually dont know a damn thing... but heres an idea.
How about a mod where.... its sort of modeled after the zombies in dawn of the dead, in that they have the speed of a scout, but no ability to use weapons? and they are speedily like a scout and have the health of a soldier, but just a baseball bat or something. and could infect with right click or kill with regular hits? with ubercharge being replaced with a cure infection? Whatever. just a thought.
#  Oct 27, 2007 at 3:32 AM
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Boots 79343
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sounds a bit like the zombie mod on counter strike to me=]

but it would be quite a fun idea
not sure if it would fit in with the theme of the game though?
cartoony zombies maybe?
#  Oct 29, 2007 at 8:36 PM
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Zzzaxys 78524
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I like the Halo 3 Zombie gametype, myself.  It's where a certain number of players start out as "zombies" (default 25% or 1/4), who can only use melee attacks but kill instantly.  Any "healthy" person who gets killed by a zombie then re-spawns AS a zombie, to continue spreading the infection.  The last "healthy" player gets to be the first zombie in the next round.

I'm not sure how you'd mod this into TF2, but it would be really cool.  You'd just have to re-skin the team-specific colors of one of the teams to be "zombified" instead of just different colored shirts.  Figure out some way to set it up so that anyone on the healthy team who dies gets moved to the Zombie team...  Then just limit the zombies to their melee attacks, which would always do crit damage. (to make up for their lack of range, they become deadly in close combat)

You'd probably also have to make a special map for it, since the current maps aren't designed for pure death-match style gameplay.
#  Oct 29, 2007 at 10:05 PM
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Kerinthious 78114
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Could definitely have some possibilities, I would much rather prefer an assault type game play over death match personally.

I think instead of having all critical it should bring back the infection from TFC only curable by the medic. But this time it should only be spread when that person takes damage near others (dying converts them still). Replacing the medics uber, with a way to revive a non gibbed zombie/friendly to their side (make it harder to charge, so that they can't win by attrition like the zombies can). These would hopefully force a bit of teamwork into both sides. Sentries of course would need to be toned down a bit, be it a non turning version with a cap on engineers so they can't lock down a whole area... unless you increase the team sizes and hope they can zerg it down (or provide insta-spawn for the zombies). Probably be a nightmare to balance, but could be interesting if done right. Heck, zombies may need guaranteed criticals to overcome a well organized defensive team.

Throw in a TDM game type, with different rule sets if need be and should be fairly good to go (After playing AvP though, I have nightmares of one team finding a good defensive position and turtling in). Just the random ranting of someone who has probably played more video games than good for em
#  Nov 02, 2007 at 4:42 PM
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SpaceBoy2000 79651
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Hmm, wouldn't pyros be useless in a zombie game? I demand a bigger flamethrower for the sterilization of zombie scum! Of course, the big problem is if the human team just masses pyros and heavies and camps out behind a few dispensers.

How about fighting off a horde of zombie bots in, say, Dustbowl?
#  Nov 02, 2007 at 9:55 PM
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Zzzaxys 78524
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I think that the "slow infection" would be a good thing.  Think of it this way: it's just like the Pyro's ability to set enemies on fire; instead of flames, they get sick, and the sickness doesn't stop until they are either dead or get healed by a Medic or a Dispenser.  This makes it less of a nightmare for the humans; otherwise it'd be impossible for them on most normal maps, since there's so much close-quarters.

I think it could be set up like this:

  • There are two teams, and in the spirit of the original we'll call them PINK and GREY, with the PINKs being the "humans" and the GREYs being the "zombies."  To make a visual difference would be easy; just re-skin the Grey team-colors to give them a zombified look of the normal classes.
  • The zombies start out in the minority, about 1:4 or 1:3.  This is because they can die many times, but the Pinks can only die once before being "turned."
  • All Pink weapons are normal; this may be subject to change due to unforseen balance issues.  The Greys only get melee weapons, and these weapons have had their damage normalized.
  • The speed of all members of the Grey team have been normalized; every zombie moves at the speed of a Scout.  This is to improve their chances of making it into melee range against their gun-toting enemies.
  • When a Pink is damaged by a Grey (and only by a Grey; self-inficted and falling damage doesn't count), they will become "infected."  An infection slowly saps the Pink's health, until he dies or is healed by a friendly Medic or Dispenser.
  • When a Pink dies from an infection or is killed outright by a Grey, he/she is moved onto the Grey team.  This simulates a human being killed by the zombies and rising again as one of them. (way creepy!)
  • There are no ammo or health boxes lying around; Greys cannot recover damage, and Pinks must be healed by a friendly Medic or Dispenser.
  • Pink Spies can disguise as the Grey team, complete with holding the proper melee weapon.  However, they can still be infected by a single Grey hit, making Spying incredibly risky. (yet potentially profitable!)
  • There is a time limit for the match, which counts down how long the Pinks must stay alive.  If a single Pink survives until the time runs out, the Pink team wins.  If all Pink team members are killed, the Grey team wins.
  • To even out the scoreboard, and prevent unbalances such as the Pink team being able to score unlimited points (though killing Greys) while the Grey team can only kill as many Pinks as started the round, the Greys will get twice as many points per kill as the Pinks.
  • Players who join in part of the way through the game will be forced to join the Pink team, to "bolster their diminishing ranks."
I have no idea if any of that is possible, but I think it'd make a pretty neat game.
#  Nov 03, 2007 at 6:45 PM
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Kerinthious 78114
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Theoretically it is all doable. I am just guessing (as I unfortunately don't have the source for TF2 in my hands ) that the modeling/mapping/balancing would probably be the hardest aspects.

Making zombies of the quality of the TF2 graphics, and following the style definitely seems like a pain to me. Though, making a box in a 3D Modeling program seems like a pain to me
#  Nov 06, 2007 at 7:49 AM
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Bearzi 79928
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Dude... baseball bat for dude who have health like soldier.. Thats not good idea... :S
#  Nov 06, 2007 at 10:42 PM
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SpaceBoy2000 79651
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Hmm, can't we simulate this in a "stock" TF2 game with server scripts and some creative mapping? Things like switching teams and limiting your class/weapons may not be possible (or is it? I'm not too familiar with what's possible here), but I'm sure you can have relatively "dumb" bot to play scout, pick up a bat, and attempt to swarm you. Sure, you can knock back the first 5. But how about 16 scouts with bats waving?
#  Nov 15, 2007 at 2:41 PM
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Have you guys ever tried to fight off 5+ scouts with bats? I have, while playing on gravelpit the enemy did a scout rush, and it was amazingly hard. Sure one bat doesn't kill you but 3 scouts swinging bats while your a soldier is pretty damn hard to kill, especially when they can run and jump over you. I wouldn't say speed of scouts I would go with a bit slower speed. Still fast, but not as fast as scout.
Pyros sound like they would completely clean up.
It would be cool if Medics could inject a needle into an enemy zombie to come back to the pink team, but of course there would be zombies just standing around telling medics to bring them back
Perhaps to make spies better they could have a needle instead of a knife and a backstab counts as instant revival to pink?

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