Posted: Sat Feb 09, 2013 1:49 pm Post subject:
Zombie campaign
Beside doing the Reform mod, I've always kind of wanted to do a zombie based mod in RA2. But since there's no way I would start another mod project from scratch, I've been thinking of adding a small bonus campaign to Reform. Bit like the dinosaur and giant ant campaigns in the previous C&C games. The plot could be a predictable Nod experiment gone wrong, releasing tiberium zombies everywhere.
The focus would be on infantry units, fighting against overwhelming number of zombies who have low hp. On the other hand, if one of them got close enough to attack you, it would be pretty much instant kill. Think both sides being fragile would make the campaign more intense since you'd have to rely heavily on reaction times and careful movement. The missions would have multiple objectives, and you would not have time to accomplish them all. This would force you to make quick decisions and prioritize between goals. Could also give the L4D cast a role in the campaign since I've been doing SHPs of some of them
Though would have to create SHPs for the zombies too. And maybe think of a few unique zombie types. Interested to see what kind of stuff the TS logics could be used for zombie type units. _________________ QUICK_EDIT
Sounds good.
I would suggest using vehicles as zombies as well, so you can use the visceroid logic. If a zombie touches an infantry it turns it into a zombie as well.
Cyborg logic would be surely useful too, so the zombies can keep crawling to you with one leg and arm shot away (or limping on one badly damaged leg)
I wouldn't give them too low HP, only a very slow speed. So you have a nice weapons firework from your machine&gattling guns. (the resident evil zombies would be a nice base) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sat Feb 09, 2013 5:08 pm Post subject:
Well, you can add wave after wave - like tower defense game style. But at wave one, zombies have low health and speed then second wave the zombies have more HP and speed. Probably you can add some special tiberium zombies. Once you have kill enough zombies, the map can expand and you can explore to find more survivors or have your faction to send you in more troops. Just a thought. _________________ Mod Leader and founder of World Domination
I wouldn't give them too low HP, only a very slow speed. So you have a nice weapons firework from your machine&gattling guns. (the resident evil zombies would be a nice base)
Could also go with the "modern" fast zombies. Slow zombies might be exploitable if your own units can keep outrunning them. Don't think fast zombies would need much work on the SHP either, they could basically look like the ordinary TS civilians, but maybe with ripped clothes and some other minor details.
Zero18 wrote:
Well, you can add wave after wave - like tower defense game style. But at wave one, zombies have low health and speed then second wave the zombies have more HP and speed. Probably you can add some special tiberium zombies. Once you have kill enough zombies, the map can expand and you can explore to find more survivors or have your faction to send you in more troops. Just a thought.
That's a nice idea for one of the missions. Could have you building base defences to defend a key area, while having to venture out into the city at the same time to collect more supplies (money) to fund your base defences, repairs and units. _________________ QUICK_EDIT
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Sun Feb 10, 2013 2:00 am Post subject:
SuperJoe wrote:
Zero18 wrote:
Well, you can add wave after wave - like tower defense game style. But at wave one, zombies have low health and speed then second wave the zombies have more HP and speed. Probably you can add some special tiberium zombies. Once you have kill enough zombies, the map can expand and you can explore to find more survivors or have your faction to send you in more troops. Just a thought.
That's a nice idea for one of the missions. Could have you building base defences to defend a key area, while having to venture out into the city at the same time to collect more supplies (money) to fund your base defences, repairs and units.
Yeah, also, perhaps you can also add like hijackers so that the players can steal abandoned vehicles and use them against the zombies too _________________ Mod Leader and founder of World Domination
Here's a little test of how zombie gameplay would work out (with fast zombies). I adjusted the weapon ranges to be much higher, otherwise the infantry would barely get to fire on the zombies before being attacked. Think this could turn out to be alot of fun. When the zombies get attacked they start moving even faster due to having Crawls=no in art.ini. Didn't adjust the warhead properly for the test, the zombies shouldn't be able to kill the building that quickly.
Fraidycat in itself doesn't cause speed boost, only makes them move around when they get attacked. The extra speed comes from an infantry unit being able to crawl in rules.ini (Fearless=no), but not being able to crawl in art.ini (Crawls=no). _________________ QUICK_EDIT
Interesting. I thought it's the fraidycat key giving the speed boost.
Do you found out about how much the speed is boosted and how long it lasts? Is there a key controlling the boost amount? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Do you found out about how much the speed is boosted and how long it lasts? Is there a key controlling the boost amount?
They move quite a bit faster, for as long as they are "crawling". A fun special case for this are cyborgs. When they lose legs they are always crawling, and if you give them Crawls=no they get a permanent speed boost when they lose the legs. Kind of stupid. Doubt you can control the speed boost specifically, it's just based on the normal speed of the unit. Interesting how the crawling animation is played faster than the walking animation in general. Maybe WW intended the Crawls key specifically to be used with Fraidycat, to make the civilians run around really fast when they get attacked.
I used this oddity with police units armed with pistols. When they get attacked they "panic" (no Fraidycat though) and start running faster. If you stop them while they are in this mode, they go to kneeling position and can fire the gun from there. Looks kind of cool. _________________ QUICK_EDIT
Interesting how the crawling animation is played faster than the walking animation in general.
That gave me a little trouble when i created the cannon cyborg for TI, as i wanted it to limp and actually move slower. So i had to give the crawl (limping) frames twice or 3-times as many frames so the limping looks as fast as the normal walk or even a tad slower. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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