SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Breakdown on April 12, 2009, 11:10:20 AM

Title: Zombie Mod Ideas
Post by: Breakdown on April 12, 2009, 11:10:20 AM
Hi all!

I am in the process of making a zombie mod (just because they're that cool :P), and I was wondering if any of you had any ideas for sides? Sombie side specifically.

If you have any ideas for weapons, skins, etc. post 'em here!

Also, if you are willing to help in the developement of this mod, shout out and I can see what you can do!

-Breakdown
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 12, 2009, 12:54:53 PM
Is this a Zombie defense or a standard battle?

I can't actually make anything, but I do have an Idea for a normal battle. For a zombie defence, they should only have their first 3 weapons

Trooper: Zombie Soldier
Rifle
melee (weaker)
pistol
grenade x 3

Rocket: Zombie Vanguard
Clone RLR
pistol
melee (stronger)
grenade x 4

Pilot: Zombie Tech
Grenade x 20
melee (weaker)
repair appendage
dispenser Health+Ammo

Sniper: Zombie Marksman
CIS Sniper Rifle
pistol
melee (weaker)
grenade x 3

Officer: Zombie Leader
Commando Pistol
grenade x 5
melee (stronger)
self-repair appendage
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 12, 2009, 01:13:37 PM
What do you mean by "zombie defense" ?

It's essentially going to be a map at night time (pitch dark) with hordes of zombies going after a few lone survivors. :)
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 12, 2009, 09:07:28 PM
Well I was under the impression that the zombies just took over the troopers from the game and still had their kinda stuff.
 By zombie defense I mean a few people fighting off hordes of dead guys.
And who's to say zombies can't be intelligent? They eats lots of braaaaaiiinnzzzzz.....
Also the Halo zombies were supposedly sorta smart. But that's a whole 'nother can of jelly beans....

New List for Zombie Defense:
(All zombies have boosted health, maybe 150%-175%)
Zombie Grunt:
Melee (stronger)
(If it's possible, regeneration upon killing someone)

Assault Zombie:
Melee (strongest)
Throwing rocks (like grenades but with kinetic energy and no boom)

Zombie Healer:
Melee (weaker)
Health Dispenser (bacta should repair dead guys' flesh as well)

Zombie Worker:
Crowbar Melee (stronger)
[Human Clothes (disguise kit)]OR[Repair Appendage (can slowly repair itself)]

Zombie Leader:
Melee (stronger)
Only Zombie that can use the command buttons (if possible)



Humans (if you wanna make a new side for them. Don't blame ya if you don't):

Clone Marine (or other marine, it's just people seem to like the clone wars better than glactic civil war):
Blaster Rifle (only 3 clips, the idea being that they can't get too many supplies, due to the aforementioned zombies)
Shotgun (only 3 clips, 6 rounds of 5 lasers)
Pistol
Thermal Detonators

Assault Clone:
Rockets (only 4)
Blaster rifle (only 3 clips)
Thermal Detonators
Mines

Clone Pilot:
Bolt Caster
Shotgun (only 3 clips)
Dispenser Health and Ammo
Fusion Cutter

Clone Sniper:
Sniper Rifle (only 3 clips)
Backup Pistol
Grenades

Clone Specialist:
Shotgun (5 clips)
Flamethrower (3 tanks)
Mines x 6
NO JETPACK
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 12, 2009, 09:13:42 PM
Lol, man El Chupacabra, you have some of the best quotes!

I like your suggestions, I can try to impliment some of them :(
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 12, 2009, 09:37:18 PM
That makes me a sad panda.
Title: Re: Zombie Mod Ideas
Post by: zorba1994 on April 12, 2009, 09:38:11 PM
I suggest having

Standard zombie with 150% health and melee attack

Fast zombie with double speed (or jetpack [read wings]) and 75% health

Assault zombie with 125% health and spit goo attack (concussion grenade on recharge)

Abomination with 200% health, and melee rocket launcher (if possible, I'm thinking out loud but maybe a very short ranged force push would replicate this effect) and 50% speed

Smart zombie with rifle and melee attack, as well as ability to man vehicles and turrets
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 12, 2009, 10:01:54 PM
Hmm... super zombie is called an Abomination...(warcraft 3 maybe?)

I don't think zombies can grow wings if they're not on the host originally.
And zombies don't naturally produce goo. That's the blob. Zombies are walking corpses; they're just flesh, viscera, rotting gasses and bones.
Although goo spitting would be interesting...
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 12, 2009, 11:04:54 PM
Who says they have to be in this mod :) (it was in my layouts before I posted this)

Wings are a cool idea too! I think I'm whippimg up some cool zombie layouts thanks to El Chup. and Zorba :D thanks guys!

I'm sure I could figure out the survivors layouts, I mean, they could have machine guns and whatnot.
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 13, 2009, 06:57:28 AM
Machine guns don't destroy the body well enough! it's gotta be a shotgun! You have to destroy the whole thing man! Or make it burn....
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 13, 2009, 09:18:18 AM
Those are my intentions El Chupacabra :D
Title: Re: Zombie Mod Ideas
Post by: Hardcore on April 13, 2009, 11:26:05 AM
shotguns (unless incineration rounds that no normal person can buy) do not burn bodies, mini guns are very effective in disrupting hordes, while pistols and shotguns or assult rifles clear out the rest- i would suggest bring Red in if you want some in-depth ramifications on how Zombies act, along with how to kill them, he has quite a knownlage.
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 13, 2009, 03:57:00 PM
Well HC, the shotguns don't burn it, but they destroy they body enough that it can't be rebuilt.
And come one man. This is zombie apocalypse! The military's doing anything to stop the horde.
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 14, 2009, 06:12:59 AM
How about, similarly with COD5, a small group of defenders (with low reinforcement count) defend a building, whilst constantly under siege from a hoard of zombies !
Now I've never seen a game where zombies have weapons !
(except halo... but that doesn't count)
The zombie if are to balance with a small defence team should only have melee  attacks...
Perhaps zombie Sand people?
Or zombie Droids !

Remember this is a Star Wars game !!!

Anyway I think the set-up in COD5 nazi zombie mode was a success.
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 14, 2009, 09:59:37 AM
Also this is not COD5.
And the mode described is exactly what I meant by zombie defense.
I has a new idea:
What if the commander was something like a human guy who raised the dead and such. Just a thought.

And if you can wield a stick and a metal bar, you can wield anything (except a rocket launcher).
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 14, 2009, 10:44:13 AM
I'm not saying we copy the COD5 mode completely !

I just thought it was a decent game mode and I wasn't hitting at you,
I just think it would be better in a Star Wars format.

Look, the general idea of most zombie games is sneaking around narrow
corridors in burnt out buildings whilst fighting off crowds of zombies, ( Zombie Bespin?)
usually zombies only advantage is their numbers rather than their range of attacks.
Perhaps some variation, some carry bars, yes or melee attacks with ammo-less weapons.

I had this idea where Some imperials have crash landed in some densely built up base, when they soon realise a hoard of zombie droids are approaching from every angle!
You have to stay alive by building barriers, turrets, and looking for more ammo for you shotgun / rifle / etc... or the zombies will get you !  :-o

Just a thought.
Title: Re: Zombie Mod Ideas
Post by: Hardcore on April 14, 2009, 10:56:14 AM
whats funny is almost every part of what he suggested in his idea, are possible. the only part thats not is the hoard waiting to come for a few secs, mins ect. there being no scripting makes it hard to make any stories in SWBF
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 14, 2009, 11:15:01 AM
They don't have to wait, just put their cp at a greater distance from the base.

EDIT: it has occurred to me that Jabbas' palace would be almost perfect, except where would the zombies start?
With the addition of barricades and turrets it could work... Could it be modified so there is an 'outside' for the zombies to start from? And the defence perhaps have several command posts which they are forced to fall back through as the zombies advance in great numbers through the palace doors?
Title: Re: Zombie Mod Ideas
Post by: zorba1994 on April 14, 2009, 11:53:20 AM
It would be really funny if there were zombies wielding weapons like rocket launchers, except they used them as clubs!
Title: Re: Zombie Mod Ideas
Post by: Blade on April 14, 2009, 12:05:52 PM
Is it possible for a person to control 5 zombies at a time? The 5 zombies would be right next to each other, and you'd maneuver them all together.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 14, 2009, 02:58:23 PM
I think it is only possible to control one zombie.

Hmm..Jabba's palace would be great in my opinion, with some buildable barricades and some objects removed, yeah it could be pretty cool.

Also, Zombie droids?? To me that makes little sense :P Not to shoot down your comment, I'm just saying it's kind of funny.
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 14, 2009, 04:29:55 PM
I like the idea of using weapons as melee clubs like the RLR and the sniper rifle. He could hold it by the barrel. The really strong ones could hold just a metal bar or a 2x4.
For the zombies they could have a ranged attack like a noxious gas (similar to the Bothan Spy's Incinerator in SWBF2) or a rock. Maybe a pistol for a smarter zombie I suppose.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 14, 2009, 05:27:58 PM
I also like the idea of a "Zombie Commander", but then of course, he would be overplayed in MP due to superior weapons, and if I gave him really low health to balance it out, people would complain that he dies too fast :P But I can consider something like that

Yeah, melee weapons would be cool too, I was thinking more of like axes and stuff but guns for melee would be cool too
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 14, 2009, 09:29:08 PM
Well how many stormtroopers were carrying hatchets around in the movies? I think that in the Star Wars Universe, guns would be more believable melee weapons than an axe.
Title: Re: Zombie Mod Ideas
Post by: TarnishedWit on April 14, 2009, 09:41:24 PM
which is why you make zombie wookies. blood dripping from thir matted fur, saliva coating their mouths, and axes and spears for all!
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 15, 2009, 01:40:52 AM
I just think Jabba's Palace is the perfect setting,
by zombie droids, I just thought it would be cool... just a kind of resurrected army for Storm troopers / rebels to fight.

Perhaps zombie Tuskan raiders, as it is set on Tatooine...
Who will the defence team be? - Storm troopers?

What if there are two small teams, still with few reinforcements, (rebels and empire)
and the overwhelming zombie army plays as the local side?
Do locals have a reinforcement count, or are they exist in  infinite numbers?

The only problem would be if the two sides killed each other off before they had a chance to fight the zombies...
Perhaps if they defend separate parts of the Palace...
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 15, 2009, 06:21:02 AM
Lol, well just for your information guys, this mod will be set in "real life" more or less. I mean, like the zombies will be completley out of the star wars universe, just so I can have freedom, but the survivors would be rebels or something
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 15, 2009, 09:51:51 AM
How far have you got in the mod anyway, have you started?
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 15, 2009, 03:25:09 PM
I've started skinning, but I still need to complete layouts.
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 15, 2009, 03:29:34 PM
Wait this is quite off topic, but I just got banned from Gametoast, how rude !

Any way, you mean layouts of the map, yes?
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 15, 2009, 03:30:38 PM
Units. I'll just use a slightly modified Naboo theed or something for the map

Ok! You all have a day to get in your suggestions! I will request this to be locked and go into hiding to make the mod itself and come back when it is roughly halfway finished! :)
Title: Re: Zombie Mod Ideas
Post by: vf501 on April 15, 2009, 04:13:20 PM
Good luck with your mod breakdown, remember melee is locked at 1000 damage, so for multi hit kills set unit health to 1000+.

@Unit33: They banned you because you pretty much admitted to warez.  There is no legal "no-disc/digital only" version of the game. So its not a matter of "rudeness" just pure and simple legalities.  Warez is a no-go do not discuss where to get it, do not admit to it at all topic.  If you have illegal copies/warez fine, just don't say anything about it, that's your business, no-one else need know, but don't expect help or ask for help if something goes wrong with it.  Just explaining how it is on legit sites.

To moderators and admins: Sorry if that counts as jr moderating, but his "rude" bit got to me.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 15, 2009, 05:42:28 PM
I'll try to remember that VF :) Thanks

Ok! I'm done the Zombie layouts, pretty much at least. Now on to the human side..hmm
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 15, 2009, 10:37:25 PM
(points to my suggestions).

A cool zombie killer would be the solid laser beam from the spider droid on geonosis. I know someone's done it before, so it is possible. Maybe a chaingun or something based on the RLR model. I thinks that the zurvivors should be the rebels and should have limited ammo. Maybe a grenade chucker like the imperial model or something all your own? The DN bolt caster would also be effective. Multiple zombie-frying ability. If you do use the shotguns or chainguns, try to cut down on the kickback for them. One chaingun would spin out of control after half a second.
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 16, 2009, 02:06:49 AM
So we're final the human side will be rebels?

Yeah, I think all the defenders should have fusion cutters, because of their high importance
to maintain the defence perimeter. The weapons well I agree with El Chupacabra,
although ggctuk's chain-gun is an idea, it worked perfectly in his mod.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 16, 2009, 06:27:42 AM
The rebels side will be a breeze to complete, as I have done most of the custom weapons I have planned for them in past modding projects.

So, the chaingun, flamethrower, and shotgun, are all ready to roll. I'm done the lay outs, I just need to do some more tweaking and then I will be completed with the side layouts..then I can start building them all..lol
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 16, 2009, 06:42:57 AM
As ammo is a large factor, I think you could either have only one ammo droid somewhere hard to access
or ammo canisters littered around the map, so conserving ammo becomes a great priority.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 16, 2009, 06:53:41 AM
Oh, I like your idea! In order to get ammo, you have to leave your little hide out and run like crazy through a horde of zombies to get to an ammo machine! Fun :) I want as much community influence on this as possible!
Title: Re: Zombie Mod Ideas
Post by: Unit 33 on April 16, 2009, 07:17:16 AM
It sounds wonderful !
Do you think you could have GCW and a CW mode so you can play as the Republic
or the Rebels,  just have the same weapons...?
Yes the ammo droid should be some where really hard to get to,
it would stop the player from 'camping'.
I think the zombies should have multiple spawn points so the zombies don't 'bottle-neck', which makes them far too easy to kill.
The player has to alert from attack from all angles!

EDIT: Would this actually work on single player? Or is this going to be steered toward online play?
I'd like it if were compatible both ways.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 16, 2009, 02:53:11 PM
Of course it will be for both, I try my best to make mods compatible in all modes of play, so it can be enjoyed however you want!

I'll probably only stick to rebels, as having a republic side with the same weapons but different skins and whatnot would just inflate the size of the project unreasonably.
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 16, 2009, 03:54:29 PM
And also the Republic and Empire have much larger star fleets and resource pools. I'm glad to see how this is shaping up.
Mostly because a few of my ideas made it into the final.

Are you making a new map for it or basing it on an existing one?
Title: Re: Zombie Mod Ideas
Post by: MileHighGuy on April 16, 2009, 05:34:36 PM
Quote from: "breakdown"Lol, man El Chupacabra, you have some of the best quotes!

I like your suggestions, I can try to impliment some of them :(

i only read the first page of this,

 but you can make a short range gun that fires invisible bullets and uses the lightsaber animation, fixing the damage problem because you can edit cannon damage
Title: Re: Zombie Mod Ideas
Post by: zorba1994 on April 16, 2009, 08:24:27 PM
For barricades I have two ideas:


1. CP, make the barricades like the Shield Generator or Endor Bunker. Downside is it could make too many CPs for the survivor side

2. Vehicle, make it so that the speed for it is 0.000000000001, no weapons, and looks like, well, a barricade. Only problem is if bots try to enter it.
Title: Re: Zombie Mod Ideas
Post by: MileHighGuy on April 16, 2009, 09:38:20 PM
you can make it 0 if you dont want it to move, and theres an odf property for the vehicle thing
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 17, 2009, 06:18:11 AM
I know what I am doing for the barricade already. Buildable walls, likely.
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 17, 2009, 06:40:38 AM
For the scenery, I think you should use stuff like the forests on Yavin: Temple. The mist and fog would help set the scene.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 17, 2009, 03:51:53 PM
Aw man! For some great reason, the map will refuse to load my mission file, even though I've tried with 3 other different projects, and the only thing I changed was overwriting the republic odf's with the zombie ones and changing the lua so it calls for the rep.lvl thats inside the mod. :(
Title: Re: Zombie Mod Ideas
Post by: Radical_Pi on April 17, 2009, 04:17:33 PM
As in ZeroEditor? What exactly does it say?

Did you delete the old files out of the REP folder? Perhaps there was a reference you missed.
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 18, 2009, 08:14:22 PM
(//http://i261.photobucket.com/albums/ii70/breakdownBF/screenshot_0019.jpg)
There, have a peak.

For now it's a sides mod, I will add the map later in production.
Title: Re: Zombie Mod Ideas
Post by: vf501 on April 19, 2009, 03:22:38 AM
No need to muck around with making barricades a Command Post or Vehicle.

Two logical ClassLabels that can be used for a destructable building (not prop, but prop variants exist).

animatedbuilding- use this for a building you want to have an animated death (ie collapsing tower)
destructablebuilding- Self explanatory.

The idea of making the barricades buildable like the turrets is good, just compensate for it with larger hordes.

BTW, run the game with the debug exe, then post the log and also post any munge errors.  It could be a simple missed bracket or quotation in the LUA code that messes up the mission.lua which of course messes up the mission.lvl.
Title: Re: Zombie Mod Ideas
Post by: zorba1994 on April 19, 2009, 07:42:55 AM
Pretty good looking skin.

I believe that Thomas had some skins of more skull-oriented zombies. You could ask him for some (zombies should be easily distinguishable)
Title: Re: Zombie Mod Ideas
Post by: Breakdown on April 19, 2009, 08:08:42 AM
I'm trying to go for more of the "infected with a maneating virus" rather than an animated corpse. Sort of like 28 Weeks Later, with the rage virus, or even the Zombie design in L4D. So, technically, these aren't zombies, but i guess that's just a good name to generalize them. This also means that the zombies will be able to run fast or really slow. ;)
Title: Re: Zombie Mod Ideas
Post by: El Chupacabra on April 19, 2009, 11:27:05 AM
Does this virus prohibit the use of firearms and hand explosives?
Title: Re: Zombie Mod Ideas
Post by: zorba1994 on April 19, 2009, 12:13:46 PM
Quote from: "breakdown"I'm trying to go for more of the "infected with a maneating virus" rather than an animated corpse. Sort of like 28 Weeks Later, with the rage virus, or even the Zombie design in L4D. So, technically, these aren't zombies, but i guess that's just a good name to generalize them. This also means that the zombies will be able to run fast or really slow. ;)


well yeah, but if we go by the Zombie Survival Guide and World War Z, zombiedom (or whatever it was called) IS a virus, but it basically shuts down your process that would normally keep you from decaying. So while a virus, you can still ahve skele-zombies walking around.
Title: Re: Zombie Mod Ideas
Post by: Zeldafanatic459 on May 03, 2010, 02:20:48 PM
That would be so cool because I thought I would make a nazi zombie map you run like your in a glitch and your like a jedi but look like a zombie or be a American soldier and fight off the zombie horde but the zombies get infinite guys and the soldiers get 200 guys.It's going to be awesome!
Title: Re: Zombie Mod Ideas
Post by: Zeldafanatic459 on May 03, 2010, 02:22:29 PM
[spoiler]sorry I ment cool on my last post
[/spoiler]
Please refrain from double posting, please use the Modify Button if you wish to edit a previous post. --AG
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