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FPSC Classic Product Chat / [LOCKED] The Zombie Mod Creator - Official Thread

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Marc Steene
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Posted: 27th Aug 2009 21:07
Very nice. Although it should be +50 for a kill.

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shadowfire
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Posted: 27th Aug 2009 21:17
awesome! soon as we get the first one finished i'll integrate it into die toten fabrik.

A r e n a s
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Posted: 27th Aug 2009 22:24 Edited at: 15th Nov 2009 10:22
That would mean too many points (round one would give you 300 points (I recon thats a bit too much). I wanted to keep it like CODWAW anyways

Marc Steene
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Posted: 28th Aug 2009 01:25
I hate to sound like a Nazi Zombie nerd, but it is my favorite game at the moment, and I know pretty much everything there is to know about the maps.

Quote: "I wanted to keep it like CODWAW anyways"


I don't completely follow that statement, as it sounds like you are correcting me. For a standard kill, the player receives 50 points, not 20, as you are implying. The player will receive 100 points for a headshot, and 130 points for a knife kill.

From the FPSC Nazi Zombie maps I've seen so far, they are very stingy with resources. This ruins the gameplay balance. The entire Nazi Zombie phenomenom was so successful because of its gameplay value, YOU MUST NOT RUIN THIS BY RESTRICTING THE PLAYER. I once played a FPSC Nazi Zombie map where I started out with nothing but a fire axe. That was ridiculous. You have to realise what Treyarch gives the player initially:

-A pistol containing 32 bullets + 8 in the clip
-2 Grenades (+ another 2 each round)
-A knife
-500 points

I understand that the knife and grenades aren't always possible because of FPSCs limitation, so you will have to make up for this in other ways. Once again: You must not restrict the player - you are only restricting the amount of fun s/he has, and that is what the Nazi Zombie mode is all about.

Rant over. Please consider the gameplay. If you would like, I can BETA test any maps you make and give you my opinion on the gameplay (which should be fairly realistic). It is a hard thing to get right, but you must do it in order for the maps to be successful.

[/Wall of text][/rant]

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Marc Steene
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Posted: 28th Aug 2009 01:28
P.S. in relation to the 300 points, no, that is not too much. In fact, it is no way near enough. The Nazi Zombie spawn numbers happen something like this:

Round 1 - 8
Round 2 - 16
Round 3 - 32

Etc. They either double or increase by 8 each time, I'm not sure which. I can easily score 1360 points from the first round through a combination of shooting each zombie 4 times, then knifing it.

You must get the gameplay balance right. 300 points is nothing.

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shadowfire
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Posted: 28th Aug 2009 13:10
yes, i completely agree with you there, i hate those fan games where you get NO weapons when you start.

the only reason people did that was becuase the fpsc-game engine wasn't powerful enough to do that, therefore, z-mod will be able to do that, as it's only focusing on these things.

A r e n a s
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Posted: 28th Aug 2009 13:37 Edited at: 15th Nov 2009 10:22
The weapons are priced quite cheeply. Here is the math behind buying the AK-47, bearing in mind that you will start with 500 points (can be adjusted buy changing values):

Location: In first room you spawn in along with the Ak-47
Price: $600
Headshots: 1
Kills: (3 shots = 1 kill = 50 points in total) 2

If you start with no points then the following is the case:

Location: In first room you spawn in along with the Ak-47
Price: $600
Headshots: 6
Kills: (3 shots = 1 kill = 50 points in total) 12

The most highly priced weapon in my game at the moment is the M29A at a price of $1900, about 3 times that of the AK-47. By the time you reach the room with the M29A, you will be having around 64 zombies in a wave (level 8). That i providing you head staright for that room. This means that you must kill 38 or get 19 headshots to unlock.

PS The zombie wave setup is around an increase of 8 zombies per wave, not dissimilar form the original Nazi Zombies.


Also, the weapon limitations are made up for because i have given the player more ammo in the weapon as well as 500 points. Also I am currently trying to find a wayof having two weapons at once.

shadowfire
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Posted: 28th Aug 2009 13:47
sounds good. can you ask knxrb if you can change the amount of points via scripts?

A r e n a s
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Posted: 28th Aug 2009 14:04 Edited at: 15th Nov 2009 10:23
For the version not using the modification you can do that easily. For the version using the modification it can not be changed .

shadowfire
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Posted: 28th Aug 2009 15:47
right.

knxrb
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Posted: 28th Aug 2009 16:20
You want that added in? I didn't add it because of people cheating and making the points higher in the scripts but I can add it.

knxrb

shadowfire
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Posted: 28th Aug 2009 16:21
yes, please, it's just seeing as this will be a mod that players use to make zombie survival games they should be able to edit these values themselves.





A r e n a s
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Posted: 28th Aug 2009 16:55 Edited at: 15th Nov 2009 10:23
shadowfire
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Posted: 28th Aug 2009 17:16 Edited at: 28th Aug 2009 17:16
cool, e-mail me so i can help? i'm starting to feel like i'm not a part of this mod...

A r e n a s
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Posted: 28th Aug 2009 18:15
Sent email. If you could do it, that would be great.


WWW.ARENAS4146.WEBS.COM
shadowfire
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Posted: 28th Aug 2009 21:20
sent a reply.

Marc Steene
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Posted: 29th Aug 2009 02:20
I like your weapon formulae. Don't forget that a weapon must be sustainable (e.g. it must give more points than it costs). I actually have the formulae which Treyarch used to calculate the cost of their guns. Obviously, sometimes the values were a bit irrational, so they changed it to their personal taste.

MACHINE GUNS: TotalCost=TotalAmmox10x2
RIFLES/OTHER WEAPONS: TotalCost=TotalAmmox10

These formulae are great, and I'll explain why. You can see from the second formulae that Cost=TotalAmmox10. Let's assume for a second that you are a crack shot and hit every target with every bullet, however, receive 0 kills. Even with no kills, the gun has already paid the amount it's worth. Obviously, some bullets will miss, but with the kills factored in, you are almost guaranteed to have a sustainable weapon.

The first formulae obviously makes the gun cost more, as you are expected to make more money from a machine gun than an single fire weapon (because there are usually more bullets in the clip, meaning more +10s per zombie).

Hope these formulae help Good luck, I still can't wait to get a hold of the mod. This is really the only thing stopping me from buying another game engine right now (gonna get it at Christmas now instead )

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shadowfire
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Posted: 29th Aug 2009 12:54
really? awesome! i'm so glad! i started this mod as some free zombie survival games but now we're making a whole nazi zombies thing! awesomity incarnate! (best. word. ever.)

ANOTHER ONE OF SUPER TOTALLY AWESOME UPDATES

lol.

anyways, to all the loyal fans, some new screens of die toten fabrik will be up soon, and hopefully, so will the mod. arenas is just working with knxrb to polish off the barriers, and once that's done, it's just the waves, and... done! will be released after the games.

we're trying hard to release it before the end of the holidays.

A r e n a s
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Posted: 29th Aug 2009 15:12
Shadowfire, how far have you come on the zombie spawning system? If you cant do it i'll get knxrb to make veriable commands like that of ply's mod and i'll have a go at it myself.

Im gonna check the barriers progress now with knxrb. My 'Destroying' idea should have worked.


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shadowfire
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Posted: 29th Aug 2009 15:21
i'm having a go soon, just need some free time.

Marc Steene
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Posted: 29th Aug 2009 18:58
Quote: "some new screens of die toten fabrik will be up soon, and hopefully, so will the mod."


Sounds great Looking forward to see them.

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Metal Devil123
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Posted: 29th Aug 2009 20:22 Edited at: 29th Aug 2009 20:24
I can't wait for the bith of them! I need to spawn eternal zombies!!!

I have an idea too! The player needs to survive for a pecific amount of time. Let's say that level lasts 1 minute. There is zombies everywhere. The player needs to fight the zombies for one minute. If he dies, it's game over.


PS: -.- ,,|,
Ekipshi
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Posted: 29th Aug 2009 22:40
You know what would be great? The ability to have "boss" enemies to spawn. Like when you hit a certain wave, a boss-like enemy can spawn accompanied by a lot of minions

A r e n a s
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Posted: 29th Aug 2009 22:50
Perhaps there could be a cirtain time, to stop campers camping, a wave number that teleports you into a place which is like a big room. All doors in then shut and the boss appears. Then once the level is done all the doors back to where you were a re opened and the game continues.


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shadowfire
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Posted: 29th Aug 2009 22:51
lets leave those ideas for other releases, at the moment we're just trying to get the basics sorted.

attached is the beta loading screen for die toten fabrik.

Ekipshi
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Posted: 29th Aug 2009 23:10
It shouldn't teleport you, it should just spawn a boss zombie, you won't know where he is, and next thing you know BAM, right behind you and now he's ripped your face off

As for stopping campers, perhaps you can devise a system where your character is infected already, and unless he gets serums/antidotes that can be placed around the map, he will die. Only one may spawn at a time and the player won't know in what spot it spawns at each time

A r e n a s
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Posted: 29th Aug 2009 23:48
Ye not a bad idea. I recon shadowfire is right, more in future releases. As for now, sadowfire, is that map just one room?


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shadowfire
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Posted: 29th Aug 2009 23:55
yes, at the moment it's a more a test for the berriers. i'm going to make larger maps when i have the mod.

Marc Steene
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Posted: 30th Aug 2009 00:39
The picture looks good (from what I can make of it anyway). Like shadowfire said, you should get the basics down first which are in the real Nazi Zombies before expanding and adding custom things.

P.S. wouldn't it make more sense to name the map 'Die Untoten Fabrik' (The undead factory)?

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shadowfire
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Posted: 30th Aug 2009 15:06
die toten fabrik sounds better, in my opinion.

and when i say "the dead factory" it's not really a reference to a factory that makes zombies, it's more of a saying.

"it's a dead factory", assuming that the factory is empty, abandoned and dark.

i hope you get what i mean.

pretty soon i'll be making a background story for it.

A r e n a s
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Posted: 30th Aug 2009 21:29
How about we both develop stories? We work together and each map tells a new chapter, we would need some voice actors though...


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shadowfire
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Posted: 30th Aug 2009 23:07
i can voice act: i've done it before and i can do it again.

blokeybo
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Posted: 31st Aug 2009 01:00
hi. i think that you should get some walls that break down and zombies come through. also it has to be bigger. what about if there was 2 floors and balconys that the zombies can access through?



if you are reading this could u please tell me how to put a gif or banner here plz
A r e n a s
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Posted: 31st Aug 2009 16:27
The map shadowfire is making is a quick demo (just for barriers). When Z-Mod is released you can make as bigger maps as you want


WWW.ARENAS4146.WEBS.COM
shadowfire
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Posted: 31st Aug 2009 16:49
aint that the truth!

i'll be making a super special awesome super massive teh awesome map afterwards.

shadowfire
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Posted: 31st Aug 2009 16:53
arenas sent you an e-mail, i couldn't edit my first post becuase i've been slapped. (don't ask)

A r e n a s
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Posted: 31st Aug 2009 17:48
Way! Noob slappage!

Is the email the email on the waves? If so it may be built into the mod Knxrb is making, it would make itmuch easier for users to implament


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shadowfire
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Posted: 31st Aug 2009 18:06
it is.

and yes, my cheek is still red.

Metal Devil123
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Posted: 31st Aug 2009 19:19
What does noob slapped mean?


PS: -.- ,,|,
shadowfire
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Posted: 31st Aug 2009 19:53
ok...

basically, a guy on the models and media section psoted this:



Quote: "i've had enough of [censored by me] zombies!"


so i posted:

Quote: "what's wrong with [censored by me] zombies?"


these weren't the exact words, and the word did have at least 4 *'s in it, but the forum's policy on swearing is no swearing, even with stars.

becuase me and the other person brko the forum rules, we have both been slapped, meaning we have been put back on post moderation for... i don't really know.

i hope that clears it up.

Smurf Follower
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Posted: 31st Aug 2009 21:39
dudes cant wait for Z-mod to be finished it really is going to be one the most favourite mods out or even the most favourite

so any idea on when it should be released. even a guess would do


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A r e n a s
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Posted: 31st Aug 2009 22:35
Erm... Once the barriers have been tested by knxrb (dont know whats taking so long), just wave spawning needs to be done and then voila; Mod release At a guess, i recon it will definately be done within a month... The manual is taking a while to write and i need to wait for the barriers and waves before i can add them into the manual...


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shadowfire
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Posted: 31st Aug 2009 22:37
i'll be making some brief tutorials as well (yes, i will arenas) for more inexperienced users.

knxrb
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Posted: 31st Aug 2009 22:43
Quote: "dont know whats taking so long"

Not enough time in the day
I'll try and get it tested tomorrow.

knxrb

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Posted: 1st Sep 2009 00:29
right thx
i think i can wait a month, ive got that halo odst cooming out to keep entertained until it does

and once again i would like to say its goin to be one hell of a mod


I'm like a bat out of Hell
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A r e n a s
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Posted: 1st Sep 2009 00:54
Thanks. Once more a call out to anyone with the V1.15 Airmod code!! Would really appreciate a donation!!!


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shadowfire
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Posted: 1st Sep 2009 11:39
AIR MOD! PLEASE! PLEEEEEEEEEEASe!

Metal Devil123
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Posted: 1st Sep 2009 16:37
Oh! Now I know! The real meaning of noob slapped!


PS: -.- ,,|,
shadowfire
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Posted: 1st Sep 2009 17:10
aww.... i posted a detailed description of how i was noob-slapped, and how you get noob-slapped, but the mods haven't approved it.

anyway, i've startd a new map, progress is in the w.i.p thread.

Coach Shogun 20
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Posted: 2nd Sep 2009 01:36
Sounds great so far, but that loading screen could use a touch up...

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