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Old November 28th, 2008, 06:47 AM   #1
RikiRude is Zombie fodder
 
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Lightbulb They're Coming To Get You! Realism/NotLD Mod

My name is Riki I come from the Project Reality community. An award winning mod for BF2. I also hung out a lot in the Europe in Ruins mod for Company of Heroes, which is now the Operation Market Garden mod for the most part. I am a texture/2D artist when it comes to modding. I love FPS shooters, I collect records, and I play bass.

The idea of the mod is to make the game slower paced, a bit more tactical, and maybe even add more team work then we already have. A bit more "realistic" you could say, I'm sure I don't have to worry about you guys telling me "Uhm, zombies aren't realistic how could it be realistic lol."

The basic ideas around what I'm going for is this.

-slow down the zombies
-head shots kill in one hit (this is already in the game) , takes quite a few body shots to kill
-less ammo
-iron sights
-slower reloads
-weaker melee
-no boss infected (subject to change though)
-melee weapons
-more weapons

I don't plan on starting til January because I will have a crazy work schedule til then and I'm sure most other people do as well. I'm looking for ANYONE at this point (texture artists, modelers, mappers, animators, website designers, anyone with any experience with previous source mods or sdks), right now it's just me and possibly a sound guy. So if you are interested in joining the team just leave a message here, hit me up on steam, or email me (probably the best bet) at keef_haggerd@yahoo.com


The Mod


They're Coming to Get You!

The main objective of the mod will be to make weapons and zombies realistic or more WWZ stylish.

The Virus
I'm thinking once you drop below a certain amount of health you will always be "infected", even if you use a health pack to get back to 100% you will still slowly lose health over time. This would be like the health system in the RE: Outbreak games.

-once damaged below 30 health you will start to loose health and you will have contracted the virus, would like brief random moments simulating the virus taking over (red/blurred vision ect)
-the more damage you take the slower you will be
-med packs would act like painkillers do currently. they would bring you to 100 health, but it would deplete over time.
-pain killers will be antibiotics, and will slowly regen about 10-15 solid health and will slow the temp health depletion.
-Once players become infected, they have to use health packs and antibiotics to stay alive.
-Once a player dies an infected will spawn on their body (simulating that they turned into that infected) and will alert a horde.
-Dead players will respawn in closets as normal, but upon respawn they have no weapons (or a weak melee weapon) and start at low health.


Weapons

-lots of different types of melee weapons
-if possible ammunition would be counted in magazines (BF2/PR style) rather then number of bullets (current style)
-guns, I want a variety of guns, but not a huge amount. the main idea with guns is for them to be basic and balanced, and guns that you could find in RL and in realistic locations. So that means a Berretta 9mm or m1911 won't be too hard to find, and you'd find them on the body of a cop, or in someones house. You'd find a shotgun near a cop car, you'd find an AK or AR-15 in one out of 200 houses. you'd find stronger weapons near soldiers bodies ect.
-I'll be keeping all the guns that are currently in the game, they will just function different.
-Weapons will have iron sights, and there will be no cross hairs.
-reload times will be slower.

Weapon Variants:
-There will be several types of weapons: melee, secondary, primary, explosive/special
-Different weapons will have different stats or characteristics, I want these to be varied enough and balanced enough to where for the most part no one weapon is "the best" but instead fits different situations and different play styles of different players. I want people to want to have a weapon different then the other members of their team knowing that there will be a need for it.
-Weapon rarity or chance to spawn, the "better" the weapons are the lower chance there will be for them to appear in a game. The revolver would be low compared to the M9, autoshotty would be low compared to a pump action. In the course of playing through you might find 3 pump actions, but only 1 auto shotty.
-One thing to keep in mind, is for the shotguns, if one of the pellets from the gun gets a zombie in the head it will count as a head shot. This is a plus side to what seems like a lot of negatives, it will also have a high chance of taking multiple limbs off if possible.

+ Melee weapons will include weapons such as: knives taped to poles, machetes, sledgehammer, crow bar, baseball bat
-Differing factors for melee weapons will be: reach, damage, rate of "fire" , weight (if we decide to put in a weight system)

+ Secondary weapons will be pistols, right now I'm thinking 3 types: M9, M1911, Revolver .357 -Differing factors: recoil, round count, penetration, reload time
*M9 would have lowest recoil, highest round count (15), lowest penetration (can't go through 2 zombies), but quickest reload time
*M1911 would have more recoil then the M9, ammo count of 7, higher penetration, slower reload time.
*.357 Revolver would have very high recoil, ammo count of 6, highest penetration (like hunting rifle currently is) very slow reload time, but have the ability to reload single rounds.

+ Primary weapons will be carbines, rifles, shotguns, right now I'm thinking there will be quite a few as the mod is developed, M1 Carbine, Mossberg 500 (in game already), M1903 bolt action rifle, M-16 on single shot (in this mod you won't want full auto) (in game already), M4 Benelli auto shotgun (in game already), Ruger Mini 14 (in game already).
-Differning factors for Primary weapons would mostly be a players playstyle, whether they like shotguns better or rifles, other stats would be the same as secondary weapons.
*M1 Carbine, low recoil, 15 round count, little penetration, quick reload time
*Mossberg 500, medium recoil, 8 rounds, no penetration, can reload single shells
*M1903, high recoil, 5 rounds, highest penetration, can reload single rounds
**M-16, low medium recoil, 30 round count, medium penetration, reload slower then M1
**Benelli M4, medium recoil, no penetration, can load single shells
**Ruger Mini 14, high recoil, 10 round count, medium/high penetration, medium reload time, has scope

+ Explosive/special weapons will be the molotov and pipe bomb, and maybe another type of explosive, and special will be things such as lock picks, a barricading ability, or an ammo bag

Zombies

AI controlled zombies
-Zombie Type 1 (Grave zombies/Shamblers): basic romero slow moving decayed zombies, but there are lots of them.
-Zombie Type 2 (Past infected/Lungers) : faster moving zombies with short bursts of speed, and frantic slashing/hitting/biting attacks, also some wielding blunt weapons or knives which they can use to bust down doors/barricades faster then Type 1 Zombies, are pretty frequent, but not in numbers as shamblers are.
-Zombie Type 3 (Recently Infected/Runners): these would represent people who just got infected with the virus. these would be the zombies that run relentlessly, take more shots to knock down, would act as the current infected do.

*all zombies will have the ability to climb, just at different speeds, depending on type
*zombie ratio would be something like this 50% are ZT1, 35% are ZT2, and 15% are ZT3
*still considering special zombies or creatures


Characters
- I intend on keeping the 4 survivors we have now, and if having 8 survivors is a possibility I intend to add 4 more.
- Rather then have certain characters have special abilities, I had the idea of having a special item slot that would be shared with the explosive slot. At the start in the safe room these extra items would be laying around. Want to be the team "doctor" grab the extra health pack, knowing you can't hold a molotov now. Or if you think a box of ammo will help your team otu more then a molotov pick that up. Or if you think grabbing the lock pick will save you guys some health by getting your through te map faster get that.
- The idea of giving players the choice of how they want to play will make things much more fun.

*now keep in mind i have no idea if lock picking/hacking would be possible or even necessary, these are just some basic ideas*


Movement
-Would like to make the player slow down when jumping.
-There would be some kind of energy meter used for sprinting, melee push, and jumping. When it runs out you have to wait for it to charge back up before doing any of the 3 movements mentioned.
-To give an idea, it would take about 4 jumps in a row before meter would be depleted, 4 melee pushs, and 10 second sprint, so it would be possible to do all these actions in a row without suffering from it recharging
-Instead of having high falls immediately take away health, it would take away from your spring meter first


HUD
-No cross hairs
-No character outlines through the walls, but I have a great idea for a system to replace it.
-When characters yell for help, or use voice commands their outline will be on the screen briefly
-Ammo count will be on the screen momentarily when you select that weapon.
-Friendly icons on bottom will show name, face, and items they have, including weapons.
-Items you are holding will only pop up when you scroll through them, then slowly fade back out.
-item selection will be the same for the most part. you'll have the following slots.
+melee weapon slot (baseball bat, ax, pike, ect)
+secondary gun slot (pistols
+primary gun slot
+explosive/special ability slot (if I put in characters which differ)
+medpack slot
+pills slot
+possibility of an ammo slot, I'd like to give players the ability to drop ammo for their friends, there may be 2 ammo slots, one for secondary weapons and one for primary

-flash lights will work the same, I don't intend to add a "battery life" to flashlights because batteries last for hours, the deterrent for keeping your flashlight on will be simple, when it's on, you are a higher value target for zombies then someone with it off (which is how it currently works) and lights will attract zombies much more strongly then they do currently.


Sounds

-Realistic sounds for guns, if sofad is as interested as he sounds, expect sounds such as the reality sound pack currently has.


Maps

-Keep the current maps of course.
-Maps with multiple routes, easier routes which can be unlocked via a character special ability or special item. I think items will be better, because, it means each person can "customize" their characters. If you want to be able to pick a lock, you will simply pick up the lock pick at the beginning of the round.


Mod Time Line
-I want the mod to have releases every 2-3 months, and hot fixes within a week if needed.
-1st release would be very basic, changing how the zombies work, getting 8 player support, and limiting ammo in pistols, and other weapons


Pending Ideas:

A list of ideas that I don't know if they will be possible include or if I want to include:

-Zombies can be dismembered and can still attack (currently in the game you can dismember but they die)
-Special zombies or creatures
-zombies have hit boxes that affect their movement, ie shots to the legs will knock them over, arms and legs can be blown off with high power weapons, or cut off by melee weapons.
-Barricading, depends on how hard it would be to implement in a way that I think works and is more immersive compared to looking silly and fake (ie tables piled on couches and chairs and other random stuff, I'd like barricading to work something along the lines of planks of wood being picked up for "ammo" a hammer and nails being a "gun" and "firing" the gun would put up a plank of wood over a window

New or ideas added since original post:

-Melee or push, will have a slower "reload" time, but will push zombies further back.
-May add in a sprint button and stamina bar.
-Different versions of every map. This depends on how good the map makers are. But what I'd like to do is have them make one big map, then put things such as wrecks and fences and move the safe room around, so every time you play it is quite different. So there would be versions A, B, C, and D. You wouldn't know which version you would be getting, so you would have to explore every time.

Last edited by RikiRude; January 4th, 2009 at 08:32 PM..
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Old November 28th, 2008, 06:57 AM   #2
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Sounds very interesting. Looking forward to seeing what you can do.
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Old November 28th, 2008, 08:50 AM   #3
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I can see one possible problem with your mod...If you can't edit the Director with the SDK, you may have trouble getting your mod to 'feel' right, since it'll still be using L4D stock spawning style.

Otherwise, I hope you enjoy making it. :]
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Old November 28th, 2008, 09:11 AM   #4
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this sounds nice
Good to have the old kind of zombie game feel now and then^^

just make sure they arent too slow.. then you can just melee your way out of a house when you are out of ammo :P

*Currently working on a survival map*
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Old November 28th, 2008, 09:18 AM   #5
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Maybe change it that the pushback on being shot is less.
So you cant spam shots to get them to push back
and that melee dazing doesnt last as long


Jailbait, because sometimes doing your mates sister is worth losing a friendship over.

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Old November 28th, 2008, 09:23 AM   #6
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or you can make the cooldown time for melee is longer.. maybe once every 2-3 seconds?

*Currently working on a survival map*
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Old November 28th, 2008, 10:07 AM   #7
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Some of the style reminds me of RE: Outbreak. Especially the character choices. Anyways Im quite interested on what this will become.
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Old December 2nd, 2008, 09:43 PM   #8
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OK guys I completely rewrote everything for the most part so you can really understand what I'm going for with this mod. And Liq3 I have been thinking of the same thing lol. I'll have my fingers crossed!
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Old December 2nd, 2008, 10:16 PM   #9
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Oh, noticed one error. There is no M21 in game, thats just a regular old Ruger Mini 14. Other then that smaaalll error this sounds fantastic!!!
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Old December 3rd, 2008, 12:20 AM   #10
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Originally Posted by TWB*SamSteele View Post
Oh, noticed one error. There is no M21 in game, thats just a regular old Ruger Mini 14. Other then that smaaalll error this sounds fantastic!!!
Thanks, I always thought it looked a bit small for an M-14, makes sense =D

But raises another question for me, is the gun in the game shooting 5.56 or 7.62 rounds?
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Old December 3rd, 2008, 12:24 AM   #11
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American NATO is 7.62
British NATO is 5.56

Normally to what i know.


Jailbait, because sometimes doing your mates sister is worth losing a friendship over.

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Old December 4th, 2008, 04:02 AM   #12
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Originally Posted by PsyK View Post
American NATO is 7.62
British NATO is 5.56

Normally to what i know.
Nahh, America uses 5.56 for most of her rifles. 7.62 is reserved for the m14 and a few older MG's. (oh, the new Knights armory AR is a beautiful 7.62 firing rifle)
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Old December 4th, 2008, 11:55 AM   #13
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I posted this for spitfire.. but ILl just repost it here.
Forgive me for suggesting things already suggested.
I dont want to rewrite it.

Very good idea Spitfire
I'm with you all the way:

Here are some suggestions for ya:

IMPORTANT NOTE:
The suggestions weakens the survivors by making them more reliant on each other and slower but compensates by increasing their firepower, weapons load out and melee potential. Special advantages will be granted for using proper teamwork.
They may also have an increased probability to sneak past idle zombies and kill silently.

The zombies would be more damage resistant, sneaky, aggressive. infectious and horrific, but will occur in lesser numbers and by using special hit locations you will be able to slow them down or deny their attack potential.
The special zombies will be rare, but more lethal as there are no indicator that a team mate is being attacked by one.

Hope this will give some inspiration or add something you might think help the mod:


SURVIVORS FIXES:
TEAMPLAY:
1) Disable "See team through the walls" for Survivors (except when saving dead survivors)

2)Enable the survivors to share ammo and items.

3) Morale/fear/stress level:
*When team is separated or too few in numbers:
Add heartbeat and adrenaline effects to intensify the feeling of fear for the player, to motivate him to move closer to his squad.
4) Squad leader function:
Make the team be able to vote for a squad leader.
a) He gives extra boost to stress level when alive
b) Increases stamina and running speed when close to him
c) He has a movement detector to roughly determine zombie positions within 50m. (like in Aliens)

4) Barricading doors:
* Make it possible for the players to barricade doors and dig in to attend their wounds or to limit the possible entries to a room.

MOVEMENT:
1) Stamina:
a) 10 sec sprint time. Slow rebuild (as you said)
b) When survivor is damaged he bleeds stamina.
c) Add heavy breathing and whining when stamina is low.

WEAPONS:
1) Add machine gun (IE M249) with limited ammo (next to killed soldiers)
2) Limit Ammo for the pistols and Add clips instead of ammo-pool.
3) Enable 12 slots for any item.
* Large weapon 3 slots (machine guns, chainsaw)
* Medium weapons: 2 slots (M16, shot gun, rifle)
* Small weapons: 1 slot (SMG, Pistol, knife)
* Grenades, medkits, pills, injector: 1 slot
4) Add silencer to pistol. (to sneak past a witch or through large hords of idle zombies)
5) Add knife/showel for close combat when ammo is spent.
6) Special close range weapon: Chainsaw høhø.
7) Enable double SMG (with decreased accuracy)

ZOMBIE FIXES:
1) Realistic damage for zombies:
a) Hit to the arm rips the arm off.
b) hit to both arms: He can only bite you.
c) Hit to the chest: Stuns him for a second.
d) Hit to one leg slows him down.
Hit to both legs, send them to the floor, but they'll be erawling towards you with their arms.
f) Hit to the head and zombie is dead.
NOTE: Special damage for the shotgun at close range.
Hit to the chest kills it, but on more than 15 m shot gun does no damage.

2) Zombie alertness system:
a) SOund: (The zombie is alerted by sound when)
Gunfire = 50m
Walking onto items = 25m (like a soda box)
Melee = 25m
Sprinting = 25m
Jogging = 15m
VOIP = 10m
Sneaking/silencer/knife = 5m
NOTE:
If a zombie detects a sound, it does not attack, but walks towards the sound source.
The zombie only attacks when it has visual or smell contact.

b) Vision (Zombie detect probability is checked every 10-20 seconds)
Daylight = 50% at 50m [Sprint +25%, Jog +15%, sneak +0%]
Night = 25% at 50m [Sprint +25%, Jog +15%, sneak +0%]
Pitchdark = 10% at 50m [Sprint +25%, Jog +15%, sneak +0%]
Flashlight on = 70% at 50m
[ote: If distance is twice as close values are doubled.

c) Smell (smell is checked every 5-15 seconds)
20m = 5%
10m = 10%
5m = 20%
NOTE:
* Once a smell is detected the zombie knows your location anywhere on the map.
* If a boomer pukes at you. detection is +50%.


3) Reduce volume or limit sound on idle zombies.

-The movement detector is the way to detect them, and it will reduce predictability and increase horror in the players.
- Sound will only trigger when the zombie assaults the survivor.


4) Hunter with Infectious bite:
A hunter may ambush the survivor if he attacks him from behind. He will try to hold him and bite him in the neck.
A successful attack will infect the player, turning him into a zombie within 3 minutes (kills the player) unless he finds an antidote injector.

5) Witch:
*which is startled with sound and light. (use silencer to avoid waking her). Even walking past her, will wake her up.
* Reduce damage she does to compensate for how easy she is to wake.

6) Boomer:
* Remove the burping sounds when idle.
* Add burping sounds when he reloads his puke.

7) Tank:
* Hit to the head disorients him for a short time.


EXAMPLE OF GAME PLAY:

Game start:
As the game started there where no squad leader selected.
A voting screen enabled us to vote for a squad leader.
Everyone voted me for SL
I received my motion detector/gps in my inventory (one slot)
My team was now able to see me everywhere on the map as long as they where within 50 meters of me, and by sticking close to me, they get extra stamina and faster reload time.
The GPS enables me to know where my team is positioned, but the team is only able to see team tag when directly pointing at each other.

I'm playing Bill. We started in a safe room with:
12 grenades
2 Silencers
5 molotovs
1 Showel
2 knifes
4 medpacks
2 pillboxes
1 ammo box with 20 magazines (1 mag equal 8 rounds for shotgun)
1 antidote injector
2 SMG's
1 shot gun
1 Pistol.
--------------------
I grabbed the SMG (2 slots) with 4 Mags (4 slots), 1 molotov, 3 HE grenades, a knife (1 slot).
One slot is u sed for the GPS/motion detector.

As we opened the safe room door my motiondetector revealed at least 15 zombies hanging around.
They where unaware of us at that time.
I ordered the team to shut off the lights and to keep radio silence.
The plan was to sneak past them to avoid any unnecessary injury this early in the game.
Zoey attached the silencer to her pistol in case a zomb was blocking our passage.
Without the flashlights it was nearly impossible to avoid bumping into something. - And that is exactly what happened...
Suddenly my foot grazed a tin can on the floor.
The room became a live and we could hear footsteps walking towards the source of the sound I created.
We knew that if a zombie entered within a certain distance of us, he would be able to smell our flesh even through walls.
I selected my GPS to monitor if I was on a safe distance from any zomb's.
And as I feared one zombie was walking directly towards me.
I didn't want to use the VOIP/microphone, cause that would alert them for sure, but this time I had no choice.
I yelled to everyone to light their flashlights and ordered them to run with me and head for a room down the hallway.
I had to find a safer position to defend from as I new they where too many to handle for us.
As the light came on 3 zombies swiftly sprinted directly towards me.
Realizing I could not kill them all I aimed for their legs to slow them down.
I hit both legs on the first one sending him to ground.
He kept on crawling towards me, but it gave me some time to retreat and sent a salvo for the second one hitting him in one leg slowing him down.
The third one rushed me and I just in time managed to hit his chest before he could reach out and punch me.
The impact stunned him for just enough time so I could get a clean head shot at him, sending him dead to the ground.

We reached the room and I ordered zoey to keep the rest of the zomb's at bay with the shotgun while me and the others started to barricade the second door so we could concentrate our firepower towards only one angle.

Zoey informed us that she was low on ammo. I gave her three of my clips and my SMG as I was now more concerned about delegating my men than actually fighting.
I selected my knife in case I had to defend my self.

As Zoey was about to pick up her mags a Hunter suddenly attacked her and bit a chunk out of her neck. I sliced the hunters throat but the harm was already done.
Zoey was infected by the virus, and nobody remembered to bring the antidote injector.
We had short time before she would turn into a zombie.


And so on...


It's alot to read .. but hehe..
Cheers!

Teq

Last edited by Tequnique; December 4th, 2008 at 12:51 PM..
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Old December 4th, 2008, 08:18 PM   #14
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I like most of what tequnique said, except for 12 weapon slots, less is more in survivalish mod. Sneak system would be cool, lock picking would be really cool for rooms that already exist(make something worth it inside) and have lockpicking take time, other must defend for the amount of time.
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Old December 4th, 2008, 09:13 PM   #15
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Zombies...

Originally Posted by RikiRude View Post
My name is Riki I come from the Project Reality community. An award winning mod for BF2. I also hung out a lot in the Europe in Ruins mod for Company of Heroes, which is now the Operation Market Garden mod for the most part. I am a texture/2D artist when it comes to modding. I love FPS shooters, I collect records, and I play bass.

The idea of the mod is to make the game slower paced, a bit more tactical, and maybe even add more team work then we already have. A bit more "realistic" you could say, I'm sure I don't have to worry about you guys telling me "Uhm, zombies aren't realistic how could it be realistic lol."

The basic ideas around what I'm going for is this.

-slow down the zombies
-head shots kill in one hit (this is already in the game) , takes quite a few body shots to kill
-less ammo
-iron sights
-slower reloads
-weaker melee
-no boss infected (subject to change though)
-melee weapons
-more weapons

I don't plan on starting til January because I will have a crazy work schedule til then and I'm sure most other people do as well. I'm looking for ANYONE at this point (texture artists, modelers, mappers, animators, website designers, anyone with any experience with previous source mods or sdks), right now it's just me and possibly a sound guy. So if you are interested in joining the team just leave a message here, hit me up on steam, or email me (probably the best bet) at keef_haggerd@yahoo.com


The Mod


They're Coming to Get You!

The main objective of the mod will be to make weapons and zombies realistic or more WWZ stylish.

The Virus
I'm thinking once you drop below a certain amount of health you will always be "infected", even if you use a health pack to get back to 100% you will still slowly lose health over time. This would be like the health system in the RE: Outbreak games.

-once damaged below 30 health you will start to loose health and you will have contracted the virus, would like brief random moments simulating the virus taking over (red/blurred vision ect)
-the more damage you take the slower you will be
-med packs would act like painkillers do currently. they would bring you to 100 health, but it would deplete over time.
-pain killers will be antibiotics, and will slowly regen about 10-15 solid health and will slow the temp health depletion.
-Once players become infected, they have to use health packs and antibiotics to stay alive.
-Once a player dies an infected will spawn on their body (simulating that they turned into that infected) and will alert a horde.
-Dead players will respawn in closets as normal, but upon respawn they have no weapons (or a weak melee weapon) and start at low health.


Weapons

-lots of different types of melee weapons
-if possible ammunition would be counted in magazines (BF2/PR style) rather then number of bullets (current style)
-guns, I want a variety of guns, but not a huge amount. the main idea with guns is for them to be basic and balanced, and guns that you could find in RL and in realistic locations. So that means a Berretta 9mm or m1911 won't be too hard to find, and you'd find them on the body of a cop, or in someones house. You'd find a shotgun near a cop car, you'd find an AK or AR-15 in one out of 200 houses. you'd find stronger weapons near soldiers bodies ect.
-I'll be keeping all the guns that are currently in the game, they will just function different.
-Weapons will have iron sights, and there will be no cross hairs.
-reload times will be slower.

Weapon Variants:
-There will be several types of weapons: melee, secondary, primary, explosive/special
-Different weapons will have different stats or characteristics, I want these to be varied enough and balanced enough to where for the most part no one weapon is "the best" but instead fits different situations and different play styles of different players. I want people to want to have a weapon different then the other members of their team knowing that there will be a need for it.
-Weapon rarity or chance to spawn, the "better" the weapons are the lower chance there will be for them to appear in a game. The revolver would be low compared to the M9, autoshotty would be low compared to a pump action. In the course of playing through you might find 3 pump actions, but only 1 auto shotty.
-One thing to keep in mind, is for the shotguns, if one of the pellets from the gun gets a zombie in the head it will count as a head shot. This is a plus side to what seems like a lot of negatives, it will also have a high chance of taking multiple limbs off if possible.

+ Melee weapons will include weapons such as: knives taped to poles, machetes, sledgehammer, crow bar, baseball bat
-Differing factors for melee weapons will be: reach, damage, rate of "fire" , weight (if we decide to put in a weight system)

+ Secondary weapons will be pistols, right now I'm thinking 3 types: M9, M1911, Revolver .357 -Differing factors: recoil, round count, penetration, reload time
*M9 would have lowest recoil, highest round count (15), lowest penetration (can't go through 2 zombies), but quickest reload time
*M1911 would have more recoil then the M9, ammo count of 7, higher penetration, slower reload time.
*.357 Revolver would have very high recoil, ammo count of 6, highest penetration (like hunting rifle currently is) very slow reload time, but have the ability to reload single rounds.

+ Primary weapons will be carbines, rifles, shotguns, right now I'm thinking there will be quite a few as the mod is developed, M1 Carbine, Mossberg 500 (in game already), M1903 bolt action rifle, M-16 on single shot (in this mod you won't want full auto) (in game already), M4 Benelli auto shotgun (in game already), Ruger Mini 14 (in game already).
-Differning factors for Primary weapons would mostly be a players playstyle, whether they like shotguns better or rifles, other stats would be the same as secondary weapons.
*M1 Carbine, low recoil, 15 round count, little penetration, quick reload time
*Mossberg 500, medium recoil, 8 rounds, no penetration, can reload single shells
*M1903, high recoil, 5 rounds, highest penetration, can reload single rounds
**M-16, low medium recoil, 30 round count, medium penetration, reload slower then M1
**Benelli M4, medium recoil, no penetration, can load single shells
**Ruger Mini 14, high recoil, 10 round count, medium/high penetration, medium reload time, has scope

+ Explosive/special weapons will be the molotov and pipe bomb, and maybe another type of explosive, and special will be things such as lock picks, a barricading ability, or an ammo bag

Zombies

AI controlled zombies
-Zombie Type 1 (Grave zombies/Shamblers): basic romero slow moving decayed zombies, but there are lots of them.
-Zombie Type 2 (Past infected/Lungers) : faster moving zombies with short bursts of speed, and frantic slashing/hitting/biting attacks, also some wielding blunt weapons or knives which they can use to bust down doors/barricades faster then Type 1 Zombies, are pretty frequent, but not in numbers as shamblers are.
-Zombie Type 3 (Recently Infected/Runners): these would represent people who just got infected with the virus. these would be the zombies that run relentlessly, take more shots to knock down, would act as the current infected do.

*all zombies will have the ability to climb, just at different speeds, depending on type
*zombie ratio would be something like this 50% are ZT1, 35% are ZT2, and 15% are ZT3
*still considering special zombies or creatures


Characters
- I intend on keeping the 4 survivors we have now, and if having 8 survivors is a possibility I intend to add 4 more.
- Rather then have certain characters have special abilities, I had the idea of having a special item slot that would be shared with the explosive slot. At the start in the safe room these extra items would be laying around. Want to be the team "doctor" grab the extra health pack, knowing you can't hold a molotov now. Or if you think a box of ammo will help your team otu more then a molotov pick that up. Or if you think grabbing the lock pick will save you guys some health by getting your through te map faster get that.
- The idea of giving players the choice of how they want to play will make things much more fun.

*now keep in mind i have no idea if lock picking/hacking would be possible or even necessary, these are just some basic ideas*


Movement
-Would like to make the player slow down when jumping.
-There would be some kind of energy meter used for sprinting, melee push, and jumping. When it runs out you have to wait for it to charge back up before doing any of the 3 movements mentioned.
-To give an idea, it would take about 4 jumps in a row before meter would be depleted, 4 melee pushs, and 10 second sprint, so it would be possible to do all these actions in a row without suffering from it recharging
-Instead of having high falls immediately take away health, it would take away from your spring meter first


HUD
-No cross hairs
-No character outlines through the walls, but I have a great idea for a system to replace it.
-When characters yell for help, or use voice commands their outline will be on the screen briefly
-Ammo count will be on the screen momentarily when you select that weapon.
-Friendly icons on bottom will show name, face, and items they have, including weapons.
-Items you are holding will only pop up when you scroll through them, then slowly fade back out.
-item selection will be the same for the most part. you'll have the following slots.
+melee weapon slot (baseball bat, ax, pike, ect)
+secondary gun slot (pistols
+primary gun slot
+explosive/special ability slot (if I put in characters which differ)
+medpack slot
+pills slot
+possibility of an ammo slot, I'd like to give players the ability to drop ammo for their friends, there may be 2 ammo slots, one for secondary weapons and one for primary

-flash lights will work the same, I don't intend to add a "battery life" to flashlights because batteries last for hours, the deterrent for keeping your flashlight on will be simple, when it's on, you are a higher value target for zombies then someone with it off (which is how it currently works) and lights will attract zombies much more strongly then they do currently.


Sounds

-Realistic sounds for guns, if sofad is as interested as he sounds, expect sounds such as the reality sound pack currently has.


Maps

-Keep the current maps of course.
-Maps with multiple routes, easier routes which can be unlocked via a character special ability (ie a door is locked, but the locks


Mod Time Line
-I want the mod to have releases every 2-3 months, and hot fixes within a week if needed.
-1st release would be very basic, changing how the zombies work, getting 8 player support, and limiting ammo in pistols, and other weapons


Pending Ideas:

A list of ideas that I don't know if they will be possible include or if I want to include:

-Zombies can be dismembered and can still attack (currently in the game you can dismember but they die)
-Special zombies or creatures
-zombies have hit boxes that affect their movement, ie shots to the legs will knock them over, arms and legs can be blown off with high power weapons, or cut off by melee weapons.
-Barricading, depends on how hard it would be to implement in a way that I think works and is more immersive compared to looking silly and fake (ie tables piled on couches and chairs and other random stuff, I'd like barricading to work something along the lines of planks of wood being picked up for "ammo" a hammer and nails being a "gun" and "firing" the gun would put up a plank of wood over a window


I think they aren't supposed to be slowed down because they are not zombies, they are infected and believe me there are huge differences between infected and zombies

This virus is based on an real one, it isn't just that the dead are rising and eating people's flesh and then they turn into zombies
no its about the infection itself, they are like animals only then human-like animals

BTW i like the idea of this, but still i don't like some of the ideas, like the decreasing health when hit, you are "hit" not bitten, so i think you need clearly show that they are bitten

Last edited by themaniacboy; December 4th, 2008 at 09:18 PM..
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Old December 5th, 2008, 02:33 AM   #16
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Originally Posted by themaniacboy View Post
I think they aren't supposed to be slowed down because they are not zombies, they are infected and believe me there are huge differences between infected and zombies

This virus is based on an real one, it isn't just that the dead are rising and eating people's flesh and then they turn into zombies
no its about the infection itself, they are like animals only then human-like animals

BTW i like the idea of this, but still i don't like some of the ideas, like the decreasing health when hit, you are "hit" not bitten, so i think you need clearly show that they are bitten
You don't really make any sense. Your response makes it sound like these are real world things with real world facts that they are based on, and my changes are unrealistic. It's a mod, I'm pretty much going to turn the infected into zombies that we are familiar with from the living dead series and my own take on zombies, I could make them flying if I could make it seem right. Plus everything I have written up is not set in stone obviously. I do see the point you are trying to prove with the infection, but there is no reason to make things unnecessarily complex. Also it's not really necessary to quote someones entire post like that, it just takes up room. Just quote the line or two you wanted to respond to.

Anyways, I like a lot of spitfires ideas, I need to read through them more thoroughly and make notes and see where the biggest differences are in what we want, but I'm really pleased with a lot of the ideas and they sound really cool, it will most likely come down to how possible some of the things are to achieve. =D

Last edited by RikiRude; December 5th, 2008 at 02:35 AM..
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Old December 5th, 2008, 10:50 AM   #17
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Originally Posted by RikiRude View Post
Anyways, I like a lot of spitfires ideas, I need to read through them more thoroughly and make notes and see where the biggest differences are in what we want, but I'm really pleased with a lot of the ideas and they sound really cool, it will most likely come down to how possible some of the things are to achieve. =D
I don't know if your reply was to me.
In case it was, my post was not spitfires ideas, but I wrote them for him so he could use them if he found them interesting.

I hope you can comment on them and see what you'd like to use.
Personally I would enjoy the sneak system and Team leader system.

Good luck
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Old December 6th, 2008, 03:28 AM   #18
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oh ok teq, yeah that was for you, i like most of the ideas, but have big differences on the weapons, im not interested in chainsaws or other super weapons, and lots of weapon slots is really silly and unrealistic. Realistically you aren't going to hold much more then a main weapon, side arm, melee, and a few other key items, like explosives and such. It's mostly your zombie ideas that i think are really cool, though I'm not too sure how plausable all of them would be to implement.
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Old December 6th, 2008, 07:27 PM   #19
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Time attack mode

u get a house 2 floors, u need to barricate it, and defend it agains hordes of zombies until rescue comes. problem? there is no infinite ammo. so u would have to save ur ammo, or wander off the house to get more....

i think its a good idea, and when it comes to zombie survival game, this is my 1st idea :P
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Old December 7th, 2008, 11:49 AM   #20
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Maybe you could also implement a "Weapon Sharing System" so you can give, for example, a pistol to your respawning teammate.
EDIT:
And ofc, you should be able to drag your incapped teammate somewhere at 50% of your speed for example.

Last edited by Cartman2nd; December 7th, 2008 at 04:55 PM..
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