I'm not sure if this is where this should go but it was the only board regarding modding in general.
This is just a thing I want to ventilate as it has been bugging me and I want to get it out and hopefully, I really hope, can be made.
Soldat Extraction Point
(Subgame Mode)
1. Introduction
2. Map Layout
3. Weapons
4. Classes
5. Zombies
6. Difficulty
7. Re-Supply aka safehouse
8. Players as Survivors and Zombies
9. Victory/Loose Conditions
10. Other stuff
Map Layout Idea: 1. Introduction[anchor]Introduction[/anchor][/b]
This idea is based on the game Left 4 Dead. If you haven't heard about it check it up before reading further as I can't be bothered to discuss every detail(but you might get the point). So the basic idea is the same as in L4D. The whole point of this subgame mode is to get the Survivors to the Extraction Point in order for them to win. On their way there they will encounter zombies of several types that will try to slay every single one of them. This game mode relies heavily on Teamwork in order for the survivors to succeed with their mission as they will have limited ammo. When getting to the middle Safehouse the survivors will be able to re-supply the weapons and (health?). As the survivors progress closer to the extraction point the zombies types will be harder and there will be more of them making it a real challenge.
When I thought of this I did have in mind that the community could somehow make this together. It relies on Modding the weapons.ini, the graphics, making a map for it and scripting. Right now the subgame mode relies heavily on the willingness of scripters. I do think that most of the features can be done, maybe not as I mentioned it but similar. The graphics aspect is maybe not as important but it will give the mode better immersion. A map is also important, most of us can make one but not all of us are so good with shading and scenery.
2. Map Layout[anchor]MapLayout[/anchor][/u]
The above image is there to give you an idea how I image it. As you can see I wish the map to be bigger just to make the whole mode much more intense and give it some sort of scale. So the survivors start at a safehouse where zombies are not able to get. After that they must make their way through a forest(?) and into a small building. After that they must make their way up to the roof and then sprint and make a jump to the chopper. The zombies spawn points should be dynamic and scripted so depending where the survivors are they'll spawn at the appropriate place.
3. Weapons[anchor]Weapons[/anchor][/u]
The game mode will use custom made settings for the weapons (the mode will be using Realistic Mode). balance is not that important as you play against zombies, however, they need to be tweaked so they can take care of hordes of zombies in the later stages of the game. I haven't thought that much of how the settings will be yet as I want ideas and input from other members but I think that most of the weapons will be similar to the default once except for the spas which will be removed because of its infinite reload. Other guns that might be disabled is the Ruger and Barrett as they have a "bug" I think. Other guns such as the Steyr and M79 can be remade to gimmick other weapons. Other peoples ideas are very welcome.
PRIMARY WEAPONS:
All primaries except barrett and spas (for now?)
SECONDARY WEAPONS:
same here;
4. Classes[anchor]Classes[/anchor][/u]
I came to the conclusion that using classes might be a fun idea. Each class will have it's own set of weapon arsenal and benefits.I don't want it to be too command based as that's just annoying for the players and forces them to make pre made taunts which sucks for unregistered people.
When a game starts the first four(or if random) people get to pick a class using
/class1-5. They have one minute to do this before or they get a random class. I'm not sure if it should be allowed to have more than one class at the time. This should make the game much more interesting.
- Assault Class /class1Primary Weapon: MP5, AK, Steyr
Secondary Weapon: MP5, DE, Soccom, Knife, LAW
Additional:
*Can enter a short rage(berserker), /rage, cooldown 2 Minutes
*
- Recon Class /class2Primary Weapon: Ruger, DE
Secondary Weapon: Soccom, Knife
Additional:
*Can cloak himself(pred), /cloak, cooldown 3 Minutes
*
- Engineer Class /class3Primary Weapon: Steyr, DE
Secondary Weapon: Soccom, LAW, M79
Additional:
*Can place mines, /mine, cooldown 1 Minute
*
- Medic Class /class4Primary Weapon: DE, MP5
Secondary Weapon: Soccom
Additional:
*Has a heal ability that heals teammates close to the medic, /heal, cooldown 1 Minute
*
- Heavy Class /class5Primary Weapon: (Minigun?), Minimi, AK, Steyr, DE, MP5, Steyr
Secondary Weapon: MP5, AK, Steyr, DE, Soccom, Knife, M79, LAW
Additional:
*Wears a Vest
*
5. Zombies[anchor]Zombies[/anchor][/u]
Zombies come in variet types. At the start the zombies that spawn are weak and should have no weapons. As the survivors progress harder zombies appear and some of them will wield saws and knifes.
- Weak ZombieHealth: Low
Weapon: None
- Weak Spitting ZombieHealth: Low
Weapon: Knife
- Weak Fisting ZombieHealth: Low
Weapon: Saw
- Zombie (Medium)Health: Medium
Weapon: None
- Spitting Zombie (Medium)Health: Medium
Weapon: Knife
- Fist Zombies (Medium)Health: Medium
Weapon: Saw
- Strong ZombieHealth: High
Weapon: None
- Strong Spitting ZombieHealth: High
Weapon: Knife
- Strong Fisting ZombieHealth: High
Weapon: Saw
6. Difficulty[anchor]Difficulty[/anchor][/u]
As mentioned now two times I think the difficulty should get higher the closer to the extraction point the survivors get.
7. Re-Supply aka safehouse[anchor]ReSupplyakasafehouse[/anchor][/u]
At the moment I only have in mind two safehouses on the map. This of course might change depending on how large the map is. When in the safe house spawns should be stopped and the players can the in the safehouse use /supply to regain all their weapons ammo. One minute should be enough for the survivors to resupply before the command stops working.
8. Players as Survivors and Zombies[anchor]PlayersasSurvivorsandZombies[/anchor][/u]
I'm not sure how this should work yet. At the beginning I thought that there should be four Survivors and the rest become some random zombie, however, humans as zombies might be a dumb idea so the players that can't be survivors are queued in line for the next session and spectate for the time being(max 4 spectators I think).
9. Victory/Loose Conditions[anchor]VictoryLooseConditions[/anchor][/u]
If one of the players reaches the extraction point the survivors win. If all of the survivors die they loose.
10. Other stuff[anchor]Otherstuff[/anchor][/u]
Now stuff that I didn't mention but are important.
- The Survival mode should also be on so that the fallen members get to spectate the other teammembers.
- A teammate won't be resurrected at a safehouse.
-
It's very likely that I forgot stuff but I tried to write down the things I remembered.
That's all I think >_<