Author Topic: Left 4 Dead Discussoer +Teaser  (Read 11541 times)

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Offline Blacksheepboy

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Left 4 Dead Discussoer +Teaser
« on: February 06, 2009, 05:43:54 pm »
Just slapping a thread somewhere for the (now) official L4D scripting/mapping/and possibly graphical mod.

Team list
Scripting:
    Markus Quär
Graphics-modding:
    Dairy (?)
Mapping:
    Blacksheepboy
Ideas/mapping(?):
    wildpussy
    tehsnipah

I really don't know how serious any of us are about this, but why not ;)

Currently, if I indeed end up mapping, I don't plan to be the one to decorate the poop out of the map.  So, when I get around to mapping out the layout and waypointing, I'll bring up the discussion for who might be interested in the scenery-placing.  I've always been fond of group efforts; makes life so much easier/faster.

Also, not really sure if Markus Quär is into this? but he dropped a note saying that he'll give it a shot.  And tehsnipah shot out the scripting idea (readable through the link below).

Idea-starter Thread


April 1st, 2009

I've made up a good placeholder for the weapons.ini.  Haven't done the realistic one yet.  Molotov cocktail can't truly be replicated, so for a replacement, I've made the LAW shoot a cluster grenade.  For the 'beeping bomb' I made the ruger shoot a grenade.  Don't ask why I used the ruger.. I guess to simulate AI chasing after the grenade, but in Soldat, the ruger just disrupts the AI approach to the player.

Made the Minimi into the hunting rifle, as I did not want zombie bots to stop and stare at you while you equipped the Sniper Rifle around with you.  You can't duel wield secondaries of course.. so I made the Desert Eagles the dual-wield pistols, essentially just having the double rate of fire of the single pistol.

Etc... If this were coded, 'Second Tier' weapons and the 'special grenades' would only be spawned in certain areas, and not be available in the weapon selecting menu.  In case anyone is wondering, I actually played L4D today, and it was great.  Got a good feel for the game.

The bravo team was edited so that the head looks more zombie-esque.  Blood/gore gfx are from the 'Soldat Enhanced' mod.


April 2nd, 2009

Worked up another teaser.  Finalized more of the weapons.ini, and added 2 bots (Zombie/Boomer).  Also added a complimentary map (inf_Zitrone), as I used that map for all of my testing/staging.

FYI: disable the Ruger, Minichaingun, Knife, and Barret.
« Last Edit: May 19, 2009, 11:40:21 am by Blacksheepboy »

Offline Blacksheepboy

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Re: Left 4 Dead Discussoer
« Reply #1 on: February 06, 2009, 05:50:07 pm »
Remember, zombies are reanimated dead flesh.  Dead, rotting flesh can be shot away from a corpse fairly easily, assuming the zombie isn't fresh.

Walking speeds?:

Now in every zombie game you play, there are always the zombies that walk slow, and the ones that walk fast/run/climb.  If there was a way to limit bot walking speed.. it would be excellent.  Turn the chainsaw into some sort of zombie moaning sound, make it super weak, and there you have it: some virtual Soldat zombies.

A variation of running speeds between zombies are the only things that make them scary (aside from the sounds they make).  After a while of berserk zombies, you get used to 'em.


Alright, time for the major munch:



Walking-corpses:

From my studies of the zombie biological makeup, I've learned that zombies become less effective the older they become, and vis-versa.  Muscles start to damage, limbs rot away, etc. 

And remember, every zombie was once a human being.  The physical make-up of that prior human will determine the zombie's capabilities, although it is true that zombies take more advantage of physical aspects than that prior human did (zombies are stronger than their prior-human forms, and zombies use their strength in unorthodox ways - like biting people).  Lazy humans.

So my point is, this is how we shall make realistic zombie categories.  By these traits: how strong was the human? And, how old (decayed) is the zombie?


Zombie Categories:

Weak + Fresh zombie:
Health:               100%
Damage it deals:   Moderate
Bonuses?:           Armor (to simulate the 'freshness')
Description:
     Zombies will not stop at anything until they are destroyed, thus the armor and 100% health.  Fresh zombies are like humans on steroids.  Also, these would be found closer to places of transformation (houses/apartments), and would not be very grouped.

Weak + Old zombie:
Health:               75%
Damage it deals:   Little
Bonuses?:           None
Description:
     These zombies would be found, more commonly, in packs or herds.  They've had time to leave their places of transformation, and would go about, wandering the streets.  They have been rotting, so their strength and vigor has dwindled.

Strong + Fresh zombie:
Health:               90%
Damage it deals:   Lots
Bonuses?:           Berserk (immediately after spawn)
Description:
     These fresh zombies were once the buff, strong ones in our community.  They lasted the zombie infestation as long as they could, but sadly, recently perished.  Those types of people aren't too common, so these suckers are a rarity.  Fresh + strong = quicker movement and stronger attacks, thus the berserk bonus.  But they've rammed walls, sharp edges, and the like (they've given themselves a beating) so they receive no armor bonus, and 90% health.

Strong + Old zombie
Health:               65%
Damage it deals:  Between 'moderate' and 'lots'
Bonuses?:           None
Description:
     They've decayed some, and after the initial berserk, settled down.  They still have more muscle mass than most zombies though, so can still hit/bite their share.
« Last Edit: February 07, 2009, 02:33:09 pm by Blacksheepboy »

Offline CurryWurst

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Re: Left 4 Dead Discussoer
« Reply #2 on: February 06, 2009, 07:16:30 pm »
Also, not really sure if Markus Quär is into this? but he dropped a note saying that he'll give it a shot.

Sure, I'm really into it and I try to contribute to the development as much as I can.
My L4D experiences may help me ;D

In order to get this mod going I commented on tehsnipah's ideas.
Here we go ...

Quote
This could work. I suggest/recommend that zombies only use fist, and if someone can script well, players cannot lose their weapon even the zombies fist you.
Zombies will have to hit you at least 10~15 times to kill/knock you down.

AFAIK it's not possible to avoid weapons loss when a zombie fists you, but you can
give a player a weapon after loosing it by using ForceWeapon().

Quote
The helicopter part, you can have red&blue flag together, so it'll simply become quick cap.

Or just check specific coordinates for each map if the capping point is reached by the players.

Quote
Weapons will be:

1) Modded ruger (If anyone can boost it's ammo capacity to 8, then it'll work like a shotgun)
2) Spas-12 (Same thing, except ammo capacity is 10)
3) Mp5 as SMG (Make this into 25 ammo capacity)
4) Minimi as the rifle (Make it shoot faster)
5) Sniper Rifle (Barrett,  make this into semi-automatic & 15 ammo capacity)

I'm not sure about grenades.

It's your turn Blacksheepboy & wildpussy :)

Quote
Weapon places:

You will start out with pistol in the beginning. And there will be a cabin full of Modded Ruger, and Mp5.
As you move through the place, you will find the better weapons. (Minimi, Spas, Barrett)

Sounds like a nice idea and of course it's possible to implement.
SpawnObject() may be the solution.

Quote
When you're down, you get to hold Deagles. Although I don't know how the hell you can mod this, it will be amazing if you can.
To Get the guy up, you just simply stand near him and the % will show up to show the time of reviving.

If you don't attempt to revive down persons they will die after a few seconds.
BTW, that's a really nice feature.

Now in every zombie game you play, there are always the zombies that walk slow, and the ones that walk fast/run/climb.
If there was a way to limit bot walking speed.. it would be excellent.
Turn the chainsaw into some sort of zombie moaning sound, make it super weak, and there you have it: some virtual Soldat zombies.

A variation of running speeds between zombies are the only things that make them scary (aside from the sounds they make).
After a while of berserk zombies, you get used to 'em.

Still laughing about it :D
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Offline croat1gamer

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Re: Left 4 Dead Discussoer
« Reply #3 on: February 06, 2009, 07:43:02 pm »
best wishes to the scripter, he will have the most job to do

anyways, smoker, boomer and hunter would be probably the hardest ones to script (and then the witch)
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Offline Dairy

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Re: Left 4 Dead Discussoer
« Reply #4 on: February 07, 2009, 09:13:57 am »
Why it is here ? Or do you need a modder for graphic ? I'm fuckin' into this one coz I wanted to make a mod L4D.


Offline Blacksheepboy

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Re: Left 4 Dead Discussoer
« Reply #5 on: February 07, 2009, 02:22:01 pm »
I was thinking I'll probably edit Bravo (zombie) gosteks a bit.  Maybe give them a missing limb, or half a head... bloodying them up a bit, etc.

Making separate bots is a must of course

And Dairy, hell, modified weapons-gfx never crossed my mind, but it would rock 8) (I'll add you to the team list, unless you decide otherwise).  Just a warning: if we burn out... I'll at least finish the core for a map depending on how far Markus Quär can/will go with scripting.  As a place-holder for testing maps, I'll whip up a small weapons.ini for myself.


anyways, smoker, boomer and hunter would be probably the hardest ones to script (and then the witch)

Honestly, I never thought about these... I was just thinking "L4D styled weapon.ini, and a L4D-esque map."  Guess we could pack some zombies with a 'suicide bomb.'
« Last Edit: February 07, 2009, 02:35:22 pm by Blacksheepboy »

Offline croat1gamer

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Re: Left 4 Dead Discussoer
« Reply #6 on: February 07, 2009, 05:11:38 pm »
well, you could script a bot having a flamer which would be the boomer, and after one player gets hit by the flames, additional 5 zombies join, and they get kicked after dying (in soldat that is much)

and dont forget that the zombies are spawned in time intervals, alot of them at once, not 1 by 1

the smoker could be made in some way by modifying the vortex from zombie rpg scripts (not so sure how sucsessful will it be)

and zombies dont kill instantly, so only some really strong zombie should get the saw, like the witch
the normal zombies should do something like fisting/hiting with some unused weapon (minigun?)

the only thing that bothers me also is the number of players to have a balanced game
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Offline Blacksheepboy

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Re: Left 4 Dead Discussoer
« Reply #7 on: February 07, 2009, 06:02:40 pm »
Only 4 players would be necessary.  Hell, you could probably do it with 2-3 if you're really careful.  Four players would just make it all the more fun.

Sadly, I don't like the idea of the flamer.  I mean, it sounds great... I suppose it could work, but the flamer would have to be made pretty weak.  In order to win, at least one player has to remain alive, so in terms of how much damage everything delivers, the favor needs to rely heavily upon the survivors.  But yeah, zombies aren't suppose to be able to 'shoot' anything.  They prefer their teeth and fingernails.

FYI, I am using information from "The Zombie Survival Guide," as well as from L4D, and other zombie classics.



My ideas for the method of mapping so far:
http://forums.soldat.pl/index.php?topic=32681.0
« Last Edit: February 07, 2009, 06:11:55 pm by Blacksheepboy »

Offline croat1gamer

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Re: Left 4 Dead Discussoer
« Reply #8 on: February 07, 2009, 06:31:32 pm »
well, the flamer would do 0 damage (or even -1, to heal the players a bit for surviving the incoming 5 bots)

and, we should make the bots really weak if we want to rely on survival without spawning, and the red spawns should be moveable (like a player comes to that coordinates, and the killed players spawn there) i suggest for that using parts of the tactical trenchwars moveable spawns
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Offline Scrooge

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Re: Left 4 Dead Discussoer
« Reply #9 on: February 09, 2009, 03:58:00 am »
I would be perfectly happy to do some mapping for this if thats ok with you guys. L4D and Soldat are the only games I play atm so this would be pretty good if done properly.

I doubt you could make this exactly like L4D interms of being incapped on the ground and being pinned by hunter or smoker. Would it be possible to give the smoker a modified berret which would deal a small amount of damage and have a large amount of force on the soldat. So If a soldat were shot from the front he would be proppeled forwards and proppeled backwards if shot from behind? I think that makes sense. The only thing I can think of for hunter would a one hit kill. Also is it possible to choose which spawn points the zombies spawn from? So we dont get zombies spawning on the opposite side of the map? God luck with this.
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Offline Gnoblar

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Re: Left 4 Dead Discussoer
« Reply #10 on: February 09, 2009, 04:59:21 am »
I'd put the scenery on the map if you don't want to, but my maps look like this So if you like it, send me a PM and I'll gladly help to put scenery on the basic map module.

Offline Xxypher

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Re: Left 4 Dead Discussoer
« Reply #11 on: February 09, 2009, 11:29:58 am »
If this pulls through, I will be on this as much as I am on Hexer.

Offline tehsnipah

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Re: Left 4 Dead Discussoer
« Reply #12 on: February 09, 2009, 03:31:47 pm »
Ideas/mapping(?):
   
    tehsnipah

When the? Anyways, I'll be glad to be giving suggestions.
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Offline tehsnipah

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Re: Left 4 Dead Discussoer
« Reply #13 on: February 09, 2009, 03:57:18 pm »
Modded ruger (If anyone can boost it's ammo capacity to 8, then it'll work like a shotgun)
2) Spas-12 (Same thing, except ammo capacity is 10)
3) Mp5 as SMG (Make this into 25 ammo capacity)
4) Minimi as the rifle (Make it shoot faster)
5) Sniper Rifle (Barrett,  make this into semi-automatic & 15 ammo capacity)

About this:
1) Is it possible to have a reload like Spas on Ruger too?
2) Mp5, Minimi, and Sniper Rifle should have the reload boost.
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Offline croat1gamer

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Re: Left 4 Dead Discussoer
« Reply #14 on: February 09, 2009, 04:23:12 pm »
wait, you cant use ruger or barret because the bots will then just stop at the place, and we dont want the mod become that you just go with the ruger/barret and erasing all in front of you
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Offline tehsnipah

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Re: Left 4 Dead Discussoer
« Reply #15 on: February 09, 2009, 07:43:57 pm »
No, they can mod that also. I remember in some zombie servers that they're able to suddenly jump then rush on you. It was devastating.

The only problem is the Boomer, Smoker, and Hunter now....
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Offline tehsnipah

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Re: Left 4 Dead Discussoer
« Reply #16 on: February 09, 2009, 09:50:25 pm »
Got an idea for the Smoker. How about for smoker, it throws a knife? If player gets caught by that, it'll suddenly get teleported to the smoker, and then the survivor can't do anything but getting beatened up.

I predict that this is an extremely hard modding even I don't even know how to mod.
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Offline croat1gamer

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Re: Left 4 Dead Discussoer
« Reply #17 on: February 10, 2009, 09:42:51 am »
No, they can mod that also. I remember in some zombie servers that they're able to suddenly jump then rush on you. It was devastating.
oh, now i remember, zombie rpg script also, dam, i hate thoose pesky burning dead
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Offline Xxypher

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Re: Left 4 Dead Discussoer
« Reply #18 on: February 10, 2009, 10:54:31 am »
Dnmr has a zombie script with accounts and everything, it is pretty nice.
No, they can mod that also. I remember in some zombie servers that they're able to suddenly jump then rush on you. It was devastating.
oh, now i remember, zombie rpg script also, dam, i hate thoose pesky burning dead
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Offline Gnoblar

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Re: Left 4 Dead Discussoer
« Reply #19 on: February 11, 2009, 04:29:42 am »
Ideas

The Boomer/Flamer Idea is actually really good, just make the flame green (Vomity) and give it no damage, but more Rombies (Random Zombies) spawn at their spawn, making it harder for the poor humans! Make the Boomer Gostek a fatty as well. Also, it would be good to see NO jet fuel (No easy escapes, you have to shoot your way out), but HUNTERS have jet fuel, that's how they can jump from side to side.

For a "TANK", make a bigger gostek (As big as it can get), and tanked out, but make him normal speed, but takes a lot of damage and his attacks do average damage, but a LOT of push (I hope that's possible), therefore you might get smacked into a bulding, or maybe away from combat, or maybe in that pack of marauding rombies.

For the spawning, if it can be scripted, make sure they randomly spawn but, it's an %70 chance of normal zombie, %10 Hunter %10 Smoker %10Boomer. this will make it much more fair.

If it's going to be true to Left 4 Dead, you should make that Alpha team has four humans (I see you've already had this idea) and there are 28 Rombies, so it will be very fun, and have the Rombie spawn points all around the map, so they don't all pack in one massive bunch and also they can spawn behind you as you keep going into further into the map.

If you can, for the game-mode, it should be Infiltration, with the Black flag being right next to the White flag, but all the way in teh "Safe Zone" on the otehr side of the map, so you have to get there to win, you should make the script so taht Killing a Normal zombie doesn't give you any points, but killing a Hunter/Boomer/Smoker gives you one point. IF you kill 60 of these before the level ends, you win, or if you cap. the flag twice (Easy seeing how it'll be right next to the white flag, getting there is the tough part).

For maps, i could make an apartment block or maybe the 1st level of Chapter 2 (I forgot the name, but it has a bridge and wrecked cars, fog and a boatload of rombies.

For weapons, I think High damage would be good (Kill them quickly) but slower reloads (Mounts pressure, and makes you fall back, allowing your team-mates to cover you, increasing team-work).

I hope these ideas help, and I'd love to be part of this.