Infected Horde

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Infected Horde

#1

Post by ZzZombo » Tue Jun 12, 2012 1:54 pm

Infected Horde

Status: revived, worked on.

This mod is about humans escaping from infected areas, where ill people become zombies and kill all other. Yes, it may sounds like I'm remaking Left 4 Dead/Silent Hill on Zandronum or something, but I wish to create different setting for the mod & actually I'm remaking another zombie mod for Skulltag Zombie Horde :biggrin: .

Gameplay: there are planned 4 player classes (Human, Soldier, Infected, Carrier); currently implemented only Soldier and Infected, partially Human. Human is a common man which barely could escape from his infested town before the infected could get him. He is not very strong, wields mostly a prop as weapon, but he can panic if gets in a very unpleasant situation. Soldier is a troop sent to fight back and hold out infection zones. They are well armed, have more supplies and resist infection longer, but they move slower then Humans due to all ammunition and armor they have and can't panic at all. Both classes have different look and start items, and both can sprint on short distances.

Each human player in game have infection meter. If amount of infection in one's body exceeds some value he becomes Infected. He drops his inventory on ground and gets bonus health regeneration for 30 secs. Infected can sprint much longer than humans. Their claws deals minor damage to humans but they can perform Infected Bite -- the Infected dashes forward at a hight velocity and bites any human got on his path, dealing much more damage on successful hit and increasing infection meter by a medium value.

When the round starts (more then 1 player in game) all humans receive random amount of infection each second, and the one w/ the greatest amount will be the Carrier, much stronger version of Infected.

Infected slowly regenerate their health (faster when they stand still). Humans can get rid of infection by standing still (long-timed method) or moving (even longer), or using medical supplies, for example antidote removes all infection instantly upon use and medikit removes 100. They lose only that much while shooting. Humans can get infected if they stand near dead zombies for too long or by breathing infected air, the air which was recently briefed by a zombie.

Humans can carry at maximum 4 weapons in 4 slots (1 for primary weapon, 2 for secondary, 3 for melee, 4 for equipment), one per slot, and can carry a medikit, that can be used to heal yourself or be given to another ally.
Spoiler: Planned features: (Open)
* Two modes: Holdout and Runaway. In Holdout you must protect your limited "safe" area from infected breach wave by wave and then safely escape; all Humans start as Soldiers. The Infected have limited lives and if all lives are spent they will have to wait before getting back into the action until next wave. Killed humans will join the Infected ranks, no matter how they died. Infected will win, if all humans fail to escape or they all are dead. Inversely, Humans win if at least one manages to escape. People joining the game lately will be forced to play as Infected.

In Runaway Humans need to reach safety, running from Infected and accomplishing some tasks like calling the chopper or exploding the barricade on their way. The game chooses one of the Humans team to become the Carrier, who must seek them and spread the plague. If at least one human escapes his team wins.
* Random first Infected pick: unlike other mods, the way I do it is supposed to be completely random at all times.
* Plenty of different weapons, including melee-combat, firearms and even heavy like grenade launcher and minigun.
* Dynamic music, that responds to events like a teammate dies or you get too much infection and are prone to become Infected.
* Reloading system for weapons: you can reload your weapon if you have at least one clip suitable for your gun, and if your current clip had some ammo left, it will be wasted, and to make things worse, there is no indication of how many bullets does it have.
* Melee weapons stun the Infected for a while.
* Stamina system: you can't sprint if you run for too long.
* Even more.
Last edited by ZzZombo on Fri Jul 11, 2014 3:05 pm, edited 1 time in total.
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RE: Infected Horde

#2

Post by Disguise » Tue Jun 12, 2012 2:12 pm

I would like to see some screenshots.
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RE: Infected Horde

#3

Post by ZzZombo » Tue Jun 12, 2012 2:25 pm

Oh, please, no. I have no time for mapping yet, so I can only run it on stock Doom 2 maps. I would like to post them after I completely finish zombies thus freeing some time for a small map.

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RE: Infected Horde

#4

Post by Shoggy » Tue Jun 12, 2012 3:10 pm

Are you gonna make it more like Left 4 Dead? If so, that would own imo.

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RE: Infected Horde

#5

Post by ALIENwolve » Tue Jun 12, 2012 3:27 pm

Seems a tad early in your project to be making announcements.

Although if you can figure out spawning zombie hordes in existing maps on your own, maybe then. 'Cause I guarantee no player count can be considered a "horde."
Last edited by ALIENwolve on Tue Jun 12, 2012 3:29 pm, edited 1 time in total.

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RE: Infected Horde

#6

Post by Edward-san » Tue Jun 12, 2012 3:37 pm

Don't use strife civilians or any copyrighted image. And don't say 'but others do' because that's illegal.

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RE: Infected Horde

#7

Post by ibm5155 » Tue Jun 12, 2012 5:01 pm

"Don't use strife civilians or any copyrighted image. And don't say 'but others do' because that's illegal."

We are not artists, we don´t have so many money for pay someone to do some nice sprite....
If i concider the illegal things my projects wouldn´t even being showed, and who cares about a mod for a 18 years game that almost noone play it?

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RE: Infected Horde

#8

Post by Tribeam » Tue Jun 12, 2012 5:50 pm

ibm5155 wrote: "Don't use strife civilians or any copyrighted image. And don't say 'but others do' because that's illegal."

We are not artists, we don´t have so many money for pay someone to do some nice sprite....
If i concider the illegal things my projects wouldn´t even being showed, and who cares about a mod for a 18 years game that almost noone play it?
I myself do it out of respect for the original artist.

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RE: Infected Horde

#9

Post by infurnus » Tue Jun 12, 2012 6:03 pm

Strife is one of the few games that actually qualifies as Abandonware.
Does this mean anyone and everyone are allowed to use its resources indiscriminately? No.

The game is unique and unfortunately no longer sold, it is legally ambiguous as to who holds the legal rights to the work.
It is considered common courtesy to leave it as an abandoned work, and only to repurpose it or elements of it with positive intent that doesn't hinder the source work.
The attitude of using its resources just because you don't want to make your own is kind of lazy, but does not exactly constitute copyright infringement.

There's nothing that indicates that you're forced to rip from any game to show your ideas, but there is also no problem in specific with using resources in a creative manner and "remixing" one thing to create a new/different thing.

The problem here I think, is that there isn't enough of the project to show, so the Strife resource stands out.
Last edited by infurnus on Tue Jun 12, 2012 6:04 pm, edited 1 time in total.

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RE: Infected Horde

#10

Post by Ivan » Tue Jun 12, 2012 6:09 pm

Sounds pretty much like a new ZH to me :/
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RE: Infected Horde

#11

Post by ZzZombo » Tue Jun 12, 2012 10:12 pm

Thanks guys for your responses. There are some answers:
Although if you can figure out spawning zombie hordes in existing maps on your own, maybe then. 'Cause I guarantee no player count can be considered a "horde."
Yes, small groups of monster zombies will fight next to player-controlled zombies.
Don't use strife civilians or any copyrighted image. And don't say 'but others do' because that's illegal.
Does Skulltag have official rules about this much like ZDoom does?
Sounds pretty much like a new ZH to me :/
But I do my mod trying to not to repeat mistakes of ZH. Ragequitting, skin glitching and so on. Also I wish more realism here than in ZH, that means no burning in water or ugly Revenant skin for zombie.

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RE: Infected Horde

#12

Post by The Toxic Avenger » Tue Jun 12, 2012 10:17 pm

Ragequitting is by the clients themselves, not the mod.

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RE: Infected Horde

#13

Post by Ivan » Tue Jun 12, 2012 11:07 pm

The Toxic Avenger wrote: Ragequitting is by the clients themselves, not the mod.
He meant ragequits resulting in automatic ending of map, like in ZH, probably.

I'd like to see your take on this zombie survival action then, kind of curious what you will come up with. Just, make it more serious :O

Note : ALSO INCLUDE AN SSG THAT DOESN'T REQUIRE LUCK TO CLAIM !
Last edited by Ivan on Tue Jun 12, 2012 11:08 pm, edited 1 time in total.
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RE: Infected Horde

#14

Post by Hellish » Wed Jun 13, 2012 12:07 am

And ZH was to fucking hard to be "mother" zimba. Shotgun blast you 30 meters away, this is fucking anoying. My first time playing, i was expecting something like Resident Evil or Blops/WaW Zombie mode. Oh and the skin bug/glitch, is just put in console cl_skins 0, they (GV hosts) put has a welcome message for avoid these types of glitches. Well, hope to see this projecting growing.
And for the god sake.... MAKE A GOD DEMM SKIN FOR ZIMBAS, don't just copy from another game, (No matter how old/bad are he) just make yours and it's okay... That's all FOLKS!
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RE: Infected Horde

#15

Post by ZzZombo » Wed Jun 13, 2012 5:14 am

Some more answers:
Seems a tad early in your project to be making announcements.
Considering that I'm using the latest engine version available due to lack of some features or bugfixes I think that I will end before or somewhat later after next stable version of Skulltag will out.
The problem here I think, is that there isn't enough of the project to show, so the Strife resource stands out.
Well, I can show it to you, but it's missing some features that must make it another game so I decided to not to do it right now.
He meant ragequits resulting in automatic ending of map, like in ZH, probably.
That's more complicated problem of ZH. As one said on #grandvoid, "I've never seen such a game that requires so much moderating.". Firstly
ZH was to fucking hard to be "mother" zimba.
And I agree with it. Secondly, even a horde of 10 zombies can fail pretty easy, if some of humans camping on their way.
Just, make it more serious :O
The whole game is designed to be really scaring or at least hard for humans, rather than to be scaring for zombies hunted down by silly humans.
Note : ALSO INCLUDE AN SSG THAT DOESN'T REQUIRE LUCK TO CLAIM !
You mean place it directly on maps rather than putting it into bonus items? Well, as I said, I wish my game to be more realistic and I not willing to include bonus items. DoubleShotgun like all other useful items must be found on levels. There will be many secrets on maps and item spawning will be much like in Left 4 Dead in terms of repeated games (sorry, couldn't find any better word to express it).
Shotgun blast you 30 meters away, this is fucking anoying
My weapons WILL knockback zombies, but not so far :razz: . It's fair IMHO just because zombies run faster and can sprint longer than humans, have much health and it regenerates.
Also, regarding sprites taken from Strife. I didn't just rip them. I have to draw weapons in hands of Peasant. I will give proper credits for all thirdparty resources even free ones because I'm not a pirate and respect copyright & efforts given to make them. I can't contact to authors of Strife to ask for permission but I really need these said sprites because I see no better alternative, which so close resembles the image of general civilian. But everyone free to suggest such a sprite to me.

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RE: Infected Horde

#16

Post by Ivan » Wed Jun 13, 2012 4:36 pm

Oh I see, I'm pretty excited now ! Will we also get certain items like pieces of wood or barrels to use as blockades?
Last edited by Ivan on Wed Jun 13, 2012 4:36 pm, edited 1 time in total.
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RE: Infected Horde

#17

Post by Konar6 » Wed Jun 13, 2012 5:15 pm

Good luck with this project!

About ragequitting and skin glitching on ZH... since Skull--dronum is open source now, I may be able to take care of both these issues server-side - I'll have a look sometime.
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RE: Infected Horde

#18

Post by Edward-san » Wed Jun 13, 2012 6:26 pm

ibm5155 wrote: We are not artists, we don´t have so many money for pay someone to do some nice sprite....
If i concider the illegal things my projects wouldn´t even being showed, and who cares about a mod for a 18 years game that almost noone play it?
hm? If you use wisely the Realm667 resources you won't need money for make the mod good. :wink:
Last edited by Edward-san on Wed Jun 13, 2012 6:27 pm, edited 1 time in total.

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RE: Infected Horde

#19

Post by ibm5155 » Wed Jun 13, 2012 8:36 pm

Baah, realm667, almost most of the mods use it, I want new things...
I´m putting the credits from everyone that i can find on my mod, i can´t do like create HD textures with quality, i just can do some paint things '-', or sounds, i did someones but it´s not that good, at least all of my sounds are ok....
at least my problens is i don´t have too much quality for making sprites and sounds, so i gave the credits for who create that thing that i used...

But continue with the idea, just put in some place the credits for the author.
And about realm667 he still have rips from other games like cs, strife textures pack... I just a way to think if this turn a ilegal thing...

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RE: Infected Horde

#20

Post by ZzZombo » Wed Jun 13, 2012 11:40 pm

Will we also get certain items like pieces of wood or barrels to use as blockades?
Yes, I liked blocking ways with pushable items and definitely will include all needed for that in game. But none can block zombies for long time, I will make a counter for hits from zombies and when it reaches some value item will be destroyed or made unusable for blocking no matter that, I need some work on this though. Also I promise no barrel glitches, but there will be maybe some new though. After replaying Half-Life 2's Ravenholm I also decided to put more explosive items in map. Humans can use them to stun zombies and zombies can try to make a trigger-happy human to die... Some of them, gascans for instance, will put whotever was close to explosion on fire. But this is probably won't be in first public release since I have to get sprites first.

It's all gonna end! First public alpha (beta?) testing will be soon. I just need to finish zombies and make some levels. I just finished working on weapons to make them reloading after a clip was extahused or manually. That version won't have civilians or monster zombies due to lack of time to code/draw them. Only one class from each team, Military and Infected.

[UPD] Well, what's going on? Finished:
* Military class with some simplifications.
* Infected class.
* Almost all weaponery & armory.
* Sprint ability.
* Simple music manager like in Left 4 Dead games and music itself.
Working on:
* First map.
* Decoration.
* ACS scripting.
Last edited by ZzZombo on Thu Jun 21, 2012 1:37 am, edited 1 time in total.
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