NLOWZSP - Requires Help

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Conmon
 
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NLOWZSP - Requires Help

#1

Post by Conmon » Wed Jun 27, 2012 4:30 am

Nope. It's not dead. :smile:

Image

NLOWZSP is what I hope becomes a totally awesome, do-whatever-the-heck-you-want sort of game that throws you into the zombie apocalypse. You've woken up in an apartment somewhere in the northwest, and it's up to you to figure out how you're getting out of this nightmare.

HELP: I need help with some aspects of coding, as well as sprites for environmental weapons, sounds, etc. If you're interested in helping, PM me!


For mappers:
Here's the download link to the textures to be used if you're mapping. You can use others, just include them in the map when you PM them.
http://files.drdteam.org/index.php/file ... xtures.zip

STORY:
A deadly biological weapon has been manufactured in the Middle East - a special nerve agent that could kill off portions of a person's brain - turning them into crazed, insane, killing machines. The nervous system itself would shut down as well, allowing these infected individuals to never experience pain - driving them to kill friends, family, and everyone around them until they were completely killed. A short time after the weapon was developed, a NATO military operation shut down the weapons facility, and scientists attempted to disable the weapon. They failed. An explosion the size of Greenland spread across the eastern portion of the world. The nerve toxin drifted across the entire planet, killing hundreds of thousands of people. Over the course of a week, though, these people "came back to life" - and all hell broke loose.

You wake up in an apartment building somewhere in the Northwest. The nerve agent has finally dissipated away, and it's safe to go outside - save for all the mindless zombies and psychopaths. You can't remember how you got to the apartment, probably a symptom of the nerve gas, but you do know that you have to get out of the city, and fast. The moans and wails of the zombies outside bring you to your senses. What do you do next? You decide.
Spoiler: Meet the Team! (Open)
Conmon: Project lead, mapper, spriter, coder
RaveYard: Coder
<Minigunner>: Tester, coder, spriter
Mentlegen: Tester
BloodyAcid: Tester, coder
Ænima: Tester
Monsoon: Tester
Hece: Tester, spriter
BoxcarRacer: Tester
mifu: Tester
Springy: Tester
Plans:
  • A day and night cycle (Day being the best time to go out and look for survivors, yet with a decent amount of zombies; Dusk being the most nerve-racking time as literally everything disappears from the streets - zombies, survivors, etc.; and Night, which obviously is the worst time to be out and about, as zombies really start roaming around then.
  • One giant level - I dunno about this, because already with about 1% of the final map done, this project has already moved itself into the "OpenGL only" stage. I like the idea of having one big level because people aren't forced to work together and keep "warping" to new levels - it's a completely player-driven experience, not a bro-op or team-building game.
  • Tons of weapons - you will be able to use almost everything as a weapon (staplers, hammers, 2x4s, cell phones, frozen dinners, shopping carts, etc.), and you can visit places like the Army Surplus, sporting good places, shooting ranges...
  • Endless amounts of zombies - zombies will slowly be spawning all over the city, giving you the option of barricading your home, or fighting them off. I hope to implement a feature that only spawns zombies when players are nearby, and removes them when players move away, to avoid unnecessary lag and stuff.
  • Missions - listening to the radio (voice actors or text-based?) will hint at missions you can do. Of course, you can seek people out yourself, and get jobs from them. Missions will hopefully never be forced on you.
As you can see, I have my work cut out for me... any help would greatly be appreciated. Right now I need voice actors, spriters, texture-maker guys, coders, and zombie sprites...
Spoiler: Weapon Setup (Open)
Conmon wrote:I just sketched out an idea for the weapon setup.

So for weapon slots:
Slot 1.) Weak melee: (Fists, Staplers, Scizzors, Cordless Phones, Books, etc.)
*Weapons do little damage, but are more resilient to breaking/snapping in half/splitting.

Slot 2.) Tough melee: (Brass Knuckles, Knives, Bullwhips, Monitors, etc.)
*Weapons do good damage, but have a higher risk of breaking (Knives will bend and snap... like that)

Slot 3.) Strong melee: (Tree branches, TVs, Computers, Shopping carts, etc.)
*Weapons do high damage, but break after a few attacks (Tree branches snap, TV's break, carts bend)

Slot 4.) Main Guns: (Rifles, ARs, Shotguns, Carbines, etc.)
*Weapons do insane damage, occasionally jam, but have little ammo, and don't break... unless used to melee.

Slot 5.) Sidearms: (Pistols, Machine Pistols, etc.)
*Weapons do a lot of damage, less than sidearms of course, but are ready to fire faster than Guns.

Slot 6.) Projectiles: (Frozen dinners, Frisbees, Plates, Garbage can lids, Soda cans, GRENADES, etc.)
*Weapons have varying degrees of damage, but can only be used once, and some cannot be picked up a second time (like grenades or frozen dinners or plates.)

Slot 7.) Gadgets: (Walkie Talkies, Radios, Binoculars, Flares, Firestarters, etc.)
*Gadgets don't do damage, but help the player(s) in missions or for other things. Some can only be used once (like flares and stuff)

Slot 8.) Environmental: (Book shelves, Desks, Wheels, etc.)
*Environment weapons are usually instant kill, but can only be used once. Typically, the weapons are thrown or shoved, and break on contact.

You can only hold one weapon of each type (EXCEPT for fists, they can be paired with another melee weapon in Slot 1)
Image

Now here's some WIP screenies:
Spoiler: Updated 6/30/12 (Open)
Added some more buildings.
Image
Duke Burger!
Image
Shop-n-Bag (Now with all that stupid fog removed)
Image
Inside the Shop-n-Bag:
Image
Bathroom slaughterhouse (yeah I used a BFG10k for that.)
Image
Added MUCH more vegetation to the level, to fit the game's location:
Image
Night time is approaching... thanks to Minigunner for scripting this:
Image
Spoiler: Old Trailers (Open)
Original NLOWZSP trailer (from April of 2011):
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
New trailer!
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
UPDATE (7/6/12):
As it stands I have a list of weapons I'd like to have sprited, and as time goes on I'll add some more (I need sprites for these):
- Weak Melee: Knife, Straight Razor, Switchblade, Stapler, Wrench, Rebar, Guillotine (the paper cutting one), Tree Branch, Scissors, Phone
- Tough Melee: PVC Pipe, Fence Post (The small construction kind), Cleaver, Speaker, Monitor, Lead Pipe
- Strong Melee: 2x4, TV, Fluorescent Light, Garbage Can Lid
- Primary Guns: (I got most of these covered)
- Sidearms: (Got these covered too)
- Projectiles: Plates, Frozen Dinners, Molotovs, Fireworks, Bottle Rockets
- Gadgets: Radio pickup sprite, Flares (pickup and HUD)
- Environmental: Book Shelf, Glass Pane, Desk

All of these use basic Doom hands, with black gloves.

Also, the one weapon per slot idea has been scrapped and replaced with a weight system - so now you can carry all your favorite weapons at once... if you're strong enough.
Last edited by Conmon on Sat Jul 21, 2012 12:23 am, edited 1 time in total.

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ALIENwolve
 
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RE: NLOWZSP

#2

Post by ALIENwolve » Wed Jun 27, 2012 5:20 am

Perhaps an ending system in which you ultimately escape the city through one method or another? Some final goal to work towards for the player; what specific one being their choice.

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Conmon
 
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RE: NLOWZSP

#3

Post by Conmon » Wed Jun 27, 2012 5:31 am

Well, there will be ways to escape. You just have to get creative with how you'll do it. I don't want to give too much away but the player CAN find a radio, and flares, and firestarters... plus, car keys can probably be found in places.

I actually have a list of mission types:
  • Search + Rescue: Find the damsel/mansel in distress, and escort them to safety.
  • Safehouse: Scout out a potential safehouse, and clear out all the infected.
  • Retrieval: Make your way into a hot zone to recover an item, and deliver it to it's owner.
  • Psycho Hunt: Enter a psychopath's hideout, and kill him. He's a danger to us all!
  • Scavenger: Explore the site of a car crash or zombie attack, loot any goods, and escape.
  • Defense: Defend an important location from the infected. Lives are at stake!
  • Investigation: Explore an area not listed on the map, and determine if there's a reason why it hasn't been mapped yet...
  • Merger: Storm the fort of a survivor faction, and have a chat with the leader to see if they can help you.
  • Gang War: Interrupt a faction war out on the streets, and escape before the zombies arrive.
  • Call for Help: Attempt to make a distress call - ready S.O.S. materials, activate them at a designated spot.

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ALIENwolve
 
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RE: NLOWZSP

#4

Post by ALIENwolve » Wed Jun 27, 2012 5:36 am

Rescue is risky. Friendly pathfinding is certainly unreliable. I think your best bet would be carrying the target in question so they don't have to trip over their shoelaces.
Last edited by ALIENwolve on Wed Jun 27, 2012 5:36 am, edited 1 time in total.

Zanieon
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RE: NLOWZSP

#5

Post by Zanieon » Wed Jun 27, 2012 5:37 am

why i think you got some of these ideas from the Left 4 Deads?
but fuck it, we are talking about zombies, so there's no many options to escape from a city.

probably the most suicidal method is leave the city with a bike or scooter, lol.
Image

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Conmon
 
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RE: NLOWZSP

#6

Post by Conmon » Wed Jun 27, 2012 7:17 am

I like the idea of carrying the rescued person to safety - maybe just being able to kick zombies away or something. And I'd have to say even escaping on a bike would be cool too.

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Ænima
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RE: NLOWZSP

#7

Post by Ænima » Wed Jun 27, 2012 11:24 am

Glad to see this is back! Hope it's not too much work. I would help if I wasn't already super busy myself. :/
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RE: NLOWZSP

#8

Post by Springy » Wed Jun 27, 2012 11:49 am

Looking good, I thought when you turned that tele on in the video that the girl from the Ring would pop out of it. I love that idea of the slot 8 weapons.
[quote=Zero X Diamond ]Careful, you don't want to push that Pikachu dude to action. Who knows what unspeakable things lie in store for you? Maybe he'll... send you another nasty tweet![/quote]
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RE: NLOWZSP

#9

Post by one_Two » Wed Jun 27, 2012 11:51 am

Wow, having seen the video a while ago I was sad at the prospect of maybe never playing this, so cheers.

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RE: NLOWZSP

#10

Post by katZune » Wed Jun 27, 2012 3:32 pm

:D! back, so glad!, hope you will make this epic
Whitout a good PC ATM, i will back when 2.0 come out, :)
Spoiler: The True (Open)
Ijon Tichy wrote:
Catastrophe wrote: Banned on grandvoid for trolling Zombie Horde and all out war (blocking, destroying my own base, etc)
Kicked from El Zoido's all out war for nuking our teams base
Kicked again from el Zoido's server for fucking up the warfactory so bad that mechs couldn't spawn anymore
I see no offenses here

only justice

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Conmon
 
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RE: NLOWZSP

#11

Post by Conmon » Sat Jun 30, 2012 8:39 am

Alright, folks. Now I'm really rolling. I've got a map planned out for the city, which is now known as Brookstead, Washington. I'm about 5% done, seeing as I've finished the one little piece on the map, and about 20 of those fit into the whole shape of the map.

I'll be making some changes to the zombies - adding new types, changing spawner settings, etc. Also, I've got a list of zombie types I'll put in here:
  • Walkers: The typical slow-movers of the infected. They do fairly decent damage, but they're no problem to outrun.
  • Runners: These guys are faster, usually at a jogging pace. They are weak, though, and can be taken down easier.
  • Crawlers: The legless aggressors of the infected. They can do decent damage, but move so slow it's hardly an issue.
  • Gas Zombies: These guys still have nerve toxin steaming off of them. They're rare, slow, but extremely dangerous.
  • Flame Zombies: Who knows what accident lit them on fire - they can be seen from afar, and they're fast. Not good!
  • Psychopaths: Various people affected by the nerve toxin - it's driven them insane. Worse than zombies.
  • Humans: Your fellow species may not trust you. Always be cautious when trying to make friends.

SK8
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RE: NLOWZSP - Requires Help

#12

Post by SK8 » Tue Jul 03, 2012 8:12 pm

Ill Will Help You with the map and zombie sprites
It will Nice if You Can tell Me What to do
:lol:


Ill will Send Some ideas Ok :wink:
Last edited by SK8 on Tue Jul 03, 2012 8:14 pm, edited 1 time in total.

Mentlegen
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RE: NLOWZSP - Requires Help

#13

Post by Mentlegen » Fri Jul 06, 2012 11:33 am

Aaah The NLOWZSP......i spent a lot of time staring at the old skulltag thread for it just wishing it'd come back, looks like my wish came true :biggrin:

If i knew anything about making sprites or coding i would definitely help out, but i'm a twit when it comes to that. Hope it all goes well! can't wait to see it in a playable state :wink:

BloodyAcid
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RE: NLOWZSP - Requires Help

#14

Post by BloodyAcid » Fri Jul 06, 2012 4:10 pm

If you need any help, I can make some sprites using random objects for weapons ;)

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Conmon
 
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RE: NLOWZSP - Requires Help

#15

Post by Conmon » Fri Jul 06, 2012 6:24 pm

BloodyAcid wrote: If you need any help, I can make some sprites using random objects for weapons ;)
Hey, that would be great!

As it stands I have a list of weapons I'd like to have sprited, and as time goes on I'll add some more:
- Weak Melee: Knife, Straight Razor, Switchblade, Stapler, Wrench, Rebar, Guillotine (the paper cutting one), Tree Branch, Scissors, Phone
- Tough Melee: PVC Pipe, Fence Post (The small construction kind), Cleaver, Speaker, Monitor, Lead Pipe
- Strong Melee: 2x4, TV, Fluorescent Light, Garbage Can Lid
- Primary Guns: (I got most of these covered)
- Sidearms: (Got these covered too)
- Projectiles: Plates, Frozen Dinners, Molotovs, Fireworks, Bottle Rockets
- Gadgets: Radio pickup sprite, Flares (pickup and HUD)
- Environmental: Book Shelf, Glass Pane, Desk

All of these use basic Doom hands, with black gloves.

Also, the one weapon per slot idea has been scrapped and replaced with a weight system - so now you can carry all your favorite weapons at once... if you're strong enough.

Any new ideas are welcome!

BloodyAcid
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RE: NLOWZSP - Requires Help

#16

Post by BloodyAcid » Fri Jul 06, 2012 9:00 pm

Pan? /shameless promotion

Do you have any template for the black doomhand gloves? Maybe something from http://i.minus.com/iU4hoKTWtthPa.png

(Or maybe http://i.minus.com/ibkY4baLrUYs3C.png)

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Conmon
 
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RE: NLOWZSP - Requires Help

#17

Post by Conmon » Sat Jul 07, 2012 3:34 am

BloodyAcid wrote: Pan? /shameless promotion

Do you have any template for the black doomhand gloves? Maybe something from http://i.minus.com/iU4hoKTWtthPa.png

(Or maybe http://i.minus.com/ibkY4baLrUYs3C.png)
:eek: whoa.
Oh mah gawd.

I checked my sheet and I don't have any saved on there. I'll whip one up for you though, with the proper glove color n' stuff.... gimme a couple... years. :neutral:

EDIT: Alright, whipped one up as quick as I could with Spartacus on TV:
Spoiler: dem gloves (Open)
Image
Last edited by Conmon on Sat Jul 07, 2012 8:14 am, edited 1 time in total.

Mentlegen
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RE: NLOWZSP - Requires Help

#18

Post by Mentlegen » Sat Jul 07, 2012 8:13 am

Hey, it's probably pointless for me to ask this, as i'll probably be rejected, but did you need/want any testers? i'd happily test this for you!

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Conmon
 
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RE: NLOWZSP - Requires Help

#19

Post by Conmon » Sat Jul 07, 2012 8:18 am

Mentlegen wrote: Hey, it's probably pointless for me to ask this, as i'll probably be rejected, but did you need/want any testers? i'd happily test this for you!
Yes it's pointless to ask.... cause I'd say yes!!! I literally have two people testing this right now, and I'm struggling to build up a new team - and testers are always welcome. I'll send you a sloppy PM since I'm literally seconds from falling asleep on my keyboard - and I'll have all the files n stuff ready.

Mentlegen
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RE: NLOWZSP - Requires Help

#20

Post by Mentlegen » Sat Jul 07, 2012 8:32 am

AWESOME THANK YOU SO MUCH!!!!!!! *proceeds to plan for death after testing because life will be complete*

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