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Fez Boy |
Posted: February 19, 2006 12:17 am
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Rotten Meat Group: Members Posts: 6 Joined: February 19, 2006 |
Hello all. I play an MMO game called Urban Dead, which features zombies. Much like your modification, in fact. A large portion of that game features survivors hiding in buildings which are barricaded. And it's the first zombie game I've ever played with barricades. And it works.
Could this be added to Brainbread? It could work by having a number of items in buildings. You'd push them to the doors, which would then be harder to open. Zombies (and humans) would have to smash at the doors and barricades to get in. You see? |
^Ben |
Posted: February 19, 2006 12:39 am
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Real zombie Nemesis Group: Members Posts: 364 Joined: February 05, 2006 |
Development on BrainBread classic has ceased, but BB: S is "alive and well" so i'm gonna move it there.
Also I'm gonna check out this Urban Dead game -------------------- Left the BB:S Team.
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Fez Boy |
Posted: February 19, 2006 12:49 am
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Rotten Meat Group: Members Posts: 6 Joined: February 19, 2006 |
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Mr.Retardiusman |
Posted: February 19, 2006 02:47 pm
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Experienced Killer Group: Members Posts: 59 Joined: January 22, 2006 |
yaaay is it a free game?
Edit: I know this game... it looks kinda gay! This post has been edited by Mr.Retardiusman on February 19, 2006 02:50 pm -------------------- Why do's that zombie eat him? I'm much tastier
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Hobo Ninja |
Posted: February 20, 2006 02:15 am
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Last hope of Mankind Group: Members Posts: 722 Joined: December 18, 2004 |
I play Urban Dead, I am a unranked member of the Creedy Defense Force, I just made a run to the hospital and got 20 FAK's I am back at Fort Freedy in the Armory now.
But yeah I would really love to see barricades in the game...but I don't think you should just have unlimited supplies to build it, you should have to break chairs or find lumber and it works like a weapon and when you fire it by a door or window it goes across it. -------------------- |
Fez Boy |
Posted: February 20, 2006 09:46 pm
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Rotten Meat Group: Members Posts: 6 Joined: February 19, 2006 |
Exactly. You should have it useful but difficult.
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Mic2070 |
Posted: February 21, 2006 06:58 pm
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Doom Trooper Group: Old BB:S Betatesters Posts: 1112 Joined: July 29, 2005 |
Like the use button on objects in hl², plus the capacity of turning them around, like in some mods.
With some physics props this should be fine. -------------------- |
Fez Boy |
Posted: February 21, 2006 08:54 pm
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Rotten Meat Group: Members Posts: 6 Joined: February 19, 2006 |
Great. Now I just need to scrape together some money to buy HL2 and wait for the mod to come out.
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Alazull |
Posted: March 07, 2006 02:56 am
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Rotten Meat Group: Members Posts: 9 Joined: March 07, 2006 |
My suggestion would just be to add enough material to construct hasty barriers. Keep in the old box and sand-bag barricades for areas that are marine controlled.
This could help in the mission objectives where the humans must hold a position for a certain amount of time. Also, like the church map in the BB campaign, one can attempt to close off routes for zombies to enter from. |
MeMB |
Posted: March 07, 2006 02:52 pm
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Experienced Killer Group: Members Posts: 96 Joined: February 18, 2006 |
I just got a nice idea. Add in the ability to carry stuff (Like in HL2). That way you can place objects infront of doors. When zombies can't resort to anything other than breaking the barricade, there AI starts attacking the objects (Could just be standard melee attacks). These attacks will make the objects fall off, or be destroyed if hit enough times. Would be alot of coding though.
-------------------- "The dumber people think you are, the more surprised they're gonna be when you kill them." -William Clayton
Sig thingy made by me. |
Alazull |
Posted: March 07, 2006 09:17 pm
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Rotten Meat Group: Members Posts: 9 Joined: March 07, 2006 |
If I'm not mistaken, the scripts for the headcrab zombies in the single player campaign execute the same behavior when confronted with barricades.
Also, they'd crawl even when severed in half if still alive. |
Fez Boy |
Posted: March 07, 2006 11:18 pm
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Rotten Meat Group: Members Posts: 6 Joined: February 19, 2006 |
Nice. If you implement this on maps with less weapons, the end result could be more strategic.
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