
![]() |
[ Resend Validation Email ] |
Welcome Guest [ Log In · Register ] |
![]() ![]() |
![]() ![]() ![]() ![]() |
OMEGA5.1 |
Posted: January 27, 2005 06:06 am
|
Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
This is my first suggestion - Directed at the devs....
Don't know if others have suggested this or not, but its on my mind, so im posting... I want to suggest the following: A.) New Zombies -----Zombie Birds -----Female Zombies (so we can mix male and females together) -----Fast moving (dont care what it is, just so we got somethin faster than zombies and fred) -----And I know this prolly can't be done... But somethin that climbs walls. B.) Enemy humans - like in Oposing Force. C.) TRIGGER-ABLE LADDERS |
Hudson |
Posted: January 27, 2005 06:39 am
|
||
![]() Just another Survivor ![]() Group: Members Posts: 37 Joined: January 21, 2005 ![]() |
My Opinion: New Zombies - A given Zombie Birds - ![]() Female Zombies - Would make it more realistic Fast moving Zombies - No. A Zombie's greatest strength is to fight in mass and overwhelm. They've been doing a good job so far. Climbing Walls - I like regular Zombies, The way the mod already has them. Human Enemys - No. The premise of this mod is for humans to survive against the undead.. not help the undead by killing eachother. The fact you can turn into a zombie yourself is cool enough. -------------------- ![]() |
||
Immoral Sniper |
Posted: January 27, 2005 06:40 am
|
The force is strong in me ![]() Group: BB Betatesters Posts: 1177 Joined: December 10, 2004 ![]() |
A ) Please read the list of things not to suggest pinned at the top of this forums before posting any other suggestions.
B ) Short answer: no. Anything lacking rational behind it is not entitled to a long answer. C ) That can already be done. I think that just about covers it. -------------------- BB Maps I've made...
bb_stronghold {Beta 9} bb_shootingrange {Beta 1} Threads you should read before posting... Immoral's List of Things Not to Suggest Immoral's Mapping Guide Forum Spammers Name (Number of spamming citations issued) Nikku (3), -KRUX- (2), Mitchell (2), hunter (2), Gneralas (2), CHAY (2), vyvu (2), Rustie1821 (1), w00t (1), dagny (1), Nandu666 (1), The.Raver(1), moecomputer (1), -=Jouni=- (1), santa_kills (1), DarknessGlams (1) |
Shoot_me |
Posted: January 27, 2005 06:48 am
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
How about tweaking the Zombie and grunt A.I. to follow info_nodes? Also, itd be great if new types of nodes would be added so that you could specify paths for grunts and zombies exclusively. Something like bb_zombienode and bb_gruntnode while keeping backwards compatibility with the current info_nodes.
-------------------- Still mapping away!! |
Immoral Sniper |
Posted: January 27, 2005 06:49 am
|
The force is strong in me ![]() Group: BB Betatesters Posts: 1177 Joined: December 10, 2004 ![]() |
Please read the list of things not to suggest before posting. That has already been covered.
-------------------- BB Maps I've made...
bb_stronghold {Beta 9} bb_shootingrange {Beta 1} Threads you should read before posting... Immoral's List of Things Not to Suggest Immoral's Mapping Guide Forum Spammers Name (Number of spamming citations issued) Nikku (3), -KRUX- (2), Mitchell (2), hunter (2), Gneralas (2), CHAY (2), vyvu (2), Rustie1821 (1), w00t (1), dagny (1), Nandu666 (1), The.Raver(1), moecomputer (1), -=Jouni=- (1), santa_kills (1), DarknessGlams (1) |
Shoot_me |
Posted: January 27, 2005 06:53 am
|
||
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Sorry, overlooked that one. -------------------- Still mapping away!! |
||
-KRUX- |
Posted: January 27, 2005 10:02 am
|
Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 228 Joined: January 20, 2005 ![]() |
someone should make a new kinda boss guy like Fred exept abit more fast and shit like that and test it out see if its any fun to play
![]() like that fat zombie lady of Dawn Of The Dead ![]() ![]() -------------------- ![]() ----------------------------------------------------------------------- When nagotiating with zombies you let the gun do the talking. |
OMEGA5.1 |
Posted: January 27, 2005 12:36 pm
|
Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
1. Immoral, no offense, but you gotta stop flooding the hell out of everyone's threads with your
"That was already in another thread, dont suggest that" I know you have 700+ posts, but your not a Developer or Modderator... Your a MEMBER, just like me and everyone else here. 2. If new zombie types do not come out, that will be the death of BB. New maps/weapons alone cant sustain this mod. 3. How are enemy humans irrational? The governments gotta cover the incident somehow... To call it "irrational" is irrational. 4. No, ladders cannot be triggered yet... The "start off" flag or whatever its called, does not work... and target name either. |
Marku |
Posted: January 27, 2005 12:55 pm
|
![]() Rotten Meat Group: Members Posts: 12 Joined: January 27, 2005 ![]() |
I think the zombies need to be able to climb or jump because people can stand above them and they're inaccessable. Kinda ruins the game abit if your protected by a step higher than them.
|
Immoral Sniper |
Posted: January 27, 2005 04:15 pm
|
||||||||||
The force is strong in me ![]() Group: BB Betatesters Posts: 1177 Joined: December 10, 2004 ![]() |
Though I may not be one, I have their backing in matters such as these.
Not really, keep thinking that if you like.
I did not call the idea irrational, I said it lacked rationale (I forgot the last letter when I posted the first time...). Definition: 1. Fundamental reasons; the basis. 2. An exposition of principles or reasons. - http://dictionary.reference.com/search?q=rationale
That is because it requires logical thinking and not, "oh no, I can't make it and trigger it directly so it can't be done at all" - Make the physical ladder into a func_wall_toggle and set flag "Starts Invisible" - Make the func_ladder as usual - Add a func_wall_toggle over top of both the previous two, have it start solid and change the render properties to make it completely transparent. Now true, this only works well on ladders near walls (though you can easily compensate with good geometry), but it still can be done. -------------------- BB Maps I've made...
bb_stronghold {Beta 9} bb_shootingrange {Beta 1} Threads you should read before posting... Immoral's List of Things Not to Suggest Immoral's Mapping Guide Forum Spammers Name (Number of spamming citations issued) Nikku (3), -KRUX- (2), Mitchell (2), hunter (2), Gneralas (2), CHAY (2), vyvu (2), Rustie1821 (1), w00t (1), dagny (1), Nandu666 (1), The.Raver(1), moecomputer (1), -=Jouni=- (1), santa_kills (1), DarknessGlams (1) |
||||||||||
OMEGA5.1 |
Posted: January 27, 2005 10:47 pm
|
||
Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
I already knew how to do that with ladders... That wasnt what I was talking about. I said TRIGGER-ABLE ladders......
I did not say that.... DO NOT MOCK ME. Like I said in the other post, do not be rude immoral. *guess I should redirect to that one, huh?* As for the rational thing... I forgive you cause of the misspelling ![]() |
||
Immoral Sniper |
Posted: January 28, 2005 01:46 am
|
The force is strong in me ![]() Group: BB Betatesters Posts: 1177 Joined: December 10, 2004 ![]() |
Well, since you can do that, then there is no real need to make triggerable ladders, as you can rig up whatever you need with the current entity set.
A lot of debugging and fixing to shave off a single entity or two is not worth the time unless Spin has nothing better to do or thinks it to be a worthwhile endevor... -------------------- BB Maps I've made...
bb_stronghold {Beta 9} bb_shootingrange {Beta 1} Threads you should read before posting... Immoral's List of Things Not to Suggest Immoral's Mapping Guide Forum Spammers Name (Number of spamming citations issued) Nikku (3), -KRUX- (2), Mitchell (2), hunter (2), Gneralas (2), CHAY (2), vyvu (2), Rustie1821 (1), w00t (1), dagny (1), Nandu666 (1), The.Raver(1), moecomputer (1), -=Jouni=- (1), santa_kills (1), DarknessGlams (1) |
Zero1328 |
Posted: January 28, 2005 08:09 am
|
Rotten Meat Group: Members Posts: 9 Joined: January 25, 2005 ![]() |
when you said "enemy humans" I first thought you meant allied NPCs with like a 50% chance of becoming a zombie instead of dying.
|
Shoot_me |
Posted: January 28, 2005 08:27 am
|
![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
*twitches*
How about proximity based voice communications like we had in one of those earlier versions of CS (before or around 1.3 I think..)? -------------------- Still mapping away!! |
Katayama |
Posted: January 28, 2005 01:15 pm
|
![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 133 Joined: December 08, 2004 ![]() |
i like the idea of another "boss" type zombie, make it faster (just this once) will add a lil more fear into the game
and yeh, i hate the "hide on cars/boxes" and you'll b safe forever ![]() -------------------- ![]() |