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Thread: Ways to make zombie mod better?

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  1. #1
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    Our Zombie Mod server has a very peculiar setup and balance to it that other Zombie Mod servers do not. The theory that I use for the server follows these guidelines:

    - Server should be Unlimited Ammo (UA)
    - Gameplay should be diverse
    - Zombies and humans must be balanced

    Most UA servers don't really follow these guides. Our ZM is modeled off of Zombie Network II and III, both UA servers run by my friend in Germany. However, where MoOnLiGht pushed hers to be very well balanced, they both ended up with a lack of diverse gameplay. On both servers many weapons are restricted and the prop menu is limited. So, here I wanted more fun options for the players. Our ZM has probably the most diverse gameplay I've ever seen. All guns are unrestricted, we have a !weapons menu, and our !propmenu has more items than any other place. We even have parachute enabled on some maps.

    But because of these liberties for humans I had to give the zombies the Barrel Roll so that they can have an edge as well. Humans can use any gun and can spawn plenty of good props, so the Barrel Roll becomes a necessity for zombies to even the field. Zombies also have lower health than normal, making the Barrel Roll even more important.

    With that said, this does not mean I am not open to new suggestions for the server. ZM is always a little crazy, and that's my goal with the server -- to keep it a bit unpredictable. Things are more fun this way. The stuff you mentioned seems like it could really screw up the balance on the server, so I may hold off on it for a while. Zombie Classes might be something I can look at though. But I don't know what the classes would be. Anyway, there are some things I have been trying to develop recently to change game play... Whether or not they are successful is anyone's guess, and other stuff has failed in the past. (Flame thrower for example.) But anyway y'all might find these interesting:

    Cloaking Device:
    - Zombies could cloak for a few seconds at a time to sneak up on humans.
    - Zombies can not attack while cloaked.
    This would help zombies out vs climb campers such as the box tower in horror center.

    Rocket Launcher:
    - Humans can buy a rocket for 4 credits.
    - They can shoot it at zombies to blow them up.


    Whether these are good ideas or not, I have no idea. But the point is that I am always open to suggestions as long as it wouldn't compromise those three guidelines for the server.
    Last edited by Natalya; 08-31-2009 at 04:35 PM.
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  2. #2
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    Quote Originally Posted by NatalyaAF View Post
    Cloaking Device:
    - Zombies could cloak for a few seconds at a time to sneak up on humans.
    - Zombies can not attack while cloaked.
    This would help zombies out vs climb campers such as the box tower in horror center.

    Rocket Launcher:
    - Humans can buy a rocket for 4 credits.
    - They can shoot it at zombies to blow them up.
    Holy shit. Both of these sound like interesting ideas. Are these in the works or just mere thoughts as of now?
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  3. #3
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    Quote Originally Posted by NatalyaAF View Post


    But because of these liberties for humans I had to give the zombies the Barrel Roll so that they can have an edge as well. Humans can use any gun and can spawn plenty of good props, so the Barrel Roll becomes a necessity for zombies to even the field. Zombies also have lower health than normal, making the Barrel Roll even more important.

    Zombie Classes might be something I can look at though. But I don't know what the classes would be.



    what i ment is to change the barrel roll for and infection bomb becasue the barrel roll is verrrry hard to use in situations

    Zombie classes

    -poisen zombie 10000 Hp 5% pushback 1000 gravity (uses the poisen zombie model)

    -fast zombie 3000 Hp 100% pushback 300 gravity (can leap to enemys by crouch jumping)[uses the fast zombie model]

    -climb zombie 5000 Hp 30% pushback 800 gravity (instead of breaking cades with E they can climb walls with E key)[could use the zombine model (from HL2)]

    -normal zombie 7000 Hp 50% pushback 800 gravity (uses normal zombie model)

    -headcrab zombie 2500 Hp 60% pushback 700 gravity (zombie with low Hp but when dead the player can be a headcrab that has 500 Hp when jump it leaps and if it gets on the enemys head its turns him into a zombie but if it hits somebody on the body it takes 4-5 hits to kill him) [the headcrab zombie thing can take a lot of scripting]
    ---------------------------------------------------------------------------------------------------------------------
    what about adding a antidote like in 1.6????
    Last edited by JaX; 08-31-2009 at 09:19 PM. Reason: Automerged Doublepost

  4. #4
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    Quote Originally Posted by NatalyaAF View Post
    Cloaking Device:
    - Zombies could cloak for a few seconds at a time to sneak up on humans.
    - Zombies can not attack while cloaked.
    This would help zombies out vs climb campers such as the box tower in horror center.

    Rocket Launcher:
    - Humans can buy a rocket for 4 credits.
    - They can shoot it at zombies to blow them up.
    Nat i love the idea and you should put it on ASAP!!!!
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  5. #5
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    if zombies can cloak wouldnt that make them more powerful?

    and like enemy said i doubt that the zombies are overpowered. its easy to hold off 1-3 zombies at the same time but if there are more ur fucked no matter if they have less hp or not. and why would you leave ur caded spot when ur already in it?
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