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Everything posted by Ywa
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No, I will be only doing the scripting. I'm paying someone else for the mapping/modelling (probably).
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Yes. But I'm going to try to keep it as original as possible.
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Save Our Souls Introduction Save Our Souls is a new Garry's Mod game mode which I will create the coming weeks. It will be a heavy (real heavy) modified version of Zombie Survival. Combined with game-aspects from Left 4 Dead, Zombie Master and Zombie Panic! Source. The story Story is inspired from the movie I am Legend. In a village outside the big city there are 5 survivors. Survivors of the KV virus. Only 2% of people on this island are immune to the virus. But it guarantees nothing. Victims of the virus still want you dead. Why we still live? We have got weapons. The government removed all abilities for us to go to the mainland. They thought all humans would turn into an infected someday. They are wrong, but they just don't know. Finding a way to return to the mainland will take years on such a big island. But we don't got anything else to do anyways. Features 5 playable humans. Both human and zombie NPCs. It's an active game. Don't expect to take a break. Playable zombie classes. Director The game mode will be depressing. Don't expect this to be easy winnable. Apart from finishing the map, you will need to complete several objectives. You will even rescue other immune humans. Story will exist from ~ 5 maps including several mini finales and one big finale. Zombie classes The director decides as which class you will spawn and where. In most times this is close to where the humans are. Normal zombie This class is a NPC and won't be playable by players. A common infected zombie. Can walk fast and will attack you. No matter if you kill them or not. Fast zombie Almost the same as the Fast Zombie in Zombie Survival. However, this Fast Zombie can grab humans and attack them. Only other survivors can kill the zombie to let it lose the human. Immolator Can block paths by creating large fires. Is immune to bullets and flames. The only way to kill him is by using melee weapons. Screamer Don't get close to the screamer. When he screams he will damage your ears and eyes for a small time. Even if you can't see him because your eyes are damaged. Make sure you run away. One claw hit from him and you're out. Crow Not a real class. If you are dead and must wait for your next spawn. You will be able to fly around with a crow. Also spectators will be able to fly around. And other yet announced classes. Weapons (for humans) The humans will have a large arrange of weapons. Weapons can be found at special places in the map. The players start with their fists, a melee weapon and one pistol. A few weapons you can expect are: [*]Flamethrower [*]Bazooka [*]Chainsaw [*]Army weapons Item shop, GC and achievements The game mode will have unique items in the shop which can be bought by Green-Coins (which are exchangeable with the other Garry's Mod servers). New achievements will be available too. End Don't expect this game mode before Christmas. It's going to be large. What do you think about this idea? Suggestions etc. are welcome.
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I'm cancelling this update, because I think we might lose players with the new system. However, small changes like the possibility to drag stuff with E and the hammer will be put on the server. I will continue working on a new game mode called Save Our Souls. Which will be a spin-off of Zombie Survival. Which will be more in Left 4 Dead style. I'll publish a new topic about this game mode within a hour. Sorry guys, I'm real sorry I won't replace the old ZS. Maybe ZS will phase out as soon as Save Our Souls is active. It's just the best if I will make Save Our Souls from the current modified ZS.
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If I would add a new class I already have an idea myself.
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We will probably add that as soon as we linked the forums with the Green Coins. So we can verify steamids.
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Some work in progress screenshots. I might start a beta test this evening. Will post an announcement when it's time! I also need some game tips (around 20 total). One like you see at the top (yeah I know I made a typo there).
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Yes. Edit Also. The infliction percentage won't appear after the update. The director calculates the difficulty and if the difficulty is hard (for humans) new classes will be unlocked. Classes might lock again if the difficulty lowers.
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The big update might take a few days longer. I expect the first beta test (which everyone is invited to) coming friday evening. After that beta test I need to balance everything more, before putting it up on the server.
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Your old application has been denied earlier today. Just wait a few months.
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It's of course because it is a custom map. Players need to download it and they simply don't want to wait. Really.
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Sorry, but it's required since zombies don't get a flashlight anymore.
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To reward skilled players. The director will place better weapons with the players who got more skills. This doesn't mean that the newbies don't get any good weapon. But they have less chance. The director will decide it all for you guys.
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Every map will have around 40 drop points, which are human made. The director picks random from them (or almost random).
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Don't worry. It won't take 10 minutes to get a better pistol (deagle/elites/glock3). Also, the director will check where the humans are and if there are a few humans with no weapons it will drop more there instead by the players who already got a pistol. It's not completely random. I believe new players don't like ZS because of that. They always stay with the pistols and sometimes an uzi. It's not fun to them. This increases the fun for both new and experienced players. Yes, it's kinda ZPS. However, in ZPS the weapons are dropped immediately in the game. There's no special code which checks what the players are doing etc. etc. I'm thinking about holding small beta tests first this week (with regular players). Just to balance it more out and to receive more ideas. Also, one of the new melee weapons is the Hammer which allows you to nail (weld) props to each other. You may think that it unbalances the game. However, zombies can still break the props.
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End of this week probably.
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Change log so far for coming update: [ADDED] New weapon system (random drops) (start of a simple director like L4D). * [ADDED] New optional HUD named Futuristic by Redgord. [ADDED] Ability to drag props with the E button (humans only). [ADDED] Realistic movement (heavier guns will make you walk slower). [ADDED] Small welcome message. [ADDED] 6 new melee weapons (thanks Deluvas). [ADDED] Toxic Fumes heal zombies. [CHANGED] The only load out weapon will be your fists. Other weapons will be dropped in the map during the game. * [CHANGED] Improved ironsights. [CHANGED] Improved post process effects. [CHANGED] Post process and colormod will be forced on. [CHANGED] Improved film grain (will be enabled on default). [CHANGED] Combined Headcrab and Fast Headcrab. Thus combined to 1 class. [CHANGED] New intermission (end round stats). L4D style and will include small game tips and personal stats of round. * This new director is kinda like the L4D director. However it does other things. It decides when and where to drop weapons and health. Future upgrades will make the director even more powerful. Then it will also decide when to drop ammo, play ambient sounds, manipulate horde meter.
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Everytime you play a map there will be a large range of weapons available. However, sometimes an awp won't be dropped etc. etc. Or very good weapons will only be given like 5 times instead of 20 with pistols. Small note: Health will also be dropped in the level. This is one of the main things to balance the game. @ CowChucker: I will try to balance the game as much as possible.
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If there are like 25 humans alive, I think it will drop around 15 weapons. But that also depends on the amount of zombies (and maybe also their skills). If they suck at playing the humans will get less weapons. See it like a simple version of the L4D director. @ Ni Pah: Ammo regeneration will stay the same. I might update that later too if people like the new weapon system.