Okay, I know I seem like I am praising Meta here, but his spawn system is very good. I will explain. All zombies start out in what he calls a "fun room". Either after 30 seconds or the humans hit a switch, the zombies go though a teleporter and start as common infected, and once they die they spawn in tubes randomly. And they have 3 secs to pick up the weapon. Then they jump down a tele and they go to the map. It's very smooth and balanced. Ps- I am working on the wright up right now, I am looking for things on the thread on decided. Also, I am hoping you guys have Microsoft Word, (I'm using 2007) so just if anyone wants an early copy sent to them, you might need Word. The title right now is "Left H3 Dead" Just a random idea. Tell me what you think.
I'm going to steal your thunder and do my own write up Human traits Spoiler Primary weapon: Magnum Weapon pickup: Enabled Damage Resistance: 150% Shield Multiplier: 4x Overshields Shield Recharge Rate: 0% Damage modifier: 200% Speed: 100% Gravity: 150% Radar: Normal Mode Radar Range: 25m Waypoint: visible to everyone Infinite ammo: disabled Zombie traits Spoiler Primary weapon: Energy Sword Weapon pickup: Disabled Damage Resistance: 100% Shield Multiplier: Normal Shields Shield Recharge Rate: 0% Damage modifier: 25% Speed: 150% Gravity: 75% Radar: Enhanced Mode Radar Range: 25m Waypoint: Visible to Allies Immune to Headshots: Enabled Infinate Ammo: Disabled Forced color: Zombie Custom Power-up traits Spoiler Duration: 90 seconds Weapon pickup: Disabled Damage Resistance: 1000% Shield Multiplier: 2x Overshields Shield Recharge Rate: 50% Damage modifier: 50% Speed: 100% Gravity: 75% Leech: 10% Immune to headshots: Enabled Infinite ammo: Enabled Forced Color: Red Misc. Game info Spoiler 4 rounds Random zombies next 5 minute rounds Alpha Zombie Traits: All unchanged Last Man Traits: All unchanged Respawn Time: 3 sec. Suicide penalty: 10 sec. Respawn Traits (for 3 seconds): Weapon Pickup Freindly Fire: Disabled 50% Zombie count Scoring Kill a Zombie: 1 point Kill a Survivor: 5 points Last-man Bonus: 2 points Suicide Penalty: -5 points Betrayal Penalty: -5 points Anything I didn't put is unchanged...unless I forgot it... I changed the round information and I think 5 minutes runs smoother, but I think we should converse about more details like vehicles and other unsure areas.
i believe you forgot the round information, 4 rounds, 10 minutes each, random zombies to start, aside from that, I think that's everything.
Alright I have some final finishing touches on the Left for Dead gametype -Ability to use vehicles, on or off -Spawn time on tank equipment -Defensive equipment for the Humans -Time limit for each round and -Zombie wait time I suggest that we allow vehicle use, because, you cannot use turrets and using turrets would place a heavier emphasis on teamwork, this is because using a turret means your back is exposed to zombies and without a teammate watching your back you will die. The other side to this is that it kills aesthetics, vehicles that were once used for scenery will now need to be replaced The spawn time on the tank needs to be just right, it needs to be in a spot where a good team will still be on top of the zombies and a bad team is starting to crumble, the tank needs to almost be a test for the team to see if they are good or not. The equipment for humans should not be the equipment from Left for Dead, it needs to be used for setup and in a clutch moment, like a tank. I nominate 2 Trip mines and 2 firebomb grenades for the standard equipment. The time limit is also important because it needs to be just right, it needs to accompany at least 2 tanks. And if the humans find a "jesus area" where the zombies have a hard time getting to the time limit needs to end the game before the zombies get upset and quit. This aspect depends an the tank equipment spawn time. and the zombie wait time needs to be between 30-60 seconds and I think we should all have a concrete time that every map abides by.
for boomers use flamethrower an flame nades, for smoker use splaser,tank gravhammer, and for hunters use swords. survivors get smg,magnum,ar,sniper,and shotty. also get mines. map must hav fusion coils
I agree that vehicles should be turned on, the visual benefits of having it off don't out way the game play benefits of having it on. As for tank equipment 30S minimum up to a minute max, don't forget we can't schedule our tanks like L4D does, we rely on a random spawn system, so our tank's gear must spawn faster then L4D's tanks to keep the timing about right Equipping the humans, Its pretty much official they get a pistol, assault riffles, sniper riffles and shot guns, as for your proposed equipment set up I have only one problem, humans can pick up extra stuff by accident, so to prevent this there should be 8 fire bombs and 4 trip mines, besides that I agree that we shouldn't use spike grenades, as they have little use without massive hordes of zombies, and we only have 4. Time limit per round, 5 minutes minimum, to give the zombies a chance to play through the different classes and get a tank, to 10 minute maximum, any longer and any humans who discover a glitch will start to REALLY annoy the zombies. Finally I say 30 seconds of zombie free starting time for the humans, It shouldn't take THAT long to get set up, and the less down time we have the longer the action takes place. otherwise, it looks good Meta, I'm waiting to see the final copy
The way we built the Tank in the gametype is so that he is very strong and has just enough health to take one human with him, so he needs to be very infrequent. and at 30 seconds minimum means that zombies can exit the gate with a tank on their side. I think that at 90 seconds or at 120 seconds would make him frequent enough to end a match and infrequent enough to add an element of surprise. before we add firebomb 'nades we should test their effectiveness against tanks. 5 minute time agreed? 30 second start could be a little fast, I mean in maps like cheesejam's the humans need more setup time, I think 45 seconds would be fine, but this could be determined by the creator, just has to be in the 30-60 second time frame.
This is my idea for the gameplay and maps L4D | Halo 3 Assault Rifle Assault Rifle Pistol Magnum Uzi SMG Shotgun Shotgun Hunting Rifle Sniper Rifle Propane Tank Fusion Coil Pipe Bomb Frag Grenade Molotov C. Fire Bomb Basic Melee Sword Adv. Melee Gravity Hammer Health Pack Overshield Common Door Pallet Gas Can Trip Mine Zombie Classes Hunter - Active Camo, Energy Sword, Grav Lift Boomer - Flare, Energy Sword Smoker - Sentinel Beam, Energy Sword Tank - Gravity Hammer, Energy Sword, 2 Frag Grenades, Custom Powerup Common Infected - Energy Sword Custom Powerup Traits (Tank) 1000% Damage Resistance 2x Overshields 110% Damage 90% Speed 50% Recharge Human Traits 150% Gravity Weapon Pickup Starting Weapon Magnum No Radar Visible to Everyone 300% Damage Resistance 2x Overshield 0% Recharge Full Vehicle Use (For Turrets) No Starting Grenades Zombie Traits (Same For Alpha) 150% Gravity 125% Speed Starting Weapon Sword Weapon Pickup Enabled for 15 sec No Shields Headshots Enabled 150% Damage Resistance Respawn Time 10 sec No Radar 75% Damage Modifier
Woot. I'm back, somewhat. (I will be moving back and forth from Xforgery, and ForgeHub.) Egg.. If you didn't read the last 30+ Pages, We can't have Med Packs with the health system we are going with. Also, during a game yesterday I was playing with Meta, and 1000% Damage Resistence is to weak, 2000% worked a lot better. Also, Recon, I was wondering if I could bring this thread over to Xforgery, I would type it up and that, but trust me. I would give you the credit for the whole idea.
When I get a few creases ironed out of the gametype I'll post a thread on how to make a L4D map with the specifics mentioned here (spawn method, equipment, weapons, etc.)
i have 2 L4D maps i made no mercy finale and blood harvest finale i have pictures on in the file set i have my own infected system but its really based on if the infected and survivors can follow the rules -no assasinating(its unfair) -infected arent allowed to pick up human weapons (except smoker can pick up sniper rifle but ONLY if its where he spawns) -no tele camping the tank is pretty weak (he only gets overshield cause hunter gets custom powerup) he dies in probably 2-3 shotgun blasts so u have to try and suprise the survivors if ur a tank smoker gets a sniper boomer gets flare or energy drain hunter gets custom powerup Bungie.net : Halo 3 File Details
Well, I can't think of a better time to use the new ability to Necrobump threads for a cause. I have FINALLY gotten the Left 4 Dead game variant ironed out and posted, find it here I also posted two maps to go along with the thread. The Church RooftopFinaleV2