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The Untitled Sauer Mod

by Acord on 05/25/2007 01:52, 94 messages, last message: 09/08/2007 00:57, 94401 views, last view: 05/17/2024 07:15

Very early screens from a Sauerbraten mod I've been working on. Comments, crits and questions welcome.

http://acord.789mb.com/mod.htm

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#15: Re: ..

by sinsky on 05/31/2007 13:43, refers to #14

I've always liked the "hordes of zombies" type gameplay rather than story-oriented ones. Now that I think about it.. maybe it also applies to online gaming as well - games with hundreds of zombies online tend to prevail over everything else these days the more, the better :)

But still, stories, although not as important as engine power, graphics, design, etc. should be considered more seriously. Some years ago me and a friend made a Doom (1&2) fan site and I translated the Doom story and events into my language - it was great fun, I still remember this as if it was yesterday..

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#16: Zombie mod

by theW4, finally can post again on 05/31/2007 21:31

Are you thinking about somthing like zombie mod for counterstrike?

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#17: Re: Zombie mod

by Acord on 06/01/2007 14:55, refers to #16

Don't know - haven't played it. I used to play CS Waaaaay back in the day, and then everyone started cheating, so it wasn't any fun anymore. I played the HL2 version for about a day and wasn't that impressed, so I haven't looked at it for awhile.

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#18: ..

by theW4, finally can post again on 06/01/2007 23:54

It basically that there is one team. At the begging of a round someone becomes a zombie. Everyone else is human. The zombie then has to knife a player once for them to become a zombie. Eventually, almost everyone is a zombie. The zombies have almost unlimited health as well, but players have unlimited ammo. Shooting a zombie in the head will force them backwards.

Zombie mod maps often have hidding places or objects that can be manipulated into bases.

It is definatly my favorite mod for css.





I dont know if that is the kind of thing you are thinking of or it you wanted more or a team hold out against an ever growing number of bots type of thing.

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#19: Re: ..

by Passa on 06/02/2007 02:54, refers to #18

Uh.. are you playing the same zombiehorde mod as I am? I'm pretty sure its a team of zombies vs team of humans. Nothing else :P

Its very much ala Left 4 Dead, that new co-op horror survival game by Turtle Rock Studios (uses the source engine too). Can't wait for that one..

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#20: ..

by Acord on 06/02/2007 06:40

Nope - it'll be a straight story SP game with the usual Sauer multiplayer stuff thrown in. I'll try for multiplayer co-op, but like I said - I'm not much of a coder. I can certainly mess around with existing code and add minor things, but something major like a new multiplayer mode is probably beyond my capabilities.

On a more interesting note, redid the shotgun(AGAIN) and I'm finally happy with it, got the launcher right on the first try, and I'll be doing the grenades as soon as a player model gets done so I can use the hand for the grenade HUD. Grenades will be hand thrown, not made of rubber, and very lethal.

I'll have some new shots up next week.

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#21: Re: ..

by theW4, finally can post again on 06/03/2007 19:58, refers to #19

No, most of the time i think i know what game i am playing.

http://www.zombiemod.com/

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#22: Re: ..

by Passa on 06/03/2007 23:43, refers to #21

So do I.

http://www.zombiehorde.com/index2.html

Looks like we're both right :)

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#23: Update 6/5/7

by Acord on 06/05/2007 08:36

Left to implement before MP Beta
-----------------------------
-Clip loading for weapons
-Muzzle Flash
-Different grenade behavior
-Player model with implemented VWeaps and multiplayer skins
-Grenade hudgun and vweap
-Plasma rifle projectile
-Two weapons carried limit
-Manual weapon pickups
-Manual reloading
-4 more maps
-New weapon and player sounds
-Ambient sounds
-a couple of new mapmodels
-New animated explosions(Particles)
-fragmentation grenade that does not create an explosion that goes through 4ft thick walls

I've decided to go with infinite ammunition for all weapons, excluding grenades.

I'll be attempting to balance this out with the damage, reload times, accuracy and rate of fire.

In the SP game I'm probably going to stick enough monsters in to choke a sandworm, and limited ammunition would really hamper the gameplay I'm going for. Collecting crap after a firefight is boring.

Since grenades will be the only type of limited ammunition, they'll be a *lot* more potent. Also, they won't count against the two weapons carried, although you'll be limited to 4.

As far as map sizes, there will be one small map, three medium maps, and one large map.

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#24: ..

by slider on 06/08/2007 01:24

Love to see some more screenies of the progress Acord

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#25: Reticle glow?

by demosthenes on 06/08/2007 07:22

Any chance you could make the red reticle/aiming aid on the guns glow, a la Sauerbraten grenade launcher? It'd be kinda cool.

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#26: Re: ..

by Acord on 06/08/2007 07:22, refers to #24

New screens posted from the 1st multiplayer map. Thinking about naming it The Garden. Still working out some of the ambient sounds, mostly water. This is the smaller 2 - 10 player map from the first planned release.

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#27: ..

by slider on 06/08/2007 18:15

This looks really good Acord

Keep up the excellent work !!!

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#28: I can download?

by Q009 on 06/08/2007 19:28

How to download? (if is possible)

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#29: ..

by Acord on 06/08/2007 22:05

Not up for download yet - Still developing it.

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#30: ..

by Acord on 06/11/2007 16:13

New screenshots of the first monster, a weak zombie. Not fully tagged, but I did manage to get it to use MD3 instead of MD2, and it animates correctly.

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#31: Get a project

by freegamer on 06/11/2007 16:27

Register a www.sourceforge.net project a for your mod and then you can use it to collaborate with other contributors - at the very least sf.net allows you have a version of it in a safe location. I've seen so many of these "I'll release it in a bit" efforts that end with "my computer crashed and I lost all my work :-(" so don't get stuck in perfectionism and fall into a trap; get it on Sourceforge and let others help you out.

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#32: Re: ..

by slider on 06/11/2007 18:35, refers to #30

looks really sweet dude keep those screenies coming...

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#33: gamemode

by theButcher on 06/12/2007 19:51

this looks really nice.
it would be cool to have a new gamemode - zombie invasion.
one person is human, gets a pistol, nothing else.
all others on server are zombies, they get their claws, and faster moving speeds than the human, better jumping, but nothing else.
it should take 5 or 6 shots to kill a zombie with the human.

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#34: Re: gamemode

by rancor on 06/12/2007 21:08, refers to #33

And have the first zombie who kills the human become the new human? That'd be pretty sweet, I can't think of a PC shooter with a gametype like that off the top of my head.

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