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Cube Engine - Zombie Mod

by Mukkanovich on 12/29/2005 21:41, 29 messages, last message: 01/15/2006 19:18, 7248 views, last view: 05/18/2024 03:47

Okay well, I have experiance in modding the cube engine as I created the Sopo mod not long back, however, now I have an idea that is better suited.

A zombie mod. A total of two player models, human and zombie. I havent checked polycount for any zombie ones yet but they will have plenty of decent humans.

It will have one main map, more if other want to contribute to more maps.

It will have four weapons, knife and three types of pistol:
Degal
(pistol from sopo)
and a normal pistol

For one of the poistols we can ask if we can borrow makke\'s pistol model and skin I am sure he wont mind.

However for the knife and other two pistols we will have to ask makke if he can make us two new pistol models and/or skins and a knife model.

The maps will be town like area\'s.

I am more than capable of doing the coding side to all of this. I have experiance in map making (I know everything about making maps, I just lack some creativity skills).

Seeming as we will need diffrent floors in the houses maybe we should use the sauer engine?

Who is interested in helping then? :D

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#1: ..

by Mukkanovich on 12/29/2005 22:06

Oh yeah obviously the physics will all be changed, the game will be slower paced people will walk as a jogging pace and zombies will move at a crawl speed but have 4x the health and do a lot of damage from one hit.

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#2: Re: ..

by pushplay on 12/30/2005 00:05, refers to #1

If you want to get people excited you need to show them something to prove that this is really going to happen. A proof of concept. Then you'll find out if people are interested.

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#3: ..

by Wolf on 12/30/2005 23:35

try www.polycount.com to get some models to use for a proof of concept. the physics should be easy to change quickly for that aswell. not sure how many people would want to play something like this tho but u never know

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#4: Re: ..

by keeen on 12/31/2005 09:36, refers to #3

This reminds me of Zombie panic for Half life where are 2 teams,where 1 team is Zombie team and second is Humans.Are you try to make something like this for Cube?

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#5: ..

by Mukkanovich on 12/31/2005 20:48

No zombie model on polycount sadly, but there's a T-Rex.

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#6: ..

by Mukkanovich on 12/31/2005 20:48

No zombie model on polycount sadly, but there's a T-Rex.

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#7: ..

by Mukkanovich on 12/31/2005 20:49

We could just use the same model as the humans but modify the skin to look zombie like, or we could ask makke to since I cant edit skins without them looking like a 3yr old scribbled on the wall.

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#8: ..

by Mukkanovich on 12/31/2005 20:59

Okay well I am going to start development on the saur engine 2005_05_24.

It seems like a stable enugh release for me to start work on unless some one knows something I don't? :P

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#9: ..

by tentus on 12/31/2005 21:27

huh. interesting enough basis, though i don't really know if it's worth it's own standalone- it could easily be an add-on, unlike Sopo, and be the same.

you could write some code to make entities togglable between a zombie state and normal state. Not just monsters, but also ammo and maybe even health. It'd be a fair bit of code, but it'd be cool.

i suppose i'll help skin if you want me too. i haven't done any zombie stuff yet, but it shouldn't be too hard- anything's easier than fur :)

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#10: ..

by Mukkanovich on 12/31/2005 22:33

Sure, but I would like to make a stand-alone release as well maybe untill Saur is stable enough for its first proper release and it has it's own multi-player server like Cube does. :)

But that would be great having it as a part of Saur, like a game mode! :D

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#11: Re: ..

by CC_machine2 on 12/31/2005 23:30, refers to #9

aren't there zombies in cube legends that we could borrow? (with tentus' permission, of course)

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#12: Re: ..

by tentus on 01/01/2006 04:10, refers to #11

I didn't make the model- the permission it comes with is that you just include the readme with it. it's in there, so just copy the monster/zombie folder into your mod and you're fine, no permission from me nescessary.

Though actually, I suppose an addition readme should be included to reference the fact that it was included in Death Illustrated, where I found it, and then I partially reskinned it from there (added color and whatnot). The original can still be found on polycount I believe. the name is Hueztal or something like that... I can't remember off the top of my head, it was an unusual name.

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#13: ..

by Mukkanovich on 01/01/2006 12:57

Where can I get cube legends then? :D

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#14: ..

by tentus on 01/02/2006 04:36

The site is down ATM, due to the network it's hosted on being down. However, once that gets fixed I'll post an update in the Cube Legends thread [the thread that is usually near the bottom of the main forum page. :) ]

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#15: ..

by Mukkanovich on 01/03/2006 11:18

Okay well the first release will just be mostly changes to the plysics and maybe a very cude start to a map. This won't be intended for playing but just to prove this is going to happen.

I am not very good at mapping but I will have a go and start a map, I do enjoy mapping no matter how much I suck at it. :P

I was thinking about weapons, tentus are you any good at modeling? Because I was thinking we could keep the rifle but change it completly into a different type of rifle with maybe zoom which has a slow rate of fire because of reloading. (some what like the AWP on counter-strike).

The shotgun we will keep, double barrel and can shoot one shot at a time, max number of shells that can be loaded at a time are 2. Reload will be SLOW.

Then there will be a few pistols and the fist will be a knife. :)

Pistols will be the only weapons with the fastest reload.

Knife will be a bit pointless (obviously) because it means close combat and it does a lot less damage than a zombie slash but they are good because it shows the player that this is his "end of the line" and he has only two choises, run and hide for as long as he possibly can or, face the zombie 1v1 in his last crazed attempt to win. But onviously, as allways, he will loose.

The knife plays a huge role in making games fun, not only are they a useless last resort they are also a fun "play tool" to slash walls with and team mates when you are bored, rather than waste ammo. :)

I have dissabled jumping because zombies obviously CANNOT jump and I figured it would be very unfair to let humands jump into places zombies couldent get them (sure it may be fun when the zombie team are all bots but, if you are playing as a zombie and have no choise other than to be shot down then it sucks). So no one can jump. I may replace jumping with some sort of crouch.

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#16: Re: ..

by shadow'516 on 01/03/2006 18:02, refers to #15

Hrm, I might be willing to help with the mapping on this if you get a proof of concept out. How about making the zombies able to mantle (slowly) to offset the jumping instead of just removing it altogether?

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#17: ..

by Mukkanovich on 01/03/2006 19:22

Nah it's not bad without jumping all of the maps you wont be required to jump in anyway.

As for mapping, we needs maps that give the human player a feeling of "security" like a small city of houses with different rooms and floors in where the human player can feel "secure" and look down on the street. That's what will make this game fun, the feeling of security and hiding, always being on the run.

So mainly the game needs maps with different smalll cities with houses and such in, an abandoned park in one of the cities would look cool too.

All mapping will be done on the Saur Engine Build 2005_05_24

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#18: Re: ..

by dcp on 01/03/2006 19:36, refers to #17

lol, i think you should visit http://www.zombiesurvivalguide.com if you haven't already...

do you know the book? it's fun... :-)

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#19: ..

by Flynn Taggart on 01/03/2006 19:38

Please make some cemetery and laboratory map too :)

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#20: Re: ..

by dcp on 01/03/2006 19:41, refers to #18

oh, i forgot, the author of this book is max brooks (a son of mel brooks, so you should know how serious you should take all this...)

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