<!--QuoteBegin-Tequila+Oct 17 2004, 07:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Oct 17 2004, 07:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ThE HeRo+Oct 18 2004, 12:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Oct 18 2004, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If there's one game that knows zombies, its resident evil.
Although, couldn't they run too in RE1 (remake) after you shot them dead, waited a few minutes, and let them get back up? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> They were Crimson Heads, and I really didn't mind them being in because you still had plenty of slow zombies to go around. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> What's the difference between a crimson head and a zombie?
<!--QuoteBegin-ThE HeRo+Oct 18 2004, 01:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Oct 18 2004, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Tequila+Oct 17 2004, 07:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tequila @ Oct 17 2004, 07:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ThE HeRo+Oct 18 2004, 12:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Oct 18 2004, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If there's one game that knows zombies, its resident evil.
Although, couldn't they run too in RE1 (remake) after you shot them dead, waited a few minutes, and let them get back up? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> They were Crimson Heads, and I really didn't mind them being in because you still had plenty of slow zombies to go around. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What's the difference between a crimson head and a zombie? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> A Crimson Head is a zombie that is killed without having it's head (brain) destroyed. It has sharp claws and reddened skin, and moves at about 3 times the speed. It can absorb more punishment, and can slash you as well as bite.
Basically, the T-Virus continues to develop within the 'dead' zombie's corpse, leading to the creation of a Crimson Head.
<!--QuoteBegin-Necrosis+Oct 17 2004, 06:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Oct 17 2004, 06:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could you not use some sort of scripted sequence for when a zombie gets within bite range and successfully bites? IE zombie and victim become invulnerable, fall to the ground or struggle, then the victim breaks off and the game goes back to normal?
Sort of thinking like the old KISS admin command from JK2. Maybe there's an equivalent for HL. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> That would be so weird it wouldn't even be funny. Imagine doing that on the top of a staircase: zombie and human wrestling in space! Or in a corner: clipping galore! I think it's more worth it to just leave it at slashing and accept dissappointment.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--QuoteBegin-ThE HeRo+Oct 17 2004, 05:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ThE HeRo @ Oct 17 2004, 05:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's the difference between a crimson head and a zombie? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Crimson Zombies are just mutant zombies, managing to regenerate to become more powerful whilst they lay on the ground and play dead.
Well, Zombie Panic has no AI bots at all, so they're not necessarily directly comparable. Brainbread and Zombie Panic are both Zombie mods, but Brainbread looks to be more of a straight up Co-op against AI experience (Co-op is always fun).
ZP is all real people, on both sides. It is usually Co-op, since the Survivors tend to stick together and help each other out (Although not necessarily. The dark side option is always available), but the co-operation feels much more imperative.
Yes, you have to worry about superior numbers of zombies, but also very *intelligent* and cunning zombies, since they're actual people. Playing as a zombie is actually quite fun.
Anyway, I look forward to trying out this mod when it becomes available, but I still think ZP has it's own unique take on things that makes it different mod and feel. <shrug>
Yeah but this one already has sdk stuff that we can tinker with in expectation of release. In fact the model they've provided gives enough basis for anyone to make a new zombo model from scratch and have it fit in perfectly.
ZP will be an equally interesting mod but custom stuff isn't likely to be ready on the day of release, it'll take a few days (hours for the dedicated) for custom zombs and weapons to appear.
On the scripting note - Just don't have them wrestle to the ground then. The KISS anim didn't have any major clip issues in JKII...... well, not in the vast majority of situations.
We came up with the following concept for slow/fast zombies: The fast zombies are the harder ones to kill, since a headshot isn't that easy for running targets. The slow ones are only in larger groups very dangerous. So there will be a mix of those 2 types ingame. The relation of hard/fast zombies and slow/a bit easier is going define how hard the server is to play. For example a "very hard" server has 70% running / 30 % slower zombies. A easy server has only slow zombies. Altough this is still hard for 2-4 players. We also think about ajusting the relation of fast/slow zombies to the number of active players on the server.
btw: I postet some Zombie refpics I used for the skins in the forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> If anyone is interested in using them for a custom skin.
<!--QuoteBegin-LordScottish+Oct 18 2004, 09:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LordScottish @ Oct 18 2004, 09:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> We came up with the following concept for slow/fast zombies: The fast zombies are the harder ones to kill, since a headshot isn't that easy for running targets. The slow ones are only in larger groups very dangerous. So there will be a mix of those 2 types ingame. The relation of hard/fast zombies and slow/a bit easier is going define how hard the server is to play. For example a "very hard" server has 70% running / 30 % slower zombies. A easy server has only slow zombies. Altough this is still hard for 2-4 players. We also think about ajusting the relation of fast/slow zombies to the number of active players on the server.
btw: I postet some Zombie refpics I used for the skins in the forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> If anyone is interested in using them for a custom skin. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Sounds decent to me, just make sure the fast zombies look different to the slow ones. Make them look more violent and aggresive, perhaps a different skin colour ala Crimson Heads.
Comments
Although, couldn't they run too in RE1 (remake) after you shot them dead, waited a few minutes, and let them get back up? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They were Crimson Heads, and I really didn't mind them being in because you still had plenty of slow zombies to go around. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
What's the difference between a crimson head and a zombie?
Although, couldn't they run too in RE1 (remake) after you shot them dead, waited a few minutes, and let them get back up? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
They were Crimson Heads, and I really didn't mind them being in because you still had plenty of slow zombies to go around. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
What's the difference between a crimson head and a zombie? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
A Crimson Head is a zombie that is killed without having it's head (brain) destroyed. It has sharp claws and reddened skin, and moves at about 3 times the speed. It can absorb more punishment, and can slash you as well as bite.
Basically, the T-Virus continues to develop within the 'dead' zombie's corpse, leading to the creation of a Crimson Head.
Sort of thinking like the old KISS admin command from JK2. Maybe there's an equivalent for HL. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That would be so weird it wouldn't even be funny. Imagine doing that on the top of a staircase: zombie and human wrestling in space! Or in a corner: clipping galore! I think it's more worth it to just leave it at slashing and accept dissappointment.
Crimson Zombies are just mutant zombies, managing to regenerate to become more powerful whilst they lay on the ground and play dead.
ZP is all real people, on both sides. It is usually Co-op, since the Survivors tend to stick together and help each other out (Although not necessarily. The dark side option is always available), but the co-operation feels much more imperative.
Yes, you have to worry about superior numbers of zombies, but also very *intelligent* and cunning zombies, since they're actual people. Playing as a zombie is actually quite fun.
Anyway, I look forward to trying out this mod when it becomes available, but I still think ZP has it's own unique take on things that makes it different mod and feel. <shrug>
Twilight
ZP will be an equally interesting mod but custom stuff isn't likely to be ready on the day of release, it'll take a few days (hours for the dedicated) for custom zombs and weapons to appear.
On the scripting note - Just don't have them wrestle to the ground then. The KISS anim didn't have any major clip issues in JKII...... well, not in the vast majority of situations.
We also think about ajusting the relation of fast/slow zombies to the number of active players on the server.
btw: I postet some Zombie refpics I used for the skins in the forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> If anyone is interested in using them for a custom skin.
We also think about ajusting the relation of fast/slow zombies to the number of active players on the server.
btw: I postet some Zombie refpics I used for the skins in the forum <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> If anyone is interested in using them for a custom skin. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Sounds decent to me, just make sure the fast zombies look different to the slow ones. Make them look more violent and aggresive, perhaps a different skin colour ala Crimson Heads.
Imagine staring at a lone zombie and wondering if he is or is not a "ninja zombie" (you Code Veronica people know what I'm talking about here).