I Need Some Playtesters For A New Hl Mod...

124

Comments

  • eedioteediot Join Date: 2003-02-24 Member: 13903Members
    they do have an .fgd i think, scroll to the bottom of the page

    <a href='http://blake.prohosting.com/survive/' target='_blank'>http://blake.prohosting.com/survive/</a>
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Ooh, and they have forums up, too...
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    <!--QuoteBegin-Renegade+Jun 4 2004, 09:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Renegade @ Jun 4 2004, 09:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Pick me! I'm a veteran of all 5 Resident Evil games! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Theres 6. Resident Evil: Survival
  • SalvationSalvation Join Date: 2003-11-21 Member: 23300Members
    sounds fun, i am in <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • AutumnTwilightAutumnTwilight Join Date: 2002-08-27 Member: 1244Members, Constellation
    To reduce hassle for our end, I'm only going to be sending reply emails confirming playtester status to those who have emailed me or do email me at:

    zombie_mod@yahoo.com

    This just makes it easier for us, and gives us an email address to work with, instead of having to track people down through PMs and the like.

    Anyway, just send us an email if you're interested, and Rhone just told me last night that we're now officially Steam-Compatible. It broke our footstep animations for a bit, but he fixed it all up. Look for our first playtest mid-to-late week, no later than Saturday.

    Later on we may just release the client files at a public place for anyone to download who wants to try playing. When we do that I'll be sure to post in the OTF letting everyone know, since you've all been so kind in showing so much enthusiasm!

    Thanks,

    Twilight
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    <!--QuoteBegin-Mantrid+Jun 5 2004, 09:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mantrid @ Jun 5 2004, 09:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Release an .fgd now, so we can start mapping right away. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    FGDs are for sissies! Real men don't need no stinkin FGDs!
  • AutumnTwilightAutumnTwilight Join Date: 2002-08-27 Member: 1244Members, Constellation
    That's right, we don't need no...

    Ok, I admit it, I've only made one map, and I'm not very good. Please don't let the real men hurt me! <sob>

    Er, something like that... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Twilight
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Dangit... guess I'll re-send to the new address. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TriPhaseTriPhase Join Date: 2002-11-03 Member: 6110Members, Constellation
    This sounds really fun, if you looking for a beta tester, I'm interested.
    Great concept and def. gonna be a hit at my next lan party
  • TriPhaseTriPhase Join Date: 2002-11-03 Member: 6110Members, Constellation
    Also, I have webhosting if you need that, and can possibly help you with a website for the mod aswell, just give me a shout :]
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    I checked my email, and I'm on the list. So happy!

    Of course, I'm guessing just about everyone who posts here will be on the playtester list, but whatever.

    It'll be nice to be able to say that you were one of the original playtesters if this mod ever becomes really major.
  • TriPhaseTriPhase Join Date: 2002-11-03 Member: 6110Members, Constellation
    <!--QuoteBegin-Mantrid+Jun 6 2004, 10:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mantrid @ Jun 6 2004, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It'll be nice to be able to say that you were one of the original playtesters if this mod ever becomes really major. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is most def. a great concept, one of the few "Fun" mods..
  • NordbomberNordbomber Join Date: 2003-05-27 Member: 16773Members
    Sounds cool, I'm avail for playtesting.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <!--QuoteBegin-TriPhase+Jun 6 2004, 10:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TriPhase @ Jun 6 2004, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Mantrid+Jun 6 2004, 10:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mantrid @ Jun 6 2004, 10:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It'll be nice to be able to say that you were one of the original playtesters if this mod ever becomes really major. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    This is most def. a great concept, one of the few "Fun" mods.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Most definetly. I want to be part of a Mod team (even if its just as a playtester, they are part of the team methinks) from a mod's inception.

    Hey I am going to try to design a site for them too! It's good that there are other people offering because I only have a few years of high school experience and some tutoring from a relative who is in the business. If more people try, they might end up with a really awesome site design.
  • LikuLiku I, am the Somberlain. Join Date: 2003-01-10 Member: 12128Members
    <!--QuoteBegin-Mantrid+Jun 6 2004, 08:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mantrid @ Jun 6 2004, 08:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I checked my email, and I'm on the list. So happy! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Same here!

    *E-High Five*
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    Just had a few suggestions to make, will copy this post afterwards to your own forums but I like these ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    1) Don't let the zombies jump, they shouldn't ever jump. I can just imagine the humans trying to get to high ground to escape but their high ground disappears as the zombies smash up ladders, knock down support beams etc. Would lead to people trying to defend certain points from the zombies, of course every ladder smashed would mean the zombies couldn't get up there either but destroying things could create ramps etc. Plus it means zombie's can't Bhop which would be completely out of character. You'd have to make it so zombies have a larger 'step' so that they could climb up high stairs etc, maybe even let them mantle!

    2) Let the humans have a chance at winning, make a game type with a time limit or goals.

    3) Have the zombies be able to soak up damage but be weak to head shots, maybe if you shoot them enough they can only drag themselves (again RE style).

    4) If a zombie kills someone and feeds on them they become stronger, get full health, better attacks etc.

    5) Would it be possible to have human models that become zombified versions. For instance barney models become undead barneys etc.

    6) Spawn points. It would be really cool (dunno how hard to code though) if zombies only spawned from the closest points to the enemy so that a) as a human you would have to fight a constant stream rather than waiting for them to cross the map (especially as they are slow) and b) the zombies feel even more invincible, they don't care about dying because they can run out, get gibbed and respawn instantly only 10 seconds from where they were.
    Would lead to really frantic end games as hordes of zombies threaten to overwhelm the last few humans, exactly as it should be.

    7) Maybe the zombies should be able to 'smell' the humans blood/brains and so always know what general direction they should go, saves having to hunt around at the start for people, at the end this ability should turn itself off or get weaker as you get in a close proximity to the humans so that they have a chance at hiding.

    8) Similar to 7 but for the humans, a heartbeat when zombies are close? Just really subtle so it doesn't get annoying but its a good way to highten tension and if you make it slightly faster than average then our own heartbeat will speed up to match it making us feel more scared, really does work like that.

    More of a map idea than a game idea, would be really cool walking around in a prison or a hospital and having NPC zombies trying to get out of jail cells or strapped to beds and waving their arms at you. A zombie wouldn't need much AI, maybe similar to those xen plants in HL which stab at you as you walk past. The jail would be a good place for a timed game too, after 5/10 minutes they all manage to break out and then everyone dies.

    Sorry for the essay, I love zombieVsHuman!
  • BizZy_9mm_MessiahBizZy_9mm_Messiah Old School Member Join Date: 2003-07-25 Member: 18411Members, Constellation
    Yeah, this mod is going to own big time. Personally I'd like it so the zombies can get to high ground because it would be lame to sit there, get killed, respawn, and get killed again because you can't jump or climb up a ladder. Can't wait for beta testing.
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    You can climb ladders, fences etc. You just can't jump. It would mean that the mappers would have to make it so any safe ground can be destroyed or reached. Makes the game more tactical as the group of humans tries to take refuge on a higher area (jumping around on boxes etc, imagine what happens if they fall, surrounded by ravening zombies <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->), then they have to defend that area while the zombies take it apart piece by piece. Imagine the chaos as they make a break for safer areas but having to risk zombie infested territory.

    Or them thinking "we're safe in here" only for a group of zombies to get past the barricades, break open the locked doors etc.

    Another idea, similar in atmosphere, is if you have some vehicle on rails where humans are relatively safe but the zombies can destroy the machinery, turn off the power etc! Ooo, and then the lights go out!

    9) Zombies can see in the dark (not with NV goggles or anything silly, just in general and only slightly, limiter radius or something. Maybe like how aliens can see people in AvP?)
    Humans can use torches but of course that tells the zombies where they are straight away.

    just ideas, dunno if they would all work.
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    I'm not sure about the whole climbing ladders idea. I'd much rather Zombies couldn't go up ladders (Due to the nature of the complete lack of co-ordination that a zombie has)

    Of course a lot of the balancing would have to come through mapping....
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    Well you could stick amusing animations in when they try <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    I guess it depends on how the levels are designed. I've got some really great idea's but they are all stuck in this head of mine. If only I had a computer at home... or worldcraft at work <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ToneeTonee Wub wuB UK Join Date: 2003-10-25 Member: 21926Members, Constellation
    can someone PM me, leave a link with the HL.wad as I don't have won hl anymore and steam doesn't have that wad for some reason
  • AutumnTwilightAutumnTwilight Join Date: 2002-08-27 Member: 1244Members, Constellation
    Ok, I've got a quick snippet of some of the gameplay. It may not be the best clip ever, but it was late, and I was just trying to get everything working (This is my first time ever creating an actualy HL movie), size small, audio synched, etc, so please go easy on me.

    Anyway, you get to see me staying on the move to avoid the zombies that are getting everyone else. Rhone (Spacecataz in the vid) practically drops on me from above, but I get off a lucky shot from the hit. He gets his revenge as later he scares me as I come around a corner. I blast him with the shotgun, but fall back into the radioactive sludge, and drown before I can get out. Then I respawn as a zombie, and start chasing down the final remaining human, Toph*.

    He's out of ammo, down to just his crowbar and a grenade. I won't give things away, but he doesn't make it.

    Again, I'll work on getting some better videos with a little more action in them up, but this is my first attempt at things, so here's hoping you get a small idea of how it plays from this:

    <a href='http://icarus.weber.edu/home/rrogerson/zombie-panic-demo1.avi' target='_blank'>http://icarus.weber.edu/home/rrogerson/zom...panic-demo1.avi</a>

    Twilight
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Looks damn spiffy!
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    GREAT!

    it looks like its just a plain old fun game!

    /me wishes he could model/skin/animate/map friken anything to help you guys out with <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    Oh man I can't wait till we get to try this out.

    --------------------------------
    @ CMEast: Your ideas really sound awesome, but we need to go easy on these guys for a bit. (I mean come on, they are in their <b>AlPHA</b> stages for heaven's sake, that means they barely even have their basic play mechanics added). After a month or so, I'm sure most of your ideas could become a reality.
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    I made some suggestions too, which were...

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Zombie Lives.

    Zombie lives are a bad idea. The humans should only win if a timer runs out and at least one of them is left alive.

    Reward Good Zombies.

    You mentioned multiple zombie classes. This would apply to that. If a Zombie stays "alive" for a certain amount of time, it becomes a diffferent and better zombie, with more health/weapons/speed et cetera. After some more time, it graduates to an even better type. If the humans really suck, not only do they have zombies to deal with, but they'll have a giant bloated zombie with extra limbs that shoots out poisonous gas.
    If a zombie dies, it should, of course, revert back to the first stage.

    Knowing Who is Dead.

    Make a LOT of character models, or multiple skins of a few models (say, 32 combonations), and then set it so that only one person on a server can have it at a time. Then, when that person becomes a zombie, make that player's model a Zombified version of whatever model they were using.
    This way, if you send a Red Shirt guy out to scout (remembering the "Star Trek Red Shirt Rule"), and you don't hear back from him, you'll be slightly unnerved when a new zombie shows up wearing a tattered red shirt.
    This may be a bit difficult to implement, and should be done at a later stage, but the effect would be great.

    Game Modes

    Territory Control
    Pretty simple: there are multiple areas, and if a zombie or human stands in one long enough, it becomes their territory (like in Day of Defeat). The idea is that, either the Humans push the Zombies out, or the Zombies fully infest the area.

    Cure
    There are several stashes of chemicals that will neutralize the zombies placed all over the map. The humans have to get to them, and set them all off. A gas spreads over the area around the stash, and any zombies entering the are hurt very badly and, if they die, respawn on the other side of the map.
    If the humans activate all the stashes, they win.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    the one that I thought of (but was already posted <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) was the creation of set skins, so that when player x dies he respawns as player x zombie version

    I had actualy thought of this and then remembered Existense (used to be the matrix mod, now its just dead <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) They had it so that there were a certain # of agent and rebel skins. and then when you die you becave a swat/civ (here you use remake the skin into zombie)
  • The_RedeemerThe_Redeemer Join Date: 2002-12-24 Member: 11490Members, Constellation
    Yay, Selected!

    I'm going to enjoy getting eaten by zombies... Remember, I go great with ketchup!
  • ToneeTonee Wub wuB UK Join Date: 2003-10-25 Member: 21926Members, Constellation
    <!--QuoteBegin-CMEast+Jun 7 2004, 03:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CMEast @ Jun 7 2004, 03:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 9) Zombies can see in the dark (not with NV goggles or anything silly, just in general and only slightly, limiter radius or something. Maybe like how aliens can see people in AvP?)
    Humans can use torches but of course that tells the zombies where they are straight away. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Maybe they see heat signitures... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
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