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[TF2] Zombie Fortress (current version: 2.1.1)


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Author
Vladimir Van Vodka
Junior Member
Join Date: Jun 2010
Location: Here.
Plugin ID:
551
Plugin Version:
2.1.1
Plugin Category:
Gameplay
Plugin Game:
Team Fortress 2
Plugin Dependencies:
    Servers with this Plugin:
    5 
    Plugin Description:
    Survivors vs Zombies, standard stuff.
    Unapprover:
    Reason for Unapproving:
    Discontinued. See: http://forums.alliedmods.net/showthread.php?t=131282
    Old 06-28-2010 , 16:08   Re: [TF2] Zombie Fortress (current version: 2.1.1)
    Reply With Quote #1

    As soon as I noticed Zombie Fortress™ was not a dead I became excited,
    and the first thing I had to do is congratulate the current developer who is continuing to work on this mod full of potential.
    that's the secondary reason why I joined this forum, the first being a suggestion which will hopefully be acknowledged and implemented;

    why not add bots to the mod?

    Valve already released these new bots for the game, why not be able to implement them within ZF?

    I'm hoping it's as simple as some console commands, however, forcing them to use melee weapons might be tricky, as they might not know how...

    Hopefully Valve will add the option or ability for the zombies to strike with their melee weapons.

    It would be amazing to see a team of human survivors against bot zombies, multiple neat options of customization would emerge for this mod, for instance: the lone zombie human could start with a zombie bot on his side, as to not feel completely outnumbered. Or even a whole team of bot zombies, instead of fighting human player zombies that continually try to outsmart you, you could fight brainless bot zombies in continual waves!
    Vladimir Van Vodka is offline
    dirtyminuth
    Senior Member
    Join Date: Sep 2009
    Old 06-30-2010 , 13:08   Re: [TF2] Zombie Fortress (current version: 2.1.1)
    Reply With Quote #2

    Quote:
    Originally Posted by Vladimir Van Vodka View Post
    As soon as I noticed Zombie Fortress™ was not a dead I became excited,
    and the first thing I had to do is congratulate the current developer who is continuing to work on this mod full of potential.
    that's the secondary reason why I joined this forum, the first being a suggestion which will hopefully be acknowledged and implemented;

    why not add bots to the mod?

    Valve already released these new bots for the game, why not be able to implement them within ZF?

    I'm hoping it's as simple as some console commands, however, forcing them to use melee weapons might be tricky, as they might not know how...

    Hopefully Valve will add the option or ability for the zombies to strike with their melee weapons.

    It would be amazing to see a team of human survivors against bot zombies, multiple neat options of customization would emerge for this mod, for instance: the lone zombie human could start with a zombie bot on his side, as to not feel completely outnumbered. Or even a whole team of bot zombies, instead of fighting human player zombies that continually try to outsmart you, you could fight brainless bot zombies in continual waves!
    There will be restrictions, including 1) Bots will not play spy correctly, 2) Some custom ZF maps / map objectives will confuse bots, 3) Bots may also get confused on survival-style maps with no objectives, and 4) Bots will not understand how to use perks (expect a huge ZF update in the next 48 hours describing this).

    Making the bots navigate custom maps isn't hard, as there are tools available to generate custom nav meshes (and I think tweaking them isn't that difficult, either).

    Regardless, it's worth a shot to investigate the possibility. Thanks for the idea!
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    dirtyminuth is offline
    Vladimir Van Vodka
    Junior Member
    Join Date: Jun 2010
    Location: Here.
    Old 07-01-2010 , 13:39   Re: [TF2] Zombie Fortress (current version: 2.1.1)
    Reply With Quote #3

    You say that "Visual and aural enhancements take a lower priority." for your mod, which I personally find is the way to go.

    However, in the long run I would suggest using custom models and skins for the zombies, hopefully it's even possible, I'm no developer, (as you've noticed with my lack of information concerning certain subjects in context with development.) but I think it could really help the mod distinguish itself, even more so with the ever present originality of it's game play mechanics.

    If in fact, you can or are willing, in the future to add custom models and skins I would strongly suggest these ones;

    http://www.fpsbanana.com/skins/89287

    If not something similar, and with the permission of the original author's consent which he will most likely be gladly willing to give you to achieve a common goal.

    And also a question:
    Does anybody here know if zf_asylum is still in development?
    Vladimir Van Vodka is offline
    dirtyminuth
    Senior Member
    Join Date: Sep 2009
    Old 07-01-2010 , 14:23   Re: [TF2] Zombie Fortress (current version: 2.1.1)
    Reply With Quote #4

    It's possible to add support for customs skins and models, but ultimately this should be completely optional. Attaching large downloads for these skins and models is something I'm not comfortable with. If there's an elegant way to add support without cluttering up the mod, I would consider it.

    Regarding zf_asylum, you came to the right place, as I'm the developer. There is a b2 on my desktop right now, which is completely done except for the skybox. I just haven't had the time to finish it. The primary issue it resolves is spawncamping, though the map layout is slightly altered.
    __________________
    dirtyminuth is offline
    Vladimir Van Vodka
    Junior Member
    Join Date: Jun 2010
    Location: Here.
    Old 07-01-2010 , 17:29   Re: [TF2] Zombie Fortress (current version: 2.1.1)
    Reply With Quote #5

    Quote:
    Originally Posted by dirtyminuth View Post

    [...]

    Regarding zf_asylum, you came to the right place, as I'm the developer. There is a b2 on my desktop right now, which is completely done except for the skybox. I just haven't had the time to finish it. The primary issue it resolves is spawncamping, though the map layout is slightly altered.
    That's great news, if you ever start on a new map, make sure to keep it as large and as detailed as zf_asylum, admiring the atmosphere and hiding in your map is one of the greatest thrills as a survivor.

    I find it's the best zombie fortress map when it comes to quality, theme, atmosphere and gameplay, zf_dustbowl being the second, but zf_dustbowl has a terrible skybox and is just a modified version of cp_dustbowl, so it loses points for that in my book.

    Constructive Criticisms;

    I would suggest you playerclip some secluded parts of the roof as they are easily camped, because explosive classes can rocket/sticky jump on top with ease and never be reached by zombies.

    another note would be that the indoors balcony under the bell is also easily camped by survivors, I would try adding another way into it.
    maybe make it so the roof above it is breakable? I don't know it's all up to you.

    Non Essential Suggestions;


    It would be amazing if you could find a way to make it so engineers can fix the wooden boards and doors with their wrenches, I highly doubt it's possible but it would be astonishing.

    Breakable walls are always a nice addition against strong camping places, as they offer the possibility of camping spots for survivors, which they enjoy, but offer zombies a future way to their demise, which they enjoy, and it might force survivors to eventually evacuate and find another new temporary camping spot, which follows my whole "on the move" ideology.

    My ideology:

    The map is large, it gives the survivors an option to run or hide or camp, which is a real nice because it breaks apart the whole "survivors need to camp" "zombies try and get them" "survivors get overrun/survivors turtled successfully" rinse repeat dilemma.
    Being stealthy and always being on the move in my opinion is actually funner and your map is the only map that currently allows players to do this.



    I eagerly await the future versions of your map(s), I can't wait to try them!
    Vladimir Van Vodka is offline
    dirtyminuth
    Senior Member
    Join Date: Sep 2009
    Old 07-03-2010 , 00:59   Re: [TF2] Zombie Fortress (current version: 2.1.1)
    Reply With Quote #6

    New thread is up. Let's continue the discussion there!

    http://forums.alliedmods.net/showthread.php?t=131282
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    dirtyminuth is offline
    MaloModo
    Veteran Member
    Join Date: Aug 2008
    Old 10-09-2012 , 09:07   Re: [TF2] Zombie Fortress (current version: 2.1.1)
    Reply With Quote #7

    Pretty sure any continuation of this great plugin has gone private to a select few. I know it is a huge project to under take just wondering if any brave souls around to continue support for this?

    I can help with testing etc if needed but unfortunately can't help with code.
    MaloModo is offline
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