I started working on this mod about a year ago, but have been distracted with college and other priorities.
The general synopsis is as follows:
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--[Description]------------------------------------------------------------
Based upon the classic Zombie Mod, this is an addon that takes its predecessor to a whole new level.
Featuring four character classes for the Human (CT) team, each with an array of unique abilities:
Choose from a battle-hardened Soldier with heavy weapons and incredible armor, an agile Sniper that truly packs a punch, an
Engineer with numerous 'goodies', or a front-line Medic that has been known to bring back even the most wounded of allies.
Feeling a little evil? Try out the Zombie (T) side of things. With an assortment of upgradable passives and various special
abilities, being a Zombie has never been so attractive. Leave your victims in the dark with Fear or simply make them wish they
had never crossed you with the powers of Intimidation and Surprise Attack.
Fight it out like never before in this ultimate survival horror mod!
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---[Specifics]-------------------------------------------------------------
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Human Side (CT)
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Class XP system similar to Warcraft mods
Medic:
Fortitude: Increases starting health by (50, 100, 150)
Tend Wounds: Automatically heal teammates for (2,4,8) health per second
within a nearby radius
Emergency Heal: Heal yourself for (50,75,100) when health is below 50%
(cooldown time of 90,45,25 seconds)
Improved Weapon: Allows access to Dual MP5s
*Revive Kit*: Revive a fallen teammate
Sniper:
Agility: Increases default speed by (100,175,250)
Gravity Defiance: Lowers gravity by (20%,40%,60%)
Jumping Reflex: Allows multiple jumps (2,3,4) while in air
Recon Deployments: Allows use of "Reconnaisance Deployments"; NVG cameras
NightVision Scope: Can see in nightvision while scoped with a sniper rifle
Soldier:
Increased Armor: Increases starting armor by (100,150,200)
Basic Explosives: Grenades will cause (2,3,4) times more damage
Armor Plating: (20%,40%,60%) chance that armor is decreased in place of health
Weapon Handling: Enables the "No-Recoil" ability
*M203 Attachment*: Launch an M203 Grenade from your Assault Rifle
Engineer:
*Sentry Guns*: Allows creation of automatic turrets that shoot at enemies
*Misc. Buildables*: Allows creation of spotlights (light ent) and motion
sensors (add to radar and/or cause player trail for X seconds after
getting in range)
Improvised Traps: Enables ability to use various HE grenade functions;
Trip-Laser, Proximity, and Impact
Improved Building Technique: Increases the durability and build speed of
various creations
Advanced Munitions: Bonus weapon damage and Motion-Sensor Flashbangs
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Zombie Side (T)
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Classless XP system seperate from CT, essentially an upgrades mod
Passive Upgrades:
1. Increased Health
2. Increased Speed
3. Lowered Gravity
4. Multijump
5. Stealth
6. Regeneration
Special Upgrades:
1. Increased Knife Damage (and poison?)
2. Leap
3. Climb
4. Evasion (make certain hit-zones invulnerable every few seconds)
Unique Abilities:
1. *Fear*: Disable all flashlights and buildables for x number of seconds
2. *Intimidation*: Chance to weaponlock/'freeze' target enemy
3. Surprise Attack: If haven't been injured in x number of seconds, chance
of enemy dropping weapon when attacked
Note: *<>* denotes a key_down ability.
To use special skills, bind a key to "special"
(can be automatically bound with user's permission)
I originally put a fair amount of work into the base code, but haven't really touched it since laying out most of the design.
A lot of the scripting required for this is above my current programming knowledge as well.
Having recently gotten back into CS, I wanted to see if anyone would be willing to pick this project up.
I usually stick to map design/server compilation for CS (other than playing of course) and have a few custom maps in the
works that I would finish if I could get someone to code the rest of this plugin.
Please feel free to post if you have any suggestions or are willing to help.
Thanks,
3vo