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Da Epic Zombie Mod (Need Level Editors/moddlers)


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#1 arcita

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Posted 01 May 2010 - 07:21 AM

Alright guys, I decided to take my mini-zombie mod to the next full level.
I posted some stuff about this mod that I was making on various forums

http://www.bfeditor....696
http://www.battlefie...76

but to cut to the chase, I need a team/person experienced in navmeshing and mapediting.

I only need a single map to be created of a small/closed quarters block with meshes already found in game.

I plan and have definite approaches to add interiors and breakable doors into the map, along with side objectives for the player to complete.
(such as taking down anti_air turrets to allow for more reinforcements which only come via helicopters, barricading a crucial section of the street with a car, breaking the main gate that has tremdous amount of health with a special vehicle that does tremdous amount of damage that has to be escorted, or finding special kits with powered up weapons)

I got the balancing and the game mechanics all modified, with the addition of an ingame camera switch option for third and first person. You can check for videos and stuff in the threads provided but... I need a good mapper/3d model editor.

So, please sign up here.

Oh and a video that explains much more.

Edited by arcita, 01 May 2010 - 07:53 AM.


#2 rhysm_08

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Posted 01 May 2010 - 11:36 AM

 

I just got to say, nice mod, but HOW DID YOU GET 3p WORKING!? i have tried ages to get the aimer but how is it possible for u to do it? BTW, i can make decent maps, nothing that good but i am pretty busy. here are some maps i made over the process of less then 3 days. Here is an example of some of my maps. Im not used to massive maps btw. Because my mod is focused on deathmatch arean style


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can lightmap carriers :P

and i made this one (shipment), 3ds max lightmap + terrain lightmap was my first lightmapped map. It also had custom containers, so i can do a little modeling (need blueprints though).

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Edited by rhysm_08, 01 May 2010 - 11:39 AM.

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BF2, before release! http://www.bfeditor....showtopic=15161

#3 arcita

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Posted 01 May 2010 - 08:21 PM

Alright cool.
I have someone who is willing to navmesh as long its a small map.
I'll get back to you with the level plans.

Can I have your xfire?

Edited by arcita, 01 May 2010 - 08:40 PM.


#4 rhysm_08

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Posted 01 May 2010 - 11:59 PM

I know how to do these ones:

&-Deny EU/human spawning on the captured CP (to force reinforcements to come via copters)
&-Slowly drain the armour of the helicopter (simulating copter fuel draining)
&-Simulating hunger by bleeding the Human soldier slowly. (Player only)
&-Forcing zombie side to spawn light_armored versions of itself (to give more variance of the horde)


&-Deny EU/human spawning, wouldn't you just delete all spawn points of the captured CP?

&-Slowy drain the armour. Just make the drain damage more higher (u know how it flashes red and slowly drains health if to damaged)

&-Simulate hunger by bleeding - This can be done with supply objects, make the damage pretty low. 

&-Forcing zombie side to spawn light_armored. Simply in the Init.con of every map, delete all other kits except for your one. and make it PAC_light_soldier instead of PAC_heavy_soldier.

&-Add special kits around the map - I can do that. I did it in my mod (make secret Overpowered kits that you can pickup)

As for they python scripts, you could look at Gungamemod. They have unlocks depending on your kills, but i don't understand python that well. 

Xfire: RHYSMCG (no _ cause you can't have _)


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#5 arcita

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Posted 02 May 2010 - 12:53 AM

I'm sorry for misleading you.

I haven't updated the thread on the bfeditor forum.

If you look at the bfsingleplayer thread, the issues have been already fixed, determined unsolvable, or dropped for various reasons.

On the other hand, if you could place custom kits/medkits around the map during the development, it would be much appreciated.

I have the rough design of the map layout.
And learned some basic mapping to move around some buildings after their placement.

PS: Shipment 2142 is a great map! I hope this one will be along similar caliber. :lol:

Edited by arcita, 02 May 2010 - 04:23 AM.


#6 arcita

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Posted 02 May 2010 - 03:01 AM

The mod description I uploaded on MODDB.
Bolded is in progress to completion

To be specific:
*The City has 3 sectors. The residential area with a school and public facilities. (The developers are considering whether the 3 sectors should be all in one map or separate levels.)
*The City can be traversed by street, monorails, train tracks, and cars that have fuel limitations.
*Most buildings in the city will have interiors and holdout spots
*There will be special helicopters and special kits (like the fuel kit to refuel cars/helis/tanks or the demo kit, to blow up gates/doors to unlock new locations)
*There will be breakable doors for the interior buildings.
*There will be elevators and triggerable objects around the map.
*There will be food/medkits/ammo boxes placed around the map that deplete quickly and take a while to recover, forcing players to constantly traverse across the map. (no camping!)

*The player will auto bleed. (hunger effect)

*The human faction does not have any medikits or defibrilators
*The human faction has slightly more ammo and weapon damage to deal with the large horde.
*The human faction has bots.
*The human faction has the ability to switch between third person to first person ingame.
*The human reinforcements comes only via helicopters, which are placed outside of the map.
*Artillery is disabled for humans.
*The human is constantly given side objectives (take out automated air turrets that hinder helicopter reinforcements)
*The human bots can fully access the map with navmeshed stairs.

*The Horde only spawns in a single control point out of the city.
*The Horde outnumbers the human faction.
*In the multiplayer mode, the human player who gets killed by a zombie will turn into a zombie.
*The Horde only have knives for melee attacks.
*The Horde has a higher engage distance. (If a zombie spots you, it will come for you)
*The Horde's AI Commander will target your present location with 1-2 squads of zombies, constantly rushing the player. (This is done by control points all over the map with no spawn that is captured immediately upon player contact.)
*The Horde can sprint for only a short burst.
*Artillery is disabled for the horde.
*The horde bots can fully access the map with navmeshed stairs.


A Zombie Parkour Sample Video that demonstrates the skills a player will need to utilize to survive.

Edited by arcita, 02 May 2010 - 07:36 AM.


#7 arcita

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Posted 02 May 2010 - 07:36 AM

Here are the meshes I think are good enough for placing into our map.
I'll separate them by category make a map outline with the listed meshes.
I'll also send you the placement guide, a handy html list that give the searchable directory of the objects.

----------------------------------
Interiors/buildings
farmhouseold_02_v01_e
_03
residential_house_01_e
_02
_03_ruin
_04
ruinedhouse_01_e
scraper_base_e (school)
scraper_stairs_e (house with freezer top)
thouseold_03_ruin01_e
command_center_e
pilbox_smal_01 (police station)
barrack_double_c
office_01_c
warehouse_large_01_c
warehouse_medium_01_c
refugee model

----------------------------
super secrets spots/items
thouseold_01_ver02_e
flowerscrape_ruin_02
vehicle cover
helipad
trench(sewage) trench_bridge, trench end
corn_tower
ship_01_c

------------------------------
pretty decorations
parked_car_01_c
parked_car_02_c
parked_truck_01_c
road_sign_02
road_sigh_01
road_sign_03
citylight_01
statue_01_e
statue_02_e
wastebasket_01
infanterycover
tank obstacle
barrack_single_c_component
park_monument_01
trash_dumpster_01_c
as_heavy_mech_wreck
train_industrial_c
train_track_***
monorail_platform_c
monorail_sign_01_c
monorail_train_c
monorail_01_***tracks
ladder_##m
harbour edge
container_empty_bfbc
containers
billboards
powergenerators
eu_mech_wreck_01_c


(Basic components) (used to create interiors)
guardwall_doordoor_c
guardwall_gatedoor_c
catwalk stairs

#8 rhysm_08

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Posted 03 May 2010 - 05:34 AM

 Nice work on those statics, that should make it a heap easier. But no, i didn't make 2142 shipment. Just Bf2 shipment (in my 1on1 mod), they are very different as mine is accurate to COD4's one, 2142 shipment is a little big :P, at least compared to COD4. As for navmeshing, i think it was a fluke for me to do shipment. I followed the tutorial, but there is not much coding for shipment it is a massive bot frag fest, which works :P. But for me, 2142 shipment doesn't work. The bots just switch between weapons and run at you to knife lol. I like your ideas, very good to have planning. 

Edited by rhysm_08, 03 May 2010 - 05:36 AM.

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BF2, before release! http://www.bfeditor....showtopic=15161

#9 arcita

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Posted 03 May 2010 - 05:34 AM

Alright rhysm,
The Red lines are the walls
The gray blocks are meshes
And the green line is the mono rail.

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Can you create just the terrain big enough (better in excess than in deficit) to place all the buildings in the map outline?

Important Fix (The Terrain is Completely FLAT)

I can adjust for excess map space by adjusting the walls of the city.

Can you also export the map (make it playable via the game) so that I can begin to place the meshes on it?

-Thanks

Edited by arcita, 03 May 2010 - 05:46 AM.


#10 rhysm_08

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Posted 03 May 2010 - 02:46 PM

Nice job on the map i will get to work on it on the weekend. Um... i just got to say any terrain suggestions as in should the heli spawn be in the mountains? or flat?. Stuff like that, I will make the map ingame, although i havne't made 2142 maps before, i would like to get them working though. Um as for szie i think 512x2 would be good enough. Um would you like me to generate the terrain? using l3dt? it is pretty good at all that stuff. But how do u place meshes ingame? Do u have sandbox-like features? Um, other then that i can do some lightmapping but this computer overheats a ton so they could take a while. No problem its good to be in a team lol. I can never get teams so may as well join one.
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#11 arcita

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Posted 04 May 2010 - 01:49 AM

The terrain should be a completely flat plain. (easy navmeshing)
So please don't generate it. Just use the default flat plain.

Also, please place the human spawn points so I can get into the map while playing the game. (It doesn't have to be coop or sp, just conquest mode would do.)
By placing the meshes ingame, I meant that I was going to place the meshes, and test them out ingame. (sorry)

I might be able to add some scenery (toppled buildings, etc) to give realism to the human spawn point.

I can add the heli spawns, via text code. XD
If you want to place em, that's fine. But the editor might crash.
Do you know how to port the BF2 editor for BF2142?

Lightmapping sounds good, after I place all the meshes.

Edited by arcita, 04 May 2010 - 02:22 AM.


#12 rhysm_08

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Posted 04 May 2010 - 06:58 AM

Okay.. flat is good. Of coarse i will place gameplay objects and whatever. Okay i have a solution for helis and thats delete/replace the pod launcher code. Thats why APC's and helis don't work. I also have my editor set up for 2142 and made static walkers using the bundlemesh as gemoetry(for mapping)
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BF2, before release! http://www.bfeditor....showtopic=15161

#13 arcita

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Posted 04 May 2010 - 04:39 PM

wait, you don't have to go through the trouble of adding heli spawns.
I can add them manually myself. (I've done it before)
Unless you really want to. XD

Alright, I'll wait for the weekend.
(Pretty busy over here too actually)

Could you possibly test a server side mod a member of our dev team (Freeze) finishing off?
All you have to do is join and leave. (I live in a different time zone, so its kinda hard for me to test it.)

-Thanks

Edited by arcita, 04 May 2010 - 04:40 PM.


#14 Freeze

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Posted 04 May 2010 - 10:17 PM

Xfire is frostedfreeze if anyone has some spare time. Just need to do a little test on bots switching teams after a player disconnects since it doesn't fire the onPlayerConnect event when taking the place of a person who left.

#15 UberWazuSoldier

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Posted 05 May 2010 - 05:11 AM

I reckon you guys should be utilizing the PM feature a little more, as interesting as this conversation is :P
Roflbox/Operation Dead Dawn Developer. (Ninjamod is taking a back seat for now)

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