Has this been done or can it be?


([EA]Death-Bringer) #1

Well im no game designer but i always thought that Enemy territory could be made better with a few mods. Bigger guns drivable tanks and such. Well then i went back and played Return to Castle wolfenstein again. And it hit me. What i want to see is corpses get up and walk around in the multi-player version. Enemy territory maps.

It could be awesome, For instance on Fuel Dump,as the tank passes certain points some zombies pop out of the ground, and also some of the guys with shields and axes. These zombies would be the enemy of both sides American and German. And as the tank got further and the more zombies killed the more would pop up. So that eventually the two sides American and German would have to band together to stop the Dead.

I thought about some of the guys with rocket launchers and gattlin guns the really big guys towards the end of the game. Throw some of these in there too. The two human teams would play out the map until the tank reached the bridge, and then Bam out pops the dead, then more and more. At this point if the Allies havent planted Dyno then they would have to fight the dead. or lose. To promote this the game could be set to reward both teams for working together like Medics and Field ops would be able to heal and feed ammo to either team and get Xp for it.

The map wouldnt go on forever. The Allies could win early but after a certain point the dead could escort the tank, and once one of the shield guys got close to the fuel dump it would explode. I considered the possability of how to gain exp, and win the map. There should be a one kill 2xp points per kill. And with a time limit that starts when the tank crosses the bridge, say 45 minutes. If the two combined Armies could hold out that long they would win. But I have to say that within a few minutes the odds would be pretty overwelming. In the end if the Humans won the map or held out long enough then they move on keeping there Xp, if they lose then they all go back to zero and start over.

I also had a thought that the number of dead could be set to grow at a set rate. Like for every three killed 4 would pop up. or somthing like that. Literally the map would eventually fill up with the dead. I dont think that the computers would hold all this code and information but i could be wrong.

But imagine the fun of having 3 or 4 mortor guys just laying waste to the dead and then a line of MG42 guys with Panzerfaust and flamethrowers and the arty guys. It would be a blood bath. but at some point the Americans would get killed and then cut off from protecting the Fuel dump. Leaving only the Germans to respawn close enough to fight the dead.

What do you guys think of my idea for a MOD?


(Nail) #2

not my style of play


([EA]Death-Bringer) #3

Nah its not for everyone, but nothing ever is. I like the mindless destruction.


(TNR360) #4

sounds like a cross over of EF/FalckonET with zombie mod


(=SC=Beef) #5

true, but i dont really like zombie mod, its just scripted omnibots really.
You can usually tell they path etc, and they dont look or act like zombies should


(TNR360) #6

they are bobots not omnibots, bobots are much smarter


(Nail) #7

I’d use fritzbots, they’re smarter than half the players I see

I laugh too much when I play bobots


(TNR360) #8

the creator of bobots is one of the coders for zombie mod

plus fritzbot is still closed source


(stealth6) #9

problem with zombie mod its too dam easy for allies, and to hard for axis lol

if allies shoot at zombies the zombies get pushed back by the bullets, so they can never reach the player till he reloads by which time his friend is backing him up…

so allies have it way to easy and axis cant really do much…


(TNR360) #10

zombie in disguise :wink:


(89blitz) #11

if you look at RTCW maps you see they have some custom
func for enemies so im not sure if this could work


(carnage) #12

if you look at RTCW maps you see they have some custom
func for enemies so im not sure if this could work

the rtcw AI entities will only work when running in single player mode and AFAIK they are not even coded into ET. ET cannot compile the needed .aas files that conventional quake 3 AI’s need instead most ET bots use a way point system

although from some test i did a while ago (not sure if i still have the files) its possible to setup one teams models and animations with those from from converted rtcw zombie AI’s, so you can even make them attack with there arms instead of making them use a knife. From there you would need to code (or use an existing) bot and set it up to behave as you want it


(PAV) #13

TNR360 said : they are bobots not omnibots, bobots are much smarter.

thx man, im PAV the creator of bobot.
there are 2 zombies mod, the Dim’s zombies mod , i work with him.
and bobot zombies mod my funny zombies mod more IA advanced.
Have you found bots for your east front mod ?
I am sorry to have not been able to give you bobot for your MOD, but it is a great work to put it into your MOD and I dont have time to do it. Still sorry.


(kamikazee) #14

The code still contains shards of the Omni-bot code, so those work partially.


(dvs1313) #15

Havnt heard from death in years whats up bro…its me etodvs, also sc beef…lets try not to pull any stuns on anyone again eh? You know what im talking about.

And to be honest with everyone here, zombie mod didnt excist untill I had created it firstly for wolf. Now, It has been done with a knock off mod and is now being taken as their own creation simply because they have the hosting for it.
Another thing beef knows about…

Eh scripting in et is so simple , Making AI would be nice but wouldnt that defeat the purpose, if both teams were fighting one another and fighting AI at the same time? You would have to manage to remove one team and have just one large team but then again that wouldnt be so hard to prevent players from joining a certain team. Just the whole objective stand point is where the confusion would come.