• Expansion - A new gamemode coming soon to your nearest Garrys Mod
    8 replies, posted
Expansion is a gamemode I have been working on for a while now. It is a sort of a combination of Zombie Survival, Roleplay and Build servers. Interested? Continue then. Expansion is built for about 20 players, although server owners can configure the numbers to meet their needs. In a server of 20 people, there will be 6 different jobs that people are randomly assigned to. They are - 8 Soldiers 1 Gun Dealer 1 Leader 2 Builders 3 Medics and 5 Scavengers. Expansion takes place in a zombie ridden city (Or whatever custom maps people will make, they will be tiled exp_mapnamehere). You start off in a rather small space, that looks sort of like a castle or a fortress. You are walled in and there are buildings. There are other buildings in the distance, however they are foggy and very hard to see. Each round should take about 10-20 minutes. You have 4 goals in expansion - 1. Keep as many people alive as possible (this is supported by medics, who can heal, and by scavengers, who can gather food that heals 5 HP for every food eaten 2. Find the source of the zombie outbreak and shut it down 3. Expand your shelter as far as you can. 4. Make sure the zombies don't break through the shelter Now how do you do these? With the jobs of course. Let me explain what each job does. Soldiers - Soldiers are exactly what they sound like - they defend the fortress and help kill zombies so that it is easier to expand. They spawn with a Desert Eagle, however all classes can buy weapons from the Gun Dealer. They also have body armor, making them the toughest class. If all soldiers die it is not neccesarily Game Over, although surviving a round without any Soldiers will be nearly impossible. They are the most trained with guns and have the highest accuracy. Gun Dealer - Gun dealers have options available to them - they can get funding from the Leader to purchase guns for the whole group, sell guns to individuals, or sell guns to the Leader to distribute among the shelter. A gun dealer is not meant to combat zombies, however they will spawn with a p228 for self defense. A dead gun dealer does not mean Game Over, however it means that the group will have to stick with the guns they currently have, so the Gun Dealer is very very important. Leader - The Leader is the most important member of the group. As their title suggests, they lead the shelter, giving commands to Soldiers and telling Builders and Scavengers what to do. Every time a zombie is killed, the Leader will recieve $5, to use personally or to distribute among the group. Other ways for the Leader to get money is to establish a "town fund", where the residents of the shelter must sometimes pay sums of money to live there (if they do not, the Leader decides what to do with them), and every time Builders and Scavengers regain a building he will earn $100. If the Leader dies, it's an automatic Game Over meaning he MUST be protected as he is actually weaker than most classes (Instead of having 100 HP max, he will have 70) and the Leader is not experienced with guns, meaning his accuracy actually is worse than other classes. Builders - Builders are very important members of the group. They are weak, having only 80 HP and no guns to spawn with. They are the only class to spawn with a physics gun and toolgun. The Builders goal is to expand the small shelter they start with into a larger space, and make sure that the shelter is not destroyed. Before building in an area, all zombies must be away from the area and the area must be scavenged. Zombies can break through the shelter, meaning that they must support it well. Though the shelter will hold up for zombie attacks, after a while the zombies can break through the walls and utterly destroy the residents. Builders cannot freeze props, rather they must weld them to the ground and to each other. If a prop remains unwelded, it will be thrown aside by the zombies very easily. However, if it is welded to the ground, it will take a bit longer before they can break through, and by then hopefully the soldiers have dealt with the zombies. However, if a prop is welded to the ground and to other props welded to the ground, the shelter will be come even stronger. To balance this out, props will have prices according to their size. There will be Class A, Class B, Class C, Class D and Class E props. Class A - Any prop that is the same size or smaller than a 1x1x1 PHX block. These props only cost $10 a pop. Examples include crates, office chairs, traffic cones, computer monitors, etc. Class B - Any prop that is the same size or smaller than a 2x2x2 PHX block. These props are more expensive, being $25 each. They will be mainly used to support the shelter walls. Examples include barricades, large crates, small garage doors and steel plates. Class C - Any prop that is the same size or smaller than a 4x4x4 PHX block. Class C props will mainly be used for shelter walls or large supports. Examples include large garage doors, fences and cars. They cost $75 each, meaning they must be used sparingly. Class D - Any prop that is the same size or smaller than a 8x8x8 PHX block. These will be used for main shelter walls and whatever else the builders think of. Examples include helicopters and trains. These cost $150 each so there can usually only be a few in a shelter. Class E - Any prop that is larger than a 8x8x8 PHX block. I'm not sure what someone would want with these, maybe for very very large walls? Anyways, Class E props will be used rarely because they cost $300 each. Examples include chimmneys. Medics - Exactly what they sound like. They're the third weakest class having only 85 HP and spawning with no guns. They spawn with a medkit to slowly heal anyone that was injured. They can buy a Health Charger for $200 that can be stuck to walls with the gravity gun, however once they have healed a cumulative amount of 150 HP the medics must buy a Battery for $75 to recharge it. If all medics die then the survivors cannot gain health and will have to survive purely on food, which will not work well. Scavengers - Scavengers scout areas that are too foggy to see into, and bring back what food they can find and report to the Leader if it is safe to inhabit yet or not. If they go into a building such as a farm, supermarket or mall, they will find lots of food, usually 5-15 units of it. (Remember, 1 unit of food will heal an individual for 5 HP, meaning it is something to fall back on if all medics are busy or if you are going to die soon and cannot recieve medical attention.) Otherwise they will have trouble finding food. After the Scavengers have scouted an area and reported their findings to the Leader, the Leader will give out commands accordingly (If there are still zombies there, soldiers should go and kill them, if it is cleaned out then Builders should begin expanding). A scavengers death is not terribly important, although they should still be kept alive and if all of them die survivors will have to rely on what food they have left or medics and send other jobs, who are not suited to scavenging (Scavengers are ever-so-slightly faster than other classes and can see farther into the fog) into the buildings. Now what happens if you die in these 10-20 minute long rounds? Well, if you are a Leader or the last of the Builders, the round will end and a new one will begin. Between rounds users can say if they want to go to a new map or stay on this one. But if you die and you are not an important job, you will become a Zombie and attempt to break through the shelter. Zombies are much weaker than survivors, meaning usually you will go down like flies. However once you have become a zombie you can infinitely respawn. After 5 minutes of a round, an alarm will ring and fast zombies will be thrown into the mix. After 15 minutes, the alarm will ring again and poision zombies will begin to spawn! Builders will have to change their tactics, putting the walls of their shelters higher so that Fast Zombies and Poison Headcrabs cannot come in. Even worse, after 20 minutes of a round, by which you should be compelte with the round, the alarm bell will ring AGAIN and Antlion Guards will spawn and
Any Content?
I was going to take pictures, but my Gmod is currently not working, I'll get it fixed though. i've had to playtest it on my friends laptop.
Looks interesting ..
[QUOTE=ne0nz;29460935][b]Sounds[/b] interesting ..[/QUOTE] Fixed it for you.
[QUOTE=kaukassus;29462550]Fixed it for you.[/QUOTE] Didn't know he did a voice recording :v:
This definitely has the potential to be a great gamemode. The only problem I can see is that some people *trolls* will abuse the Leader job and suicide to end the round, etc. Unfortunately, there will always be a way for trolls to completely ruin a round and all you can do is get a good admin-force and try to minimize and balance the powers of each class. As for the rest of it, I think that classifying prop prices by size is a good idea, and Builders will need to use their fund sparingly. I also like the "race against the clock" feature as it means the survivors have to get "set-up" very quickly and expand their shelter. I'm also assuming that most of the zombies will be NPCs, since nobody would be able to die and the game would be easy. Can't wait to see some screenshots of what you've done so far, this sounds like a great gamemod that I hope you keep working on.
Sorry guys, the release will be delayed for another week, a huge bug in the code wiped out the data for the fast zombies and poison zombies round switching.
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