[img]http://turbonet.comeze.com/Pictures/ZW/logo.png[/img]
[b][u]Zombie Waves[/u][/b]
This is my first gamemode and I've been putting allot of work into it myself and now I think it's time to branch out and get help to speed things up a bit. Please don't assume that I stole someone elses idea. I came up with this gamemode and started making it all on my own. What it is currently is only the start since this is still a work in progress.
[b][u]How It Works[/u][/b]
Now that allot of ZW is done, I can explain how it all works. You start off with a pistol, 3 grenades, and a crowbar and must by all means kill as many zombies as you can. You fight against endless waves of zombies until everyone dies. After that the game resets and you start over again and try to beat your high score. There's a store where you can buy new weapons, ammo, health, and armor. It's fun and I think with a few new maps, it will be even better.
[b][u]Current Progress[/u][/b]
Here's the list of what's completed or in progress:
-Custom hud (pictures bellow) -Improved
-Wave system
-Point system
-Fully operational store (pictures also below).
-Added weapon twitch view (very cool and realistic looking. See the original system [url=http://www.youtube.com/watch?v=wxKF8E6Rxdo]here[/url] which the one I added is derived from)
-Edited starter weapon load out (now you start off with only a pistol, crowbar, and 3 grenades)
-Death and Spectate mode (you die and respawn the next wave as long as at least one player lives). Updated: now its a much better third person perspective and you can switch between players.
-Made gamemode more self sufficient (when there's no one on the server the game completely resets)
-Added player nocollide
-Added vote system
-Revised twitch system a little
-Made new SNPCs (Fully implemented now)
-Fixed head-shots doing too much damage and added extra points for getting them.
-Added stamina system
This is most of the gamemode. Now all I really need to do is add the nice stuff and create new maps.
[b][u]Store[/u][/b]
Zombie Waves is now introducing the new store. For everyone asking what points are for, well here you go. It's just an entity that uses a computer model that spawns randomly where ever there is an info_target entity with the name of "Store_Spot". This kind of works like the Mystery Box in Nazi Zombies where there's only one and it's in a different spot every time there's a new game. But obviosly it has many differences. There's two tabs: One for weapons and ammo and the other for health and armor. I named the health and armor tab Supplies because I hope to add more items to it in the future such as explosive props and such possibly. Anyway the way it works is very simple. You pick a gun from the list, buy it, and you get max ammo for it to start you off. You can come back to the store later and buy more ammo using the slider and then press the "Purchase Ammo Button". Very easy to use. Same goes for health and armor under supplies. Don't think you can outsmart it because you can't. If you have any tricks to try on it, I've already thought of them. They include typing in decimals, negative numbers, ammo amounts past the limit, no number typed at all, and just about everything else. Try it out and see.
Here are the screenshots:
Don't tell me it's low resolution. It's the same as any other derma menu
[img]http://turbonet.comeze.com/Pictures/ZW/2012-12-19_00001.jpg[/img]
[img]http://turbonet.comeze.com/Pictures/ZW/2012-12-19_00002.jpg[/img]
[img]http://turbonet.comeze.com/Pictures/ZW/2012-12-19_00003.jpg[/img]
[b][u]Hud[/u][/b]
Here's everything about the HUD. It's as powerful as it is nice in appearance using custom textures for the meters, boarder, and ammo icons. The left hud box has all the basic information such as a health and armor meters, current wave number, and points below. The right HUD box displays the ammo with little bullet custom textures that line up in a row and underneath them are the same texture but instead are all greyed out indicating how much ammo you actually have over the max clip size (this is easier seen then explained). When you're using a shotgun, the bullets change to shotgun shells. When you're using a riffle or machine gun of some sort, they change to riffle rounds. And when you're using a pistol of any kind, they change to pistol rounds. Also when you don't have any armor, the left HUD box shortens and only shows the health and health icon. When you're using a gun with no ammo such as the physics gun or melee weapons, the right HUD box does not show. For the waves display, it will indicate when a new game is about to begin with "Starting", what the round number is, and when it's a brake with "brake (last wave # - Next wave #)".
Here's the left HUD box texture (and texture only in this picture)
[img]http://turbonet.comeze.com/Pictures/ZW/Left%20Hud%20Extended.png[/img]
Here's the HUD in action
[img]http://turbonet.comeze.com/Pictures/ZW/2012-12-19_00015.jpg[/img]
I lowered the resolution a bit (by 50%) for fitting reasons, so it's better to see for yourself in-game.
[b][u]Stamina System[/u][/b]
ZW is now introducing it's new stamina system. I've been meaning to get to this and I finally took on the task. Having worked with math.Approach in lua before really made this a push over for me. Also working on this gamemode has increased my ability to work with lua quite a bit. The system works much like stamina found in many other games such as Skyrim. Your stamina decreases as you run and it disables your ability to run for a short period of time once its depleted. Remember that it increases slower than it decreases. It is advised that you keep a surplus of your supply of stamina when the time comes when you really need to run. Failing to do so may result to being cornered and potential killed. The code was quite simple to make but the HUD element wasn't nearly as easy for me.
Here's what the main texture looks like:
[img]http://turbonet.comeze.com/Pictures/ZW/stamina%20hud%20icon.png[/img]
When your stamina is maxed out and doesn't decrease for five seconds, the HUD element will fade and disappear. When you run again it will fade back to visibility and stay until it's maxed out again. After running around with it a bit I found a little cheat to preserving stamina while moving just as quickly as normal sprinting. To do this I jumped and let go of my shift key repeatedly keeping my stamina usage low. Because this ultimately defeats the point I changed the code to not require the shift key being pressed down to deplete stamina thus fixing the cheat.
[b][u]Mapping[/u][/b]
Here is an overview of my mapping theory for Zombie Waves in pictures.
[u]Note:[/u] these pictures are all from my testing map, which should explain why it's not pristine work. I'm also not an amazing mapper either.
[img]http://turbonet.comeze.com/Pictures/ZW/2012-12-19_00004.jpg[/img]
Every ZW (Zombie Waves if you didn't know...) map should include a spawn room or some safe haven from zombies so people don't get mauled by zombies on spawn. The set up should allow no one entry from outside, but only exit from within. So if you want to get points, you leave this room and there is no return unless you die or spawn. Spawn camping is pointless anyway considering if you want to get points, it's best to build some up when the zombies are at their easiest allowing you to buy better weapons earlier before it gets hard.
[img]http://turbonet.comeze.com/Pictures/ZW/2012-12-19_00007.jpg[/img]
Here's another perspective of the spawn area. It's preferable to keep it concealed so it fits in with the environment sort of how mine is in a way. For example, an alley way leading from the spawn room and out into the open world.
[img]http://turbonet.comeze.com/Pictures/ZW/zombie_waves_v20002%20R.jpg[/img]
One of the most important parts of the map: zombie spawn areas. Theese should be enclosed and have a player clip on the entry way allowing for a zombie only doorway. Possibly some sort of barriers will be able to be placed around theese, but only at a low supply. When mapping,
looks very nice
i remember someone already doing this but he stopped development so good luck
HUD looks really low rez, other then that, it's pretty nice.
Okay
you can do the point system thing by using GM:EntityTakeDamage(ent,inflictor,attacker,dmg,dmginfo),
where ent is the victim, and inflictor is the weapon. DMG is the number of damage, but it can be retriveved through dmginfo regardless.
edit: better yet use werewolf's suggestion for kills and mine for damaging points
or instead just use the NPCDeath hook
[QUOTE=Gamz365;37586274]HUD looks really low rez, other then that, it's pretty nice.[/QUOTE]
Yeah, in that picture it does but I didn't want a 1600 x 900 resolution so it would'nt take up the whole page. And in the close up, that's just pixely because screen shots don't have much depth.
I'll have to look into thoose commands guys. Thanks.
[url]http://facepunch.com/showthread.php?t=1209676[/url]
This hud would be more interesting, obviously you would have to take out the text for the upper corners and change some shit around but it seems better than the one you're using. Tested out myself, it's really customizable to fit to any gamemode.
This looks awesome it is the kind of gamemode i would play on :P i do think the hud is a bit un-detailed but its alright it surve's its purpose but other then that its amazing i hope i get a chance to play it some day
[QUOTE=Monsterkiller;37590435]This looks awesome it is the kind of gamemode i would play on :P i do think the hud is a bit un-detailed but its alright it surve's its purpose but other then that its amazing i hope i get a chance to play it some day[/QUOTE]
I actualy have my own server that I host and I can get it running if you want but it's realy boring without a weapon store. That will give you somthing to work for.
And about that other HUD, it looks cool but I'm probably gonna replace the current textures of mine to make it look cooler. Probably like a blood splatter or somthing for the boxes to implement that this is a zombie gamemode. I realy like the whole bullet chain idea though so I'm sticking with that.
[b][u]News:[/b][/u] Point system is now completed. I just need a way to track head-shots to make things better.
[QUOTE=TurbomanAlco;37590726]I actualy have my own server that I host and I can get it running if you want but it's realy boring without a weapon store. That will give you somthing to work for.
And about that other HUD, it looks cool but I'm probably gonna replace the current textures of mine to make it look cooler. Probably like a blood splatter or somthing for the boxes to implement that this is a zombie gamemode. I realy like the whole bullet chain idea though so I'm sticking with that.[/QUOTE]
yea id love to try it out, if you had some spare time and started it up then just send me the ip and i guess you can spawn guns ? so that we are not unarmed and it will be almost the same, it will still be almost the same,
[QUOTE=Monsterkiller;37590926]yea id love to try it out, if you had some spare time and started it up then just send me the ip and i guess you can spawn guns ? so that we are not unarmed and it will be almost the same, it will still be almost the same,[/QUOTE]
I got my server up on this IP: 68.46.55.70:27015
Just remember it's still beta
Pretty neat for your first gamemode. Good luck and keep it up despite the bullshit Garry's Mod can throw at gamemode developers. We need new talent in the community.
Hey i just went on it, even though there is no gun dealer (gun store) it amazeing, the waves could be a little harder but other then that its really fun :D , im on now with like 5 people in that bunker
and when i say its a bit to easy thats in the earlier rounds, after a while im sure it is harder (and more fun)
Wouldnt mind trying out a simple zombie shooter sometime.
Screenshots didnt load for me :(
You should make the HUD more badass, a bit more zombie-styled :)
[QUOTE=Persious;37628453]You should make the HUD more badass, a bit more zombie-styled :)[/QUOTE]
Yeah that's gonna be the plan. Right now I got it kicked in high time to finish the store so that's first. But eventualy I'll get to it.
Store is completed. See above for some details.
You got the store added, Nice :D
This looks awesome.
I'm also making an npc survival gamemode, i see there is competition up.
[editline]23rd September 2012[/editline]
Although, the one I am working on is different than yours, it still incorporates waves. :/
[QUOTE=Skydive;37770687]I'm also making an npc survival gamemode, i see there is competition up.
[editline]23rd September 2012[/editline]
Although, the one I am working on is different than yours, it still incorporates waves. :/[/QUOTE]
It realy depends on how you go. Is it players vs. zombies or somthing else like players vs. combine? One thing is straight: get done before October 24. It's competition only if you make it so. I'll try and hurry up and get this done now that you mentioned it.
[QUOTE=TurbomanAlco;37776551]It realy depends on how you go. Is it players vs. zombies or somthing else like players vs. combine? One thing is straight: get done before October 24. It's competition only if you make it so. I'll try and hurry up and get this done now that you mentioned it.[/QUOTE]
Well, after its done it will need a lot of polishing, but.
[IMG]http://cache.blippitt.com/wp-content/uploads/2012/05/Rage-Challenge-Accepted.jpg[/IMG]
[editline]24th September 2012[/editline]
At the moment it isn't derived off fretta however. I will make a fretta version soon also. And develop it in conjunction with the standalone.
[highlight](User was banned for this post ("image macro" - postal))[/highlight]
Progress has currently come to a halt: Garry's mod 13 appears broken. It seems to stop loading completely on the starting screen and fails to load the main menu (background loads but there's nothing more). I'll continue to look into this, but in the mean time nothing will get done unfortunately. If anyone else experiences similair problems, please do reply.
Ok, nevermind then. It was just some stupid workshop addon I downloaded. WAC aircraft I believe was the cause. Unsubscibing from it instantly fixed it. Or maybe deleting all of the workshop addons did the job. Important thing is it's fixed and I can get back to work.
[QUOTE=TurbomanAlco;37788164]Progress has currently come to a halt: Garry's mod 13 appears broken. It seems to stop loading completely on the starting screen and fails to load the main menu (background loads but there's nothing more). I'll continue to look into this, but in the mean time nothing will get done unfortunately. If anyone else experiences similair problems, please do reply.
Ok, nevermind then. It was just some stupid workshop addon I downloaded. WAC aircraft I believe was the cause. Unsubscibing from it instantly fixed it. Or maybe deleting all of the workshop addons did the job. Important thing is it's fixed and I can get back to work.[/QUOTE]
Great!
no one play's it
[QUOTE=Wolfz;37812536]no one play's it[/QUOTE]
No-one plays what?
[QUOTE=Skydive;37819926]No-one plays what?[/QUOTE]
Yeah realy? Random no detail post......
I hate to double post but this is big and I think I should get into the habbit of announcing updates via posts (along with the main post).
An update is making it's way through real soon. It consists a bunch of some little stuff that's good to have. Here's the changelog:
-Added Motd (People were begining to bug me so a conveniently packed everyones qeustions and answers into one nice place along with some basic rules.)
-Added vote reset game system (No longer will server owners have to reset the server if somthing breaks. It cancels a vote if it isn't won in two minutes and works by majority rule, which is half the sever.)
-Added options to the store that can be edited by the player. Options include the folowing:
--Editable crosshair color
--Aim sensativity
--Player model selection
-Made NPCs nocollide with each other (This may potentialy prevent the game from breaking since NPCs tend to get stuck in the map)
I believe that concludes the changelog. It might not seem like much, but it's most of the stuff people want to be able to do from the server and just makes it a more comfortable environment to be in.
Also note that the server is up and running 24/7 on my server for Garry's Mod 13. Just look for Zombie Waves under gamemodes and not Zombie Survival or somthing along any other lines.
Hurray, the pictures have been fixed. And again, the HUD is not low resolution so don't comment on it if you havn't been on the server before and seen it yourself.
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