Zombie Master

Zombie Master

Re: Zombie Master Posted by Finger on Tue Apr 17th 2007 at 3:57pm
Finger
672 posts
Posted 2007-04-17 3:57pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
I just saw, yesterday, that the Hl2 mod Zombie Master was released. You can download it here

http://gamefiles.virginmedia.com/blueyondergames/halflife2/modifications/ZombieMaster/zm_beta_100.zip

This mod is really interesting, in that it combines FPS and RTS ideas, pitting a crew of players against one zombie master, who can spawn and command hordes of zombies.

The mod was just released, and, like most new mods, server support is poor - good luck finding a game. You can, however, easily create your own server and start playing with the RTS controls - to get a feel for the zombie master role.

This seems like the perfect game for snarkpitters. I'm sure it would provide many laughs and a fairly non competitive environment to goof around and blast zombies.

Anyone interested? Is the snarkpit server still around, and does it get much use? If it just sits there barren - maybe we could convert it and test out the game? A private server is the way to go!
Re: Zombie Master Posted by Naklajat on Tue Apr 17th 2007 at 5:10pm
Naklajat
1137 posts
Posted 2007-04-17 5:10pm
Naklajat
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1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
I installed it, if anyone wants to set up a server or jump into an existing one I'm down for a few games. I think the Snarkpit server got shut down a long time ago, IIRC.

Moddb link

o

Re: Zombie Master Posted by OtZman on Wed Apr 18th 2007 at 8:40am
OtZman
1890 posts
Posted 2007-04-18 8:40am
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1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
This actually sounds interesting. I'm up for a game when I have the time.
What the Snarkpitters listen to!
Re: Zombie Master Posted by reaper47 on Wed Apr 18th 2007 at 4:04pm
reaper47
2827 posts
Posted 2007-04-18 4:04pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Oh, that zombie mod. I've heard of this a while ago. Sounds great. Maybe I'll actually get to play it this evening.
Why snark works.
Re: Zombie Master Posted by Flynn on Wed Apr 18th 2007 at 7:47pm
Flynn
454 posts
Posted 2007-04-18 7:47pm
Flynn
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454 posts 695 snarkmarks Registered: Oct 1st 2004 Location: England
I wish ppl would just make some nice, wholemeal, straight single player- fighting the Combine, blowing stuff up, general franticness. Instead they come up with bizarre ideas like this :redface:
Just Kidding

Just Kidding
Re: Zombie Master Posted by Finger on Wed Apr 18th 2007 at 10:18pm
Finger
672 posts
Posted 2007-04-18 10:18pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
So get working, Flynn =D
Re: Zombie Master Posted by OtZman on Fri Apr 20th 2007 at 12:54am
OtZman
1890 posts
Posted 2007-04-20 12:54am
OtZman
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1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
<DIV class=quote>
<DIV class=quotetitle>? quoting Flynn</DIV>
<DIV class=quotetext>I wish ppl would just make some nice, wholemeal, straight single player- fighting the Combine, blowing stuff up, general franticness. Instead they come up with bizarre ideas like this :redface: </DIV></DIV>
This really depends on personal taste. To me this sounds like a mod with incredible potential. I haven't tried it yet, but if they manage to combine a well working RTS element with the zombie theme this could be a gem. I'd rather play something like this than a traditional HL2 single player mod.

How's the feel in this mod? Is it supposed to be scary/creepy like something from a Romero movie or a fun kill feast? Hopefully there's potential for both so the mapper can decide.
What the Snarkpitters listen to!
Re: Zombie Master Posted by Finger on Fri Apr 20th 2007 at 3:47am
Finger
672 posts
Posted 2007-04-20 3:47am
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
Well, there is only 1 map sofar. Personally, I would go for a more straight-up horror themed map. The comedy of gameplay will be a nice contrast to the spooky map. Hopefully this mod takes off...it would be a fun one to map for, and a nice change from normal deathmatch.
Re: Zombie Master Posted by OtZman on Fri Apr 20th 2007 at 6:00pm
OtZman
1890 posts
Posted 2007-04-20 6:00pm
OtZman
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1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
If this mod turns out to be good/fun, I might even try making a simple map or two for it.
What the Snarkpitters listen to!
Re: Zombie Master Posted by FatStrings on Sat Apr 21st 2007 at 12:57am
FatStrings
1242 posts
Posted 2007-04-21 12:57am
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
i've got it, but I haven't checked it out yet.
i'll get back to you
Re: Zombie Master Posted by G.Ballblue on Sat Apr 21st 2007 at 2:28am
G.Ballblue
1511 posts
Posted 2007-04-21 2:28am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I remember reading about this mod some time ago -- when I saw that it was released, I like, so started dling it.

Holy crap! :eek: 75% already! Trying it out right now.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Master Posted by OtZman on Sat Apr 21st 2007 at 9:59am
OtZman
1890 posts
Posted 2007-04-21 9:59am
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Post some pics plzzz :biggrin: !!
What the Snarkpitters listen to!
Re: Zombie Master Posted by OtZman on Tue Apr 24th 2007 at 12:10pm
OtZman
1890 posts
Posted 2007-04-24 12:10pm
OtZman
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1890 posts 218 snarkmarks Registered: Jul 12th 2003 Occupation: Student Location: Sweden
Woa just checked their website ( http://www.zombiemaster.org/ ) and the game looks freakin awesome! Gotta fix myself a steam accout. If someone's willing to borrow me one that'd be awesome. :biggrin:
What the Snarkpitters listen to!
Re: Zombie Master Posted by reaper47 on Tue Apr 24th 2007 at 3:41pm
reaper47
2827 posts
Posted 2007-04-24 3:41pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I tried it, it's great.

It still has some typical, annoying "beta" issues, but I saw a lot of fun ideas.
Why snark works.
Re: Zombie Master Posted by Finger on Tue Apr 24th 2007 at 6:35pm
Finger
672 posts
Posted 2007-04-24 6:35pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
I agree - it does seem to have great potential. I played a small amount this weekend, just to get a feel for it. I jumped into a nice group of peeps who seemed to be communicating well on the survivor side, while gathering truck parts for the objective.. this was cool.

It seems the biggest challenge is going to be on the side of the zombie master role, since people only get to play if every once in a while (the master is picked at random). A bad zombie master will really weaken the experience. I would love to play the game with a good master.

I've already started working on a map; it's a fun challenge, and a refreshing change from DM. You really have to think of ways to cater to the zombie master (choke points, dark rooms, environmental traps) - otherwise the game will be too easy for the survivors. Then, you have to think of ways for the survivors to strategize (must move in numbers through some areas - sniper points to cover certain areas - flashlight spots - environment uses).
Re: Zombie Master Posted by Pvt.Scythe on Fri Apr 27th 2007 at 7:41pm
Pvt.Scythe
730 posts
Posted 2007-04-27 7:41pm
730 posts 113 snarkmarks Registered: Sep 19th 2004 Occupation: student Location: Finland
Lags a bit too much and the servers are too big comparing to the amount of weapons in them and there are a lot of small bugs here and there, but I foresee great future for this mod once things get worked out. :smile:
''Everyone wades in s**t until they're competent enough to walk on it. Jesus style.''
Dystopia - Empires
Re: Zombie Master Posted by Finger on Fri Apr 27th 2007 at 8:59pm
Finger
672 posts
Posted 2007-04-27 8:59pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
Good mappers would help the situation :wink: Get to work!
Re: Zombie Master Posted by reaper47 on Fri Apr 27th 2007 at 9:47pm
reaper47
2827 posts
Posted 2007-04-27 9:47pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
It's amazing what the little patch did to the game.

I just gave it another try and it's really an amazing mod. I got to play as a master once or twice and albeit a bit confusing it's great fun.

Ideas for maps start forming in the back of my head... :biggrin:
Why snark works.
Re: Zombie Master Posted by OtZman on Tue May 1st 2007 at 9:31am
OtZman
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Posted 2007-05-01 9:31am
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Just came to think of something that could be included in a map: An obstacle where someone will have to stay behind and push a button/turn a valve or similar to let all the other survivors through, and sacrifice his/her life for the others.
What the Snarkpitters listen to!
Re: Zombie Master Posted by G.Ballblue on Tue May 1st 2007 at 3:32pm
G.Ballblue
1511 posts
Posted 2007-05-01 3:32pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I've already schemed up a Descent styled scenario, where the survivors must destroy a generator in a room filled with Radiation, and then escape from some random power plant before the places blows :biggrin:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Master Posted by Finger on Tue May 1st 2007 at 5:20pm
Finger
672 posts
Posted 2007-05-01 5:20pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
Have you been reading my mind?

The map I'm working on is similar - a power plant is leaking toxic ooze down into a populated area. Survivors must carry gas canisters to each of the generators. Once the generator has gas, it can be started (which will take a minute or two, where it has to be protected). Once ALL generators are started, power is converted to a large elevator which the survivors must wait for, then use to escape.

Not the most original idea, but it might be cool.
Re: Zombie Master Posted by G.Ballblue on Tue May 1st 2007 at 8:18pm
G.Ballblue
1511 posts
Posted 2007-05-01 8:18pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Lol, oops :lol:

My idea is bit different in some ways, but yea, two power plant maps? Maddness I say! :razz:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Master Posted by Naklajat on Tue May 1st 2007 at 10:10pm
Naklajat
1137 posts
Posted 2007-05-01 10:10pm
Naklajat
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1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Looks like they're following a 'release early, release often' policy, 1.0.2 was released yesterday.
Change log
  • Added the MAC 10
  • Increased drifter attack range
  • Fixed Spectator panel bug
  • Fixed flashlight effect not showing for other players
  • Shamblers can't turn tables and crates into flying missiles of death
  • Spotcreate power fixed
  • New Delete Minion ZM power
  • New map: zm_deathball
  • Numerous changes to dotd
  • Fixed ZM nightvision (was showing up black for some players)
  • Fixed bugs with rifle shader
EDIT
I'm still unable to play for more than a couple minutes before it crashes =[

o

Re: Zombie Master Posted by G.Ballblue on Wed May 2nd 2007 at 12:12am
G.Ballblue
1511 posts
Posted 2007-05-02 12:12am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
  • Shamblers can't turn tables and crates into flying missiles of death
What? D:

That made Shamblers useful! :/ It basically made them anti-baricade units.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Zombie Master Posted by reaper47 on Fri May 4th 2007 at 4:37pm
reaper47
2827 posts
Posted 2007-05-04 4:37pm
reaper47
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I'll be playing some... after compiling my BRAND NEW ZM MAP!!!!11111

yes.

The "Fresh Brains and Hot Chicks!" server mostly works best for me.
Why snark works.
Re: Zombie Master Posted by Finger on Fri May 4th 2007 at 6:06pm
Finger
672 posts
Posted 2007-05-04 6:06pm
Finger
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672 posts 1460 snarkmarks Registered: Oct 13th 2001
OOoo... post some screenies. I've been working on mine as well - hopefully will make some progress this weekend.