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Zombie Invasion |
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The Wolf |
Oct 24 2005, 04:28 PM
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Agent
Joined: 28-September 05
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That should be quite easily done.... I think. (I've never made a mod, so I can't really say )
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Vinya |
Nov 3 2005, 01:13 AM
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Retainer
Joined: 31-October 05
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bbbbbbbbrrrrrrrraaaaaaaaiiiiiiinnnnnnnsssssss BBBBBRRRRRAAAAAIIIIINNNNSSS
it has begun.
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Teh UberHawtVinyaBot
TO THE HOSPITAL!
stay out of room 237!
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g0d_tH@t_fa!L3d |
Nov 3 2005, 03:48 PM
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Retainer
Joined: 8-October 05
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QUOTE(gomez') Ok, I'm a George Romero Zombie Fanatic. I have the incentive, the knowledge, and the DVD's to make the most George A. Romero worthy Zombie mod ever! God! so many innocent NPC's will die horrible deaths for our entertainment lol im a romero fan too. i also write zombie fictions.
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when the dead walk, man will fall.
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Vinya |
Nov 3 2005, 08:02 PM
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Retainer
Joined: 31-October 05
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QUOTE(Gomez' @ Nov 3 2005, 12:15 AM) Ok, I'm a George Romero Zombie Fanatic. I have the incentive, the knowledge, and the DVD's to make the most George A. Romero worthy Zombie mod ever! God! so many innocent NPC's will die horrible deaths for our entertainment Vinya Zombies don't hunger for brains, they want our bodies. They are incapable of speech blah blah blah, brains are obsolete er....not.........the zombies.....I know you're no fun. A zombie mod would be wicked awesome. At least it would be entertaining. This post has been edited by Vinya: Nov 3 2005, 08:16 PM
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Teh UberHawtVinyaBot
TO THE HOSPITAL!
stay out of room 237!
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Gomez' |
Nov 4 2005, 03:56 AM
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Agent
Joined: 30-October 05
From: Purgatory
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They also don’t eat animals, or each other, they are instinct incarnate. They have post reptilian brains witch focus only on the basic need to feed and live. They go where instinct and echoes of past memories tell them to, and that is NOT tied into Who they do and do not eat, they want the flesh of ALL mortal men.
But then again....I did see a zombie kill a rat in an Oblivion Video, so that whole theory is out the window. May I interject? I think a proper Zombie mod should imply a new landmass. If the Zombie mod implied that many NPC's in major cities get killed, that Might conflict with some mods that might be done.
A Quarantined island to the south of Cyrodil, It should contain some abandoned towns, all the creepy Menajuata implied. Dilapidated buildings, half eaten corpses lying around, the smell of death and suffering in the air, all the creepy feeling of a Tobe Hooper project. The place should be quarantined by the Legion; due to the fact that...well....dead people are walking around killing living people. So the player’s job is to go to the Island and help establish a base from witch they will slowly begin the process of taking back the island from the walking dead. The player is sent with a small group to scout for a location to establish the Camp, and the eventual fort. After some lengthy time spent dodging the undead, collecting firewood, and seeing along the construction. You come back from some menial Quest to find everyone dead, eaten alive. After some analyzing and exploring you find a (What!?) Survivor. Badly wounded (You don’t say) and slowly dying (get out of here) He tells you that there were other survivors, and they are heading for the landing vessel to the south. Shortly thereafter he dies (Bullcrap really?) you journey to the vessels landing point to find that it is gone. And you are the last living person on the island. You have to wait for the eventual rescue ship that may or may not come. Its survival from here one out, keep yourself alive. Loot suplies from an abondoned town, build a barricade inside a house to keep the dead out while you sleep, or even fortify a gated abandoned town to become a psuedo Dawn of the Dead situation. Where you bar the dead outside the town walls while you stay safe in your own little "Monroeville Mall" of sorts
I think it would be crazy fun
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"Listening to the unicorns is like having sex with yourself in the third person"
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Momaw |
Nov 4 2005, 03:29 PM
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Retainer
Joined: 2-October 05
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QUOTE(Gomez' @ Nov 3 2005, 10:56 PM) A Quarantined island to the south of Cyrodil, It should contain some abandoned towns,... Sounds like great fun! Three things though: - might want to take it easy on the menial questing while you wait for a fortress to built. Realistically that would take months. May I suggest that, instead, you are given a mission to lead an armed recon of the island. The fortress is already built, they just want somebody experienced with survival and travelling in hostile territory to lead a group of soldiers. You lose your squad to a trap of some kind, and have to beat feet back to the fort.. Then you can launch into your "arrive to find it eaten" scenario. Keep the player entertained - figure out some way of preventing the player from simply flying, swimming, or water-walking their way off the island. - instead of waiting around for a rescue ship or random fishermen, you might make it one of the quests of your campaign that you have to send a distess call. Perhaps by magic. Perhaps by lighting a signal fire. Perhaps by catching and attaching a note to a messenger bird.
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Gomez' |
Nov 5 2005, 04:55 AM
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Agent
Joined: 30-October 05
From: Purgatory
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Think Gomez think..... The Island should be as far away from Tamriel as allowed by Oblivion. It should be surrounded on all sides by some form of carnivorous fish...ill have to make a visit to the imperial library to find a suitable one. It should be high enough level to deter players from trying to swim back; some way has to be devised to keep resourceful alchemists and cunning mages from trying to levitate or water walk back though. All in good time. now off to study up on my zombie logic!
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"Listening to the unicorns is like having sex with yourself in the third person"
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Wurlon |
Nov 5 2005, 04:15 PM
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Knower
Joined: 25-August 05
From: Pennsylvania, United States
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Heh how about just wreck up cyrodil? It's an island wink wink.
I don't know about you guys/girls, but I REALLY love saving people in VIDEO GAMES. For example, in Mercenaries on one of the Ace Contracts there were two U.S. plane wrecks, in which two pilots were running around each fighting for their lives. Well after almost one hundred times, I finally managed to gather all four in an APC and finish the mission with them alive. They looked pretty cool too, in those wierd pilot helmets.
In Resident Evil Outbreak (1st outbreak) I loved letting the people die a bit, run to them, lift them and drag them as a horde of 6-7 zombies chases us. Or I would let the chinese girl get pulled out of the window in the very beginning ( in the stairwell there is a window in which a zombie will break and reach in for a person, if the person doesn't struggle or get help the zombie pulls them out and they die).
Even back during Nintendo 64, there was a helicopter game in which you could pick people up in a winch and carry them to a dropoff point where they would load up on ships to safety.. I think it was called Desert Storm or something, really fun!
As a final example, one of the military games that game out ( I forget the name urgh) that was suppposedly based on actual military training programs, when people became too injured they would flop down and you would have to pick them up and rush them to a medical point, that was super tastically fun!
But as for Zombie island, have the island in water as said, and build one medium size town or two small ones and a few farms on it. Then you can litter the place with respawning/non respawning zombies. Then place dead NPCs, NPCs that die from zombies and NPCs that are hiding from zombies. Also, the zombies would have to be very high level so guards would have a rough time battling more then two at a time and have the zombies have a disease so if they hit an NPC too many times they morph into a zombie. But anyway, the only safe spot on the island would be a small fort in lockdown mode.
The player would find out about the island by asking shipmasters about "lastest rumors" in which they would tell you about how no more ships come from the island ( it would have a name) an they could drop you off there. The player would arrive at a small port in the back of a farm (we do not want the player to see the city yet) where he would meet with a small group of guards struggling to fight back a horde of 20 zombies. The player the guards would retreat into the farm house's center, which is walled and close the gate while they recover from the battle. After a while they will tell you they were searching for survivors and should return to the fort soon, in which you would have to follow them and fight off dozens of zombies. After arriving the captain will fill you in on how a mysterious disease has caused almost all of the island's inhabitants to become zombies. He will give no quests for now, but pleads to you that you will help them rescue any surviving citizens still hiding in basements and attics.
Now the player could explore the wierd, horrofic countryside near the fort, or go to the northern tip of the island where the towns are to see the tragedy there. Throughout the mod, people in wierd hiding spots could be placed... with plenty of skeletons so the player could find gold, a few armor pieces and scrolls to fight with. AFter the player rescues so many people ( the captains expected amount that would be alive, probably around 12), the next time they return to the fort they will find it being sieged by a massive amount of zombies , who will manage to break through the gates. If the player managed to rescue the fort, the captain will declare this island a suicidal mission. In an effort to save his troops and himself, he will disobey the king and order his troops to evacuate now. The player's job will now be to escort a the garrison at the fort (around 12 guards, 12 citizens plus the king) to the point in which you got dropped off. There will be an exponetial increase in zombies on the way, insuring that someone will die if the player gets lazy. When they reach the dock, they will gather inside the farmhouse (remember with the gates?) and you will have to teleport to the city, get a shipmaster to come down and pick them up and get them onboard. The captain, who once again risks his life by telling the king about his retreat will be spared of disobeying the king or whoever is in charge of the military at the time. If you speak to this person, he/she will reward you with 2400 gold for every citizen/guard saved. (It should have been very hard!) and promises the same price if you find/rescue anymore from the island without guard help.
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Sic Semper Tyrannis
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g0d_tH@t_fa!L3d |
Nov 5 2005, 08:01 PM
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Retainer
Joined: 8-October 05
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QUOTE(Wurlon) Heh how about just wreck up cyrodil? It's an island wink wink.
isn't OB going to be surronded by an endless landmass?
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when the dead walk, man will fall.
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Gomez' |
Nov 5 2005, 08:29 PM
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Agent
Joined: 30-October 05
From: Purgatory
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I like your ideas; I think there should be a few survivors hidden amongst the towns. And I plan for there to be plenty of towns, including one that is still being held down by citizens, that won’t let anyone, including the legion, in. and in addition to that, an insane band of hooligans that roam the countryside, they make regular attacks on you and everything around you.
And the fort should only last so long....
How about instead of the commander gathering up everybody and leaving, he just abandons you by leaving with the only mage on the island.
Leaving you with the few survivors there are at the fort, and then my scenario ensues. I want the whole environment to emphasize on survival.
And GTF, to my knowledge, Cyrodil is sorunded by land on it's north, east, and west sides. the south is open ocean
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"Listening to the unicorns is like having sex with yourself in the third person"
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