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Poll
What game does everyone play now?
Starcraft 2
26%
 26% [ 8 ]
Warcraft 3
35%
 35% [ 11 ]
League of Legends
19%
 19% [ 6 ]
World of Warcraft
0%
 0% [ 0 ]
Diablo 2
0%
 0% [ 0 ]
No games at all
10%
 10% [ 3 ]
Other game not listed
10%
 10% [ 3 ]
Total Votes : 31
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 Zombiness Game - Amaz and Kog

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Which Tile Sets Best?
A
33%
 33% [ 1 ]
B
33%
 33% [ 1 ]
C
33%
 33% [ 1 ]
Total Votes : 3
 

AuthorMessage
AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Fri May 15, 2009 4:58 pm

Pat dont post on my thread while ur drunk, makes me look unprofessional
Btw, hows the girlfriend doing Very Happy
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Fri May 22, 2009 2:42 am

hey amaz have you seen this? it could work for walls n doors


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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Fri May 22, 2009 4:38 pm

yeah, i couldnt get it 2 work b4
but i think that was when i sucked

ill try it again :/

it is a cool model set ^^
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Fri May 22, 2009 6:45 pm

well the walls we have r fine but the gates are not too hot lol
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat May 23, 2009 9:05 pm

UPDATE "READ FIRST POST"
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat May 23, 2009 11:35 pm

Lol amaz that middle seems familiar from some where... hmmm maybe its from that thing... Razz jk it is better rofl
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Pat1487
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat May 23, 2009 11:46 pm

I closed the poll since theres no more A B and C in the first post

Do you want me to move this to map projects now that the first post is organized?
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun May 24, 2009 7:07 am

yea pat put it in map projects

AmAz if u post a pic of where u want teleports to go like color code it ill do them real quick also should it move camera too? i always found that annoying but idk

- marines lose 2.5hp every second "outside" the building / base starting hp is something like 125 - this is to stop peeps from spawn killing zombies

- you did marines walk through crates
- were not doing ammo
- what do you mean by zombie abilitys?
- cant zombies still see humans? so why ping them?
- i still dont understand what you intend to have the gates do? open for everyone? just humans? why have gates at all?
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bloodasb
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun May 24, 2009 11:41 am

Gates would block out the zombies at first so like.. one guy could get the zombies at one gate, the zombies could only go to gates to get throurgh, thats how it would work, then when they destroy a gate They kill all humans !@#! Very Happy
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun May 24, 2009 1:38 pm

totally forget, theres going 2 only be two gates
The 2 Entrance gates
Why?:
When the Gate opens it alerts you a zombie is coming, so u need 2 hide or prepair

Zombie Abilitys: We just need 2 blaence them, mostly the Chem Zombie, i gave it a 3 second stun lol i think it might be really over powering

Zombies Can See Humans
But Humans Wont be Able 2 see Zombies Anymore
For Humans, There will b Pings if they click the Command Ability, it will show the human players
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun May 24, 2009 4:44 pm

chem is still disabled amaz and if they still can asplode a stun is useless

what was the point of adding the 1 2 A B to pic first post? just do color coded teleports n i can do them real fast
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun May 24, 2009 6:36 pm

Chems Cant explode anymore

maybe ill make a new zombie class where they explode?

sounds good
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon May 25, 2009 5:21 pm

- Zombie respawn Fixed
- Zombie Dialog Fixed (i think Smile )
- Restart Fixed (once again an assumption)
- Put in camera command
- Put in tank zombie
- added shop and med center
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bloodasb
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon May 25, 2009 5:23 pm

when do the zombies talk? this game is sounding cooler i just hope u guys can put it together and not Shitily
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon May 25, 2009 5:45 pm

"when do the zombies talk?" what do you mean lol and blood let me put it this way. look at moww2! now decide how its gonna turn out! :p
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Tue May 26, 2009 7:54 pm

BUMP for amaz/ update

AMAZ i FIXING dialog box TONIGHT and -restart was only a test cmd lol
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bloodasb
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PostSubject: Re: Zombiness Game - Amaz and Kog   Tue May 26, 2009 8:46 pm

Oh ive already decided how its gunna turn out Razz lol

and u said zombie dialog so i assumed u were talking about zombies talking
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Tue May 26, 2009 10:35 pm

no its a dialog box to pick what kind of zombie u wanna be, also theres a dialog box to pick wat your marine looks like, they were clashing which was causing problem WHICH I FIXED!
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Thu May 28, 2009 6:21 pm

major and minor updates for may 28th, check em out, comment on the new terrain update?
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Pat1487
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PostSubject: Re: Zombiness Game - Amaz and Kog   Thu May 28, 2009 7:41 pm

I like the different areas, very diversified but still flows well

The train track part is weird, trains dont normally work that way, but i guess that station could be the end of the line, still though, the train tunnel wouldnt just lead into B like that, but i see why its like that, so ill let it go
It would be cool if you had a train come into the station every so often, killing everyone in its path (zombies and marines), have a train arrival timer come up when they enter the train station so they have some warning (make it disappear when they leave the station)
Also get rid of the brick wall that leads out of the station so it makes more sense, put up pathing blockers

The gate that leads into D from 4 should be something different, like one of those doors knight posted (same for the gate from 5 to D)
Is it destroyable, or can you open it? I think making it openable by a switch that only marines can use and destroyable by anyone would be cool, cause then you could trap zombies outside

There doesnt seem to be a door leading into E, from that pic I cant tell how your supposed to get into E

Whats up with all the pathing blockers (i assume they are pathing blockers and not vision blockers, cause what would the point of the trees be if they were vision blockers)
You only need some on the perimeter of what your trying to block, if its to stop zombies from spawning there you couldve just used a few regions (4 or 5) and a trigger

Overall it looks good and I hope I get the chance to test it
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Thu May 28, 2009 8:04 pm

amaz put all those pathing blockers lol

getting into E is supposed to be teleports

zombies spawn at 2 different regions, both on the outside

your train idea would be interesting pat we would hafta get a train model and rework terrain a tiny bit (i cant see new terrain for some reason but ill take pats word for it)

right now all the gates just get destroyed and thats it but i think we were gonna make it so when marines walked up to them they would open
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bloodasb
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PostSubject: Re: Zombiness Game - Amaz and Kog   Thu May 28, 2009 8:54 pm

Yea i like pats idea for the train
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Thu May 28, 2009 9:31 pm

Lol, i origionally was going to put in a jump trigger for a zombie and the marines, and inorder to not cause bugging like in the previous versions i put pathing blockers.
Well as time went by we decided not to add the jump trigger due to all of the massive bugs it could cause, and the amount of time, so we trashed the idea.
id remove them but they dont seem to be causing any problems or any lag.

The trains moving... Hmm... sounds good, but is actually more complicated then ud think lol.
Because all of the units are destroyed after the game restarts, and all of the units have to be spawned. Hell i dont know i guess it could be done.
Ive seen the train thing done b4, not on war3, but on another game, it made it fun lol.
Hmm i guess ill look into it (or make kog lol)

BTW: the train station is like the last stop. Its not going 2 keep running through. thought tht was sorta obvious lol..
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat May 30, 2009 2:31 pm

the train thing would be easier if it wasnt supposed to be the end of the line

with it being the end of the line it would be slowing down and that would be annoying

people might be getting off which could be feed for zombies or something

amaz was stupid to ever put pathing blockers :p they wouldnt stop a good jump trigger
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Pat1487
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat May 30, 2009 5:20 pm

People dont have to get off of the train, just have it slide in to the station, fast at first then slow it to a stop (make a variable for slide speed and change it over time to 0 as the trigger runs) then just have it back out of the station in the same way it came in (do exactly what you did before just multiply the speed by -1)

Use a train model thats like a subway train where the back and front are the same so it can go in either direction

Or just have the train derail and explode when it slides in there, w/e (only have 1 train unit and just reuse it over and over again)
Players will assume theres more then 1 train and that the people on the outside dont realize this station causes trains to explode cause of this zombie thing
That might be distracting, probably doesnt fit with the backstory of the map, and if they play long enough they could go through like 1000 trains (no one will notice cause they will all be like "OMGZ EXPLODING TRAINZ!!!")

I would go with the first one where it slides in, stops for a sec, and slides out (both would kill everyone in the path of the train)
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