Weekly Update! 1/02/07
A tad late, yes, I know. With Blnukem leaving, I forgot all about this, but, here it comes...
Well, Champ and I have been working a lot on ACCM 1.2 (especially zombie-wise). Here is a list of things:
The rest of the updates are either small, covert, or soon to be completed/already mentioned. We'll let you know what we've gotten done next Sunday.
Well, Champ and I have been working a lot on ACCM 1.2 (especially zombie-wise). Here is a list of things:
- Zombie Gametype
Ah! What we've all been waiting for! A nice zombie survival gametype. Featuring random human zombie selection and auto-spawning zombies (must be specified by the mapper).
This will probably be nice for dedicated servers that can't have admins on all of the time. The zombies spawn automatically without the assistance of an administrator after 60 seconds. But, on to the gametype:
Everyone starts off on the "human" team. There are no inventory stations, so you have search for ammo around the map. You'll receive warnings about "zombies in your area" until they come about 45 seconds after (the timer starts 15 seconds before, which is why I mentioned 60 seconds above for anyone who is wondering). When the 45 seconds are up, a random person to be the human zombie is selected, and the zombies start to pour in.
You have to survive for about 10 minutes, or what the host changed it to, until help arrives. If you die, you get switched to the zombie team, and you become a part of the zombie horde. If all of the humans die, the game ends in favor of the zombies. If the humans survive for the timelimit, the game ends in favor of the humans.
So far, I've pretty much gotten it done. The only thing is scoring. - Zombie Pods
Those who like Halo will be familiar with this. The zombie pod just... sits there until someone either shoots it or gets close. When that happens, the pod explodes (bloody) and out pops a ravenger!
The rest of the updates are either small, covert, or soon to be completed/already mentioned. We'll let you know what we've gotten done next Sunday.
Comments
Or do you do it like MM/DD/YY
I do it DD/MM/YY
I follow the strange American way.
That explains the annoying spamming and why in one post he said: "Colour"
(Damn Euros...)
They never shave... Oh wait that's da Frenchies... Meh... Still Euro
Me love shrimp... to EAT!
He haven't seen him on tribes 2 lately. Maybe if I'm lucky, he'll make ME rank 4!
Bittersweet... if I lose shrimpy, I won't have anything to eat, but I'll get rank 4.
If I keep shrimpy, I have something to eat, but I'll stay rank 3.
Decisions, decisions.
- Flame Turret
- Commander Camera Artillery Function
- Code Improvements
That's all I can think of right now...This was one of the things Blnukem threw away. I've put it back in because it's so fun (and it replaced that crappy gauss turret).
Yes! The Commander Cam can now drop artillery on people (with a limit, anyway)! Maybe drop in the credits from TCCM or maybe just a new resource system?
You guys don't care about this stuff...
Eolk... I removed that months ago... It wasn't even in my version of ACCM 1.2, genius...
This is what you'll look like if you eat him:
http://d.yimg.com/us.yimg.com/p/rids/20080104/i/r456306930.jpg?x=230&y=345&sig=a9yYn5RqzMARQOYy8D2Z2w--
One in favour of humans and one in favour of zombies.
Also, a new gametype! All the players are strapped to a bomb in this gametype (just put a satchel charge on their front) and if they dont kill all the zombies in the area, and gain access to a certain room to disarm bombs, they blow up!
A 10:00 count should do well....also, make somesort of inventory station to "disarm" bombs