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FPSC Classic Work In Progress / [X9] Nazi Zombies! Fan Game [Mod Contest Entry] Beta Download

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Kravenwolf
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Posted: 30th Jul 2009 04:54 Edited at: 30th Jul 2009 04:55






C&C welcome


Kravenwolf

Robert F
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Posted: 30th Jul 2009 04:58 Edited at: 30th Jul 2009 04:59
Yay!!! Pics are great cant wait to play.
Coach Shogun 20
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Posted: 30th Jul 2009 05:15
The door textures look a bit flat, but that could be from desaturation. Also, I don't like how the ceiling is the same as the floor. Other than those two things, those are some awesome shots.

Kravenwolf
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Posted: 30th Jul 2009 05:56 Edited at: 30th Jul 2009 06:06
Quote: "The door textures look a bit flat, but that could be from desaturation. Also, I don't like how the ceiling is the same as the floor. Other than those two things, those are some awesome shots."


That's strange. The door meshes themselves are not flat. Maybe it's just the angle the shot was taken.


Kravenwolf

teamhalo
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Posted: 30th Jul 2009 06:11
This looks awesome! But I Have a question, will the game still have endless zombie waves like nazi zombies ?
Kravenwolf
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Posted: 30th Jul 2009 06:22
Quote: "will the game still have endless zombie waves like nazi zombies ? "


Well, I decided to break away from the Nazi Zombies label, and let this become a standalone title. It was originally inspired by Nazi Zombies, so a few of the gameplay mechanics (such as infinate spawning) will remain the same throughout. Only now, rather than each level confining the player one small building to fight off hordes, the player will be able to free-roam around the world, and when zombie hordes come, he will have the choice to take shelter in a building, run, or fight in the middle of an open field.


Kravenwolf

teamhalo
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Posted: 30th Jul 2009 06:31
Quote: "Well, I decided to break away from the Nazi Zombies label, and let this become a standalone title. It was originally inspired by Nazi Zombies, so a few of the gameplay mechanics (such as infinate spawning) will remain the same throughout. Only now, rather than each level confining the player one small building to fight off hordes, the player will be able to free-roam around the world, and when zombie hordes come, he will have the choice to take shelter in a building, run, or fight in the middle of an open field."

That sounds really cool. I am really going to keep my eye one this. Oh and if you ever need help with zombie textues(i noticed in the early beta they were black) hit me up - teamhalo2444@yahoo.com

-th
Coach Shogun 20
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Posted: 30th Jul 2009 06:48
Quote: "Maybe it's just the angle the shot was taken."


Sorry, the word I meant was plain. The detail was probably just washed out in the screen.

Butterkiss
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Posted: 1st Aug 2009 07:22
Hey Kravenwolf you need any help? If you want to check out my videos Here's my you tube page If you need help just ask? *fingers crossed*

http://www.youtube.com/user/Slumpyjulius

B1
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Posted: 2nd Aug 2009 20:25
Kravenwolf u r the man
these levels r bril and i like wat u done with the cola machines as well

and also come on get a link up for ur nazi zombies game people like myself r dying 2 ply it

I'm like a bat out of Hell
newbie he he he he he he he
Storm4
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Posted: 3rd Aug 2009 22:35
Wow, this is looking great. To bad it isnt going down the Nazi Zombie path anymore. I was going to give you one of my map ideas, but nevermind. I'll just use it in my game. Keep up the good work

-MtG
jflymax
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Posted: 18th Aug 2009 02:09
how do u have endless zombies???? i only know trigger zones and then i use them

Video games are a never ending future. You can never run out of things to add to a game
Silver Eye Productions
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Posted: 28th Aug 2009 18:51
How is it going with this game?

I GOT BALLS OF STEEL!
KeithC
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Posted: 28th Aug 2009 18:58
Looks great; can't wait to see it in action!
Metal Devil123
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Posted: 28th Aug 2009 23:06
The new screenies are looking great! You and hockeykid did a great job! (I'm using Fenix Mod. It rocks, thank you hockeykid). The ylooks great, but I don't know if I like the money system. I don't like it mixed with horror, but that's just me. Level design looks sweet! One of the best! But how do you spawn endless zombies?


PS: -.- ,,|,
Gears of War
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Posted: 29th Aug 2009 00:48
You could change the Money sign on the HUD to Time. That way, it would fit better with the horror part. It would be a little more realistic, like killing zombies would give you more time to clear debris.

Can you save the crew of LV21?

http://forum.thegamecreators.com/?m=forum_view&t=151512&b=25
Priske
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Posted: 29th Aug 2009 04:30
amazing work!

3D artist
shadowfire
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Posted: 31st Aug 2009 00:27
Quote: "how do u have endless zombies???? i only know trigger zones and then i use them"


when z-mod come out there will be a full tutorial and how to do that. it's very simple, and very effective.

blokeybo
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Posted: 31st Aug 2009 16:47
awesome job!! dying to play it only the link on the first post is gone

if you are reading this could u please tell me how to put a gif or banner here plz
Crazy Acorn
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Posted: 3rd Sep 2009 05:18
Very nice job people looks nice. Cant wait to see it in action!!!

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KeithC
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Posted: 5th Sep 2009 04:20 Edited at: 18th Oct 2009 15:35
"Un"-Locked at author's request.

Kravenwolf
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Posted: 18th Oct 2009 18:04
Thanks Keith. And thanks to Errant AI for reposting the download to the first beta. I've updated the first post with a [working] link for everyone that hasn't gotten a chance to play this yet (I've gotten over 20 messages from my Youtube account asking for the link).

@Keith, Hockeykid and I will be submitting the 'update' into the BOTB sometime next month before the deadline.


Kravenwolf

dark peanut
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Posted: 18th Oct 2009 18:20
Very nice
Gave it a play and I must say, hehe that rhymed, anyways the level design was simple, not too fancy but extremely effective and worked perfectly for the survival game. Too be honest I was glad there wasn't the usual scattering of entities all over the place to slow me down, which is perfectly fine in a tradiional action game btw. All in all an addictive game and very nice for an 8 hour project. My only regret is that no one has uploaded the newer version. Good luck on your bid for BOTB 2009!

dark peanut

Check out my Ultimate Competition Entry here: http://forum.thegamecreators.com/?m=forum_view&t=153854&b=25 Ultimatum: The Final Deadline

Errant AI
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Posted: 18th Oct 2009 19:07 Edited at: 19th Oct 2009 20:51
Quote: "Good luck on your bid for BOTB 2009!"


+1

This one of those games which I feel really plays to the strengths of FPSC. Honestly, the gameplay (in the early demo I played) didn't make a lick of sense but at the same time it's the most addicting gameplay I've experienced with FPSC.

With a bit of work I truly feel this can leave the FPSC and fan-game caveats behind, if you catch my drift. I haven't been keeping up on this but I will field a serious questions to you guys:

Why do you buy weapons/ammo and barrier removal with money earned from killing zombies?

At face value, the concept requires such a huge suspension of dis-belief that it makes the whole thing ridiculous if you think it for more than a split second.

Taking the demo level for example, IMO, it would be so much cooler to feel like your not 100% alone but have friends outside the gameplay area who assisting you while also fighting zombies of their own (unseen, of course). The earn/spend mechanics would be the same (because that's the addictive part) but with different presentation that doesn't cause ones eyes to roll. For example killing zombies wouldn't be strictly for earning cash so much as earning time/doing your part in the larger battle. Instead of a wall vendoring guns to the player, it could be a hole in the ceiling where someone is presumably fighting up above. By killing zombies on your level, your doing your part in overall zombie reduction that would allow your friends to justify dropping some arms/ammo down to you. Likewise, at a barricade perhaps an "ally" is attempting to break down the barricade but because all the zombies he is appearing to be fending off (though really they should ignore him and coming after the player) he can't do his job. The player doing their part in killing zombies allows him to complete his task. To me that seems a lot more interesting than simply throwing cash at the problem. You could even have it so that you earn points for different things by killing zombies in certian sections. So, say you kill the ones spawned from areas assigned to the barrier, you automatically build credit towards that goal. If you kill them in another area, someone can spare you some weapon or ammo. See what I'm getting at?

Anyhow. Sorry for loong post! I just felt that some real CC might be something you're looking for. You guys already know how much I enjoy what you've done so far.
PW Productions
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Posted: 19th Oct 2009 20:01
Now that... is what constructive posting is meant to be. Seems hard, but very efficient and awesome.

I agree with what he just said (see sig below).

-PWP-

I've seen it all. Except for myself ever not failing at something.
Crazy Acorn
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Posted: 20th Oct 2009 03:20
It is very coll but the problem for me is that everything cost so much and the zombies give so little..... But hey i beat the game! It is very fun but i figure out the secret.......

The master of GAMES!!!!!!!!
PW Productions
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Posted: 22nd Oct 2009 20:35
What texture did you use for the first level's walls? It's really good and would go perfect with my WIP Blackcloud. Also, I saw on YouTube that you said the game will be available in August for $6.98? I'm guessing that's changed, hopefully?

I've seen it all. Except for myself ever not failing at something.
Kravenwolf
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Posted: 27th Oct 2009 15:55
@Dark Peanut, Thanks!


Quote: "Sorry for loong post! I just felt that some real CC might be something you're looking for. You guys already know how much I enjoy what you've done so far. "


I suppose it's my turn for a long post.

@Errant, C&C is always appreciated! The concept of buying weapons and paying to unlock new areas was straight out of Call of Duty's Nazi Zombies game. The game (from Call of Duty) was just a bonus mini-game, and didn't follow the storyline of the main game. It doesn't make sense at all when you do stop to think about it, but you're having so much fun killing the zombies and trying to reach new areas, that it's one of those things they can get away with

Anyway, the "update", unfortunately, isn't going to make August obviously. It probably won't be shown on the forums until late this January (after I get my hands on bond1's FPSC-changing shaders). But we have to decided to change a few things. For one, this new game, will break the 'fan game' status, and become it's own title (or at least we're going try).

We will be using Fenix Mod's Dark AI, so the zombies will stop getting stuck in other rooms, and will always find the player (and other survivors "allies") whereever they are. Secondly, we're changing the gameplay to make more sense (as you said). Instead of purchasing weapons from the walls, and instead of getting 'magic' cash for shooting zombies in the head, you'll have to seach the area for supplies, ammunition, weapons, and etc, and then use new commands along with the inventory system to trade weapons and supplies with other survivors to obtain more firepower.

@PW Productions Manager, I can't remember the exact texture I used for the walls, but it was on CGTextures.


Kravenwolf

Dom2913
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Posted: 21st Nov 2009 13:06
Do you need to be using a mod to get this to work
Kravenwolf
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Posted: 1st Dec 2009 21:37 Edited at: 1st Dec 2009 21:38
Quote: "Do you need to be using a mod to get this to work"


Nope. Just download the game, extract the files from the .rar, and click the exe to play.

Kravenwolf

A r e n a s
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Posted: 1st Dec 2009 22:55
Quote: "click the exe to play"


To enter the menu. Click Play Game and then you play

The Master Dinasty
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Posted: 2nd Dec 2009 20:57 Edited at: 6th Dec 2009 17:11
Kraven are you hinting for a storyline to nazi zombie game?

Played it! i loved it sadly it lagged for my "new" computer i think it might have to be the engine? I cant wait for more uppdate on this game. Been watching your video channel on youtube you have clearly skills.





Zombies got stuck in rooms so i spawn killed them
Btw i found your "secrete room" under the second room after spawn
it had some ammo a axe and the weapons you can buy on the map
The zombies pushed me down through the floor....


-Massap2

Beacause massa is the master!
Staring blankly at the sun waiting for my time to come...
PW Productions
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Posted: 4th Dec 2009 03:33
Ah, this keeps improving You really deserve BOTB, and I think everyone knows.

Cheers Kraven

PWP

Deathray
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Posted: 5th Dec 2009 21:13
I did not like this game. here is a respectful "negative review", that will hopefully encourage further development

I played this game about three times (had three game overs, getting up and away from the computer in between each one). In the first round, I did not know what exactly I was supposed to be doing. While trying to get oriented, I was quickly killed by something I did not see. On my second life, I found the fire-ax and noticed that the zombies in this game are as black as the black background. After dropping two of them, I started looking for my exit. It seems that the three holes in the wall do not go anywhere, and trying to escape through them got me stuck and I was unable to get back into the first room. Needless to say, I was overwhelmed by more zombies and was killed pretty quickly.
On my last time playing, I figured I could get the ax and just hold off the incoming waves of zombies until I could "get a minute to figure out what to do". After nearly a dozen, i assumed they where scripted to just keep coming.
At this point i exited the game, as I was not sure what i was supposed to be doing, nor did i like the zombies.

This game might have some potential, however there is at least three things that should be changed on a later version.
1 - the zombies should not be all black. This makes it nearly impossible to see them, and a difficult enemy to face when you are just starting out. This type of character could be better used later in the game, when the PC is, say, fighting off a wave of shadow people. I was expecting "zombie-zombies", and had a very hard time thinking of these things as living dead and not "shadow people". I suggest using a different entity in the first part, and saving these challenging beasts for later in the game when the PC has developed a sense of your game play.
2 - from the start, there was constant danger, which prevented me from getting out of the first room. no one likes to die, and especially before getting a full five or ten minutes out of a new game. The first room should be something of a safety area, where the PC can get oriented and prepared for the rest of the level. This should also give the PC enough time to realize that the gun for the bullets that are available is not in the room (as far as I could tell)
3 - Give more instructions to the PC. When I started the game, I was confused about what I should be doing. It was evident that trying to go into the two holes in the wall would not work (seems like the floor dropped off anyways). After re-reading the first few posts in this thread, I know now (with knowledge outside the game) that I was to stay in the room and kill 1k worth of zombies, and go to the door that will not say you need money to get it opened. As the player, i felt this information would have been useful in the game, even if the concept to get out of the first room into the remainder of the level was not the best (IMHO). I bet the rest of the level does pick up, however the first area of any new game should be more "welcoming" for a new player so they may get better situated and prepared for the rest of the game. As a rule of thumb, the first ten minutes of any game should be fun and rewarding for the new player, and encourage them to keep playing.

I also had a buddy come over and play a round. His sentiments pretty much matched what I had said, "this is no fun".
Having said all of the above, I think if you had more than one day to make the concept and another few weeks in play testing, you might have a pretty good game. But, since i know the FPS editor and what it can do, i will say that i am impressed with what you did accomplish in one day. I did like the way the room looked (aside from seeing the floors fall off in the adjacent room), and felt that the lighting did achieve the atmosphere for a horror based game. Add to that, the script work, I would say you guys are on to something, but again... not quit there yet.
If the target audience was for "experienced gamers who like not seeing what is killing them", then this goal was met.
If this game was intended for even a casual gamer, then there is a lot more development work that should have been done.

thanks
Crazy Acorn
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Posted: 5th Dec 2009 22:38 Edited at: 5th Dec 2009 22:39
OK Death Ray I know your angry but this game is one step for FPS Creator kind and Z-Mod is one giant leap to a better game play for something like this. But don't whine about you suck at this game. I agree it is very hard but i in fact beat the whole thing. I give Kraven Wolf a lot of props for this. He did it in one day. And i thought the zombies were awesome. It made it a challenge but if you whack in the door you hit a zombie. But i do agree it takes forever to get money i beat the whole thing with just an axe saving up points. I mean it was crazy how it all worked out. It would be cool to see those zombies in the store. But it gets boring after a while. I was actually planning to keep it for further use. Because people delete it and the later they want it back but my computer suffered bad and i lost everything on it. (Stupid HP)!!!! But please keep things positive !!! But i had to go here and figure out stuff because huds and things were disappearing.
A r e n a s
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Posted: 7th Dec 2009 22:27
Quote: "OK Death Ray I know your angry but this game is one step for FPS Creator kind and Z-Mod is one giant leap to a better game play for something like this."


Thanks

@Deathray

The idea is to earn enough money to buy your way through the door. If i recall right the door's hud didn't work correctly so you aren't aware that you can go through it but that's where you are ment to go. The BIG problem i found with this game when i played it was that the money to cost ratio was well out.

JJB Productions
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Posted: 8th Dec 2009 00:33
I tried to play this, but everytime I started a game, the zombies never appeared. Any suggestions?

I AM LEGEND: THE VIDEO GAME
http://forum.thegamecreators.com/?m=forum_view&t=152828&b=25
Crazy Acorn
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Posted: 9th Dec 2009 03:46
But DeathRay don't be crying just because u cant beat it. In my opinion it is very easy. Hey we all cant be Astronauts. Just like I said
Quote: "this game is one step for FPS Creator kind and Z-Mod is one giant leap to a better game play for something like this"
DestroyerHive
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Posted: 30th Dec 2009 22:35
You're absolutely right Gorlock, Arenas, and uhhhh... JJB Productions!

@Gorlock Suggestions: Go back to the Z-mod thread and look at the previous posts. I clarified the whole "L4D joke" thing

http://www.uncaged.co.uk/pg.htm
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Crazy Acorn
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Posted: 1st Jan 2010 07:37
Got it Destroyer Hive
CelticRaven
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Posted: 10th Jan 2010 21:44
Great job Kraven and hockeykid truly an amazing game.
CelticRaven
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Posted: 10th Jan 2010 21:45
Great job Kraven and hockeykid!!

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