Author Topic: FH2:Zombies!  (Read 9056 times)

Offline Havick

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FH2:Zombies!
« on: 21-09-2010, 17:09:00 »
There are 6 maps in the current version and you can choose many different nationalities and kit loadouts in each map. Fight alongside Italian, American, British, Canadian, and Australian soldiers against the Nazi-Zombie horde! Even fight as uninfected Germans against the infected SS (Tobruk).

This is a co-op mod and meant to be played online with around 5 or so people.


================================================== =====
Here's the standard lineup for most maps:

Recon:
American with the standard garand recon kit. Keeps an eye out for zombies with the binoculars. Isn't half bad at combat either.

Assault:
An Italian veteran that fought valiantly during the siege of Giarabub. And if there's one thing he learned, it's that more bombas are always better! This is the heavy breakthrough class, meant to assist the team by taking out clusters of zombies. Also has a beretta smg.

Long range support:
A British soldier armed with the standard issue No.4 rifle and grenades. His role is to pick off zombies in the distance so they don't get the chance to get close.

Special forces:
An American soldier armed with a winchester and a grappling hook. Extremely fierce in close combat.. until he runs out of ammo! His role is to take care of the zombies that get too close for comfort, and when the heat gets too hot he can lead his team to safety with a well tossed grappling hook. Of course, getting down with the horde rapidly surrounding the building is another story..

Multi-role support:
A Canadian soldier armed with a.. drilling? Armed with the drilling he neither excels nor fails at close/long rage combat. When zombies get too close for comfort he can shotgun them, and when they're at a distance he can use the rifle barrel. However he has to choose his targets wisely, as he doesn't get very many shots before he has to reload.

Ammunition:
An Australian soldier with a enfield 1917 and lots and lots of ammo. His role is to provide his team with much needed ammo as they fight off the infected swarm. A team without this dependable fellow is doomed to become zombie bait.

Officer:
An American officer with standard gear. Carries a thompson, smoke (of dubious value), and a pistol for emergency situations.

================================================== =====
Current maps:
Fall of Tobruk
Operation Goodwod
Operation Luttich
Pointe du hoc
Purple heart lane
Tunis 1943

Giarabub is currently messed up somehow so it might not make an appearance in the first release.

The standard ticket ratio for the maps are 20 for survivors and 2000 for zombies. So don't be reckless.

Some maps also have vehicles. Now I know what you're thinking, how could zombies -possibly- stand a chance against light tanks and half tracks? In normal situations, that would be true, but these are special beefed up zombies. You might be able to run in your half track, you might be able to take a couple hits too, but if you sit around in one spot, the zombies will destroy it. And there's nothing that attracts the blood thristy swarm like the noise from a big old engine.

================================================== =====
Zombies:

The zombies aren't too bright, but they pack a helluva punch, and they will hunt you down no matter where you run. If you get too close to them, or allow them to ball up around you, you are pretty much doomed unless they lose their train of thought.

One punch is enough to kill a survivor, and a couple punches can take out an apc, so keep those vehicles moving!

When it comes to killing zombies, a good rifle bullet will take them down as fast as anybody else, however knives have very limited use against them, taking upwards of 3 stabs to finish one off. So try to stay as far away from them as possible at all times!

Teamwork is key, watch your allies back and protect specialist soldiers such as the ammunition soldier if you want to survive.

================================================== =====
The mod team:

Havocide:
The man responsible for the coding and maps. He made the zombies far more aggressive and effective than my bots, and thus made the mod far more enjoyable.

Lupin:
I came up with the idea and did some of the first coding on the mod, and made the first map, pointe du hoc. Unfortunately I got MEGA-LAZY so I helped Havocide get used to the coding and now he does all the work.

FH2_HI:
Beta testing.

================================================== =====
Videos:

http://www.youtube.com/watch?v=TBnhHp8Ok6g

http://www.youtube.com/watch?v=EWOr-VIcviE


============================================
http://www.filefront.com/17307429/FH2ZombieRC1Final.rar/


To Run you install to BF2 Mods, you then launch FH2 Via its desktop icon, after that you Click the community tab and launch the mod from there. You then "Create Local server" and click the coop mode, and host a game, being that it is coop you need 2 players to start the round, I recommend using Hamachi to play with friends over the internet. Note: The AIdefault.con file is set to 80 bots by default, this may be too many for some people, but I recommend at minimum 48 bots. (ai ratio set to 0 so that no bots are on the survivor team)

=================================
Notes

I am planning to release another version, however It will not be for 2.26, it will be for 2.3,  and will be a complete rebuild based on what I have learned over the course of making this version and will be alot less sloppy.
 
If you have any feedback or Tips I'd appreciate them.

And now a question,  Is it possible to set soldier speeds independently of each-other?  the only way I could find would have made every soldier faster as opposed to one side, or one class.
« Last Edit: 21-09-2010, 17:09:24 by Havick »
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline Dnarag1M

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Re: FH2:Zombies!
« Reply #1 on: 21-09-2010, 17:09:45 »
wtf

Offline phillip

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Re: FH2:Zombies!
« Reply #2 on: 21-09-2010, 17:09:16 »
haha love the tickets.  looks like fun.

Offline Fuchs

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Re: FH2:Zombies!
« Reply #3 on: 21-09-2010, 18:09:10 »
My god.. When I thought FH2 couldn't be much cooler, Havick walked in.


Time for nazi zombie skins!
"Force answers force, war breeds war, and death only brings death.
To break this vicious circle one must do more than act without thought or doubt."

Offline Havick

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Re: FH2:Zombies!
« Reply #4 on: 21-09-2010, 18:09:47 »
I'm hoping to remake skins for the 2.3 version, but right now they are SS, add some blood splats and make their skin look dead and you get Nazi Zombies!
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline djinn

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Re: FH2:Zombies!
« Reply #5 on: 21-09-2010, 18:09:49 »
Swee-et! Work on my ratterap map and you're my new best friend *runs away*

Offline Ts4EVER

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Re: FH2:Zombies!
« Reply #6 on: 21-09-2010, 18:09:35 »
haha cool.

Offline Alakazou

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Re: FH2:Zombies!
« Reply #7 on: 21-09-2010, 19:09:43 »
look nice :)

Offline Havick

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Re: FH2:Zombies!
« Reply #8 on: 21-09-2010, 20:09:58 »
Remember to give it a download, guys!
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline Lupin

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Re: FH2:Zombies!
« Reply #9 on: 21-09-2010, 23:09:33 »
Stole my thread, lol. ;D

Anyhow, one thing we were mulling about doing, but never did because we can't map, was making a map where survivors start with pistols only and they have to find various limited-spawn pickup kits hidden around the city. We were also thinking about making an escape map where you have to protect the grappling hook carrier in order to climb over various walls blocking your way to the escape zone.

I was also thinking about converting Crete to an escape map, where the survivors flee to the aerodrome and protect the ju52 until it can take off and land at the safe zone (formerly the German main). But that would require mapping as well in order to remove the craters on the runway.

Offline Alakazou

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Re: FH2:Zombies!
« Reply #10 on: 21-09-2010, 23:09:40 »
Lupin you have great idea, why you and Havick don't work together

Offline Lupin

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Re: FH2:Zombies!
« Reply #11 on: 21-09-2010, 23:09:32 »
Lupin you have great idea, why you and Havick don't work together

We are working together, lol. I just don't do the coding anymore.

Offline Bhodili7

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Re: FH2:Zombies!
« Reply #12 on: 21-09-2010, 23:09:22 »
Cool, I can't wait to see more work done on it.

Offline Alakazou

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Re: FH2:Zombies!
« Reply #13 on: 22-09-2010, 00:09:44 »
Lupin you have great idea, why you and Havick don't work together

We are working together, lol. I just don't do the coding anymore.
Ho ok, sorry I have misread :)
« Last Edit: 22-09-2010, 00:09:30 by Alakazou »

Offline :| Hi

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Re: FH2:Zombies!
« Reply #14 on: 22-09-2010, 00:09:20 »
Haha, thanks for letting me beta-test guys, it was definitely fun when I wasn't getting ungodly ping from the 2 xboxes!

[2:06:54 PM] Tolga: cant use tha shit underwater -Tolga on the G3