KF Mod Version 3 - progress  (Read 241861 times)

Hicks

  • Sr. Member
  • *
  • Posts: 238
  • Country: kz
  • Lurker
    • id8
Re: KF Mod Version 3 - progress
« Reply #90 on: July 01, 2011, 13:03 »
muha
Just don't get close to siren, lol. And continued damage were in retail too, so i think this is a feature and not bug. And new zeds... i understand how hard guys work on v3 - they made many things already, but new zeds will take more time and more work. And as result - v3 release will be much later, than it can be without new zeds >:(

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: KF Mod Version 3 - progress
« Reply #91 on: July 01, 2011, 14:56 »
There are already some zeds which were finished but didn't make it into v 2.0.
Soldier, Wretch, FP Chaingunner and Shade for example.
The models exist...
More variation would be okay.

Audrey-Rafael

  • Sr. Member
  • *
  • Posts: 136
  • Country: ca
Re: KF Mod Version 3 - progress
« Reply #92 on: July 01, 2011, 15:54 »
Hoverer, I feel we might need to keep ranged attack ennemies to a minimum. Siren is already scary enough, with a ranged attack that bypass armor. and that continue even when being killed, unlike others zeds whose attack are cancelled.

stilll I start thinking there should be a DIno zeds, maybe for v4, or v3.5 r anything like, but maybe it could be well.  and not need to search long to find a Dino model, the jurassic rage mod has it, the developper didn't do anything good tought, with his idea. Can't use Ut normals map for that.... But the model is there...

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF Mod Version 3 - progress
« Reply #93 on: July 01, 2011, 16:05 »
A dinosaur... sorry, but I cannot image this as a good idea - this mod is about mutated human beings - not about other experiments.
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: KF Mod Version 3 - progress
« Reply #94 on: July 01, 2011, 16:22 »
Patriarch riding a robot-alien T-Rex which is holding a nukelauncher and spits mega-plasmaballs which destroy everyone insantly would be a good, balanced idea imo.

Audrey-Rafael

  • Sr. Member
  • *
  • Posts: 136
  • Country: ca
Re: KF Mod Version 3 - progress
« Reply #95 on: July 01, 2011, 18:41 »
Sorry, But I had a really cruel torture, in mind, I'll back track, seeing as it is unthinking to do that to do an human,...

Turn them into Dino-like creature. But , we make a frog-like jumping creature, the crawler with them. so what can we do ?

[MiA]Raj

  • 1337
  • *
  • Posts: 1274
  • Country: ee
    • rajliv
Re: KF Mod Version 3 - progress
« Reply #96 on: July 01, 2011, 20:04 »
A dinosaur... sorry, but I cannot image this as a good idea - this mod is about mutated human beings - not about other experiments.

how about this creature: dog+man = werewolf.

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF Mod Version 3 - progress
« Reply #97 on: July 01, 2011, 20:29 »
Sounds a little bit like the husk...
well, a zombie-werewolf should be possible when I keep the FPs and crawlers in mind - they also are some weird creatures.
But how about simple zombie dogs? - Ok, they are not human, but dogs are all-day creatures, too - that sounds like Resident Evil, fits in the scenario (At least I think so) AND is more realistic.
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

[MiA]Slim_Cognito

  • Full Member 
  • *
  • Posts: 82
  • you got a ship that needs some... improvements??
Re: KF Mod Version 3 - progress
« Reply #98 on: July 01, 2011, 21:03 »
*COUGHEVERYBODYHATESSTUPIDZOMBIEDOGSTHEYAREDAMNANNOYINGCOUGH*

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: KF Mod Version 3 - progress
« Reply #99 on: July 01, 2011, 21:04 »
Sounds a little bit like the husk...
well, a zombie-werewolf should be possible when I keep the FPs and crawlers in mind - they also are some weird creatures.
But how about simple zombie dogs? - Ok, they are not human, but dogs are all-day creatures, too - that sounds like Resident Evil, fits in the scenario (At least I think so) AND is more realistic.


Quote
Dompteur: Specimen with longrange whip attack (has too flesh-wips attached to his upper limbs) and has 2 zombified dogs on his side which he unleashes after his dead. The dogs are very fast, but don't have more health than a crawler.

Rex: The zombified dog of the patriarch. He appears in the same round as the patriarch and is unleashed while the patriarch heals himself.

Yeah, got that idea once...

@Slim_Cognito
And "everyone" includes YOU and who else... ?

[MiA]Slim_Cognito

  • Full Member 
  • *
  • Posts: 82
  • you got a ship that needs some... improvements??
Re: KF Mod Version 3 - progress
« Reply #100 on: July 01, 2011, 21:45 »
well, about everyone i have ever met playing CoD nazi zombs?  :P

Vanico

  • 1337
  • *
  • Posts: 336
  • Country: de
  • Loves KF and makes maps.
Re: KF Mod Version 3 - progress
« Reply #101 on: July 01, 2011, 22:47 »
What, Hellhounds are powning! :D
*sigh* I wish I could play CoD Nazi Zombies... stupid Activision killed the game... :(
It resembles Killing Floor in some ways.

Dargas

  • Full Member 
  • *
  • Posts: 62
  • Country: fr
    • dargas
    • boom3120
Re: KF Mod Version 3 - progress
« Reply #102 on: July 04, 2011, 15:13 »
The news seems to be amazing! Can't wait to discover the new version!! :)

N3Cr0

  • 1337
  • *
  • Posts: 641
  • Country: de
Re: KF Mod Version 3 - progress
« Reply #103 on: July 04, 2011, 16:32 »
well, about everyone i have ever met playing CoD nazi zombs?  :P
Cod5: never tried online (maybe I need to use hamachi)
Cod7: uninstalled the 2nd day because I couldn't play it in MP mode

« Last Edit: July 04, 2011, 16:34 by N3Cr0 »
http://n3cr0.itch.io/

xmpp: n3cr0@jabber.ccc.de

Hicks

  • Sr. Member
  • *
  • Posts: 238
  • Country: kz
  • Lurker
    • id8
Re: KF Mod Version 3 - progress
« Reply #104 on: July 08, 2011, 14:33 »
Well, how progress going? ::)