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Zombie map character-class weapons

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Level 10
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Hi I promised a while ago to a bunch of people that I'd be making custom models for a zombie type map (namely new soldier to replace the overused marines) if I ever got milkshape again. Well... I have it and now I'm keeping to the promise.

The marines are coming along just fine (wip. ss below) but I want to do the weapons as item attachments. I want to make 3 ranks of weapons for each marine (ranged and melee), which means 3 different guns and 3 different melee weapons.

Problem is that I don't know enough about guns to figure out what these attachments should be. I don't want to make guns that don't make sense with the character class, and I want to make each rank realistically a better then the last (ie. I don't want rank one to be a m4a1 and rank 2 to be the equivalent of a Mac10).

Also I want ulti spells to attribute to the 3rd rank of each weapon, but I'm stuck for ideas. They can be any kind of unique move using the weapon, as I will factor it all in as an animation for the character.

These are worked out -

1. Assault Troop
ranged -
Grade 1: AK47
Grade 2: Colt M16A4
Grade 3: Dillon M134D Gatling Gun

melee -
Grade 1: Sledge Hammer
Grade 2: Fire Axe
Grade 3: Chain-Axe

2. Stealth Troop
ranged -
Grade 1: B&T MP9 PDW/Submachine Gun
Grade 2: Heckler & Koch 9mm MP5
Grade 3: FN P90

melee -
Grade 1: Machete
Grade 2: Katana
Grade 3: LIGHT SABRE (LOL no of course it's going to be more pimped then a Jedi's)

Here's the classes I need weapons for -

3. Tech Trooper
ranged - ? maybe a mix of things like a shotgun n such
melee - ?

4. Medic (note this is a chick)
ranged - ?
melee - ?

I'm thinking maybe pistols for the ranged medic and powerfists for the tech's melee.... what do you suggest/think?

WIP Assault trooper -
soldier2.png
 
Medics should probably use some sort of bio-gun, shooting some chemical that harms zombies, but heals other humans. Also, you should take out the troop or trooper. Stealth Troop = Covert Operative Tech Troop = Engineer. I'd also include in a sniper or demolitions class, just to add more possibilities. Also, it would be better if certain classes have their own weapons, but standard weapons AKs, MP5s, and .44s can be used by anyone, but say a Javelin could only be used by a demolition specialist.
 
How about the combination of the two, The BioRifle.
Unreal Championship said:
The GES BioRifle continues to be one of the most controversial weapons in the Tournament. Loved by some, loathed by others, the BioRifle has long been the subject of debate over its usefulness. Some tournament purists argue that the delayed detonation of the mutagenic sludge, coupled with the ability to quickly carpet an area with the highly toxic substance, has reduced the weapon to the equivalent of a minefield, a barbaric and cowardly weapon employed during the past human conflicts. Proponents of the weapon argue that it enhances the tactical capabilities of defensive combatants, allowing participants to cover multiple choke points more efficiently. Despite the debate, the weapon remains historically accurate, providing rapid-fire wide area coverage in primary fire mode, and a single fire variable payload secondary firing mode. In layman's terms, this equates to being able to pepper an area with small gobs of Biosludge, or launch one big glob at the target.
attachment.php
 
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Ah yes, all good ideas converged into one unreal weapon lol... I do like it... the medic can use basic pistols (usp then desert eagle) for the first 2 grades of weapons and then move on to the bio/acid pistol for the final tier. It could be either a dot or splash weapon and include an ability in the item to burst a shell in the air, create a dot area affect. Cool co-operative brainstorming there guys. I'm not sure about using the gun for healing aswell tho, it kinda doesn't fit in with the rest of the theme and abilities I have in mind.

The marines won't be able to use all kinds of basic weaponry across all classes because it just won't fit in with the proper animations (ie. if a unit is animated to hold/fire a rifle it'd look stupid with a pistol attachment) so that's why I'm adding weapon grades of similar weapons for variation within the class. The other reason I'm doing that too is because most of these kind of 'zombie survival' maps unlock more classes as a player gains rank, which renders the base classes worthless (or in the case of medics just noone wants to be them when they could be a more powerful dps class). I'd rather the class evolves with the player.

The tech trooper is essentially the engineer except I didn't want him to be the boring old support role (I want to give him a bit more of a combat role with 'pilot' elements aswell) hence the names different to avoid confusion. Also I have replaced the idea of a sniper class with the stealth trooper.... mainly because I plan to make alot of models to create a decent indoor & corridor environment in which a sniper would basically be useless.

So what ideas do you have for the medic's melee weapon and the tech's ranged?

thx for your input guys
 
The marines won't be able to use all kinds of basic weaponry across all classes because it just won't fit in with the proper animations (ie. if a unit is animated to hold/fire a rifle it'd look stupid with a pistol attachment) so that's why I'm adding weapon grades of similar weapons for variation within the class.

Just have two animation sets with strings, simple.
 
Level 36
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Jul 1, 2007
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Nono, no fire axes and light sabers and all that bullshit...

Assault troop melee:
1 - Sledgehammer
2 - Axe
3 - Chainsaw

Stealth troop melee:
1 - Combat Knife
2 - Small katana
3 - 2 small katanas

Tech trooper melee:
1 - Combat Knife
2 - Giant Wrench
3 - The Torcher (metal pipe with fire coming out the end)

Medic melee:
1 - Combat Knife
2 - Machete
3 - SHOCK PADDLES!!!
 
Level 10
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Messages
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Just have two animation sets with strings, simple.

Maybe I'll be bothered to add the anims for both but I won't use it in my map because the weapon type restrictions add separation between the classes.

Void the reason my 3rd tier weapons aren't textbook zombie is because the map I'll be making with these models is a bit of an arcade violence romp so I want the final ranked weapons to have a bit of standout quality that makes the new players go 'omfg how'd you get that crazy weapon' and keep them playing for a bit longer.

Switching the stealth trooper up to twin katanas doesn't really work because that would require yet another animation set to look right... and I'm too super lazy to do more then the alternate melee set of animations I already want to do.

I like the tech and medic melee weapons tho, thx
 
Medic Melee Possibility:
1: Syringe + (Poison?)
(Damage over time + Slow)
2: Machete???
3: I'm with you Void, SHOCK PADDLES!!!
(Low damage but 100% chance for stun)

Medic Abilitys
1: Morphine
Description: Taking damage can slow your hero down. Morphine is administered at closerange and raises the targets health for a limited amount of time. It also disables the slowing effects of injurys. Warning!!!: Once the effect has expired, the target hero will "Crash," and in some cases die.
Maybe administered through the syringe? (If the medic doesn't have the syringe then he can't use this ability)

2: Revive
Description: Using the shock paddles, the medic is able to get a allied hero's heart started for a limited amount of time (Random Number). The hero starts of with (Level 1: 20% hp?, 2: 30% hp?, 3: 35% hp?), and at the end of the time, if the hero's health isn't above 50%, the hero dies. (If the medic doesn't have the shock paddles then he can't use this ability)
(Maybe while under the effect of the shockpaddles the player has a red camera filter with 80% transperancy or somthing like that?)

3: Bandages
Restores health.

That's all the ideas I have right now.
 
Level 7
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Nov 4, 2008
Messages
366
But it's a zombie what would poison do to it?

Assault Trooper
1. Those knives with brass knuckles attached to them
2. Fireman's Axe
3. Chainsaw

And the medic should have bandages, first aid kit and other healing supplies, and keep the shock paddles!
 
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