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kstan8

no special infected

35 posts in this topic

How about things and people you would find in an urban disaster?

Fireman shambler, dragging the clasic Fire axe and swinging at you if you get close instead of trying to hug you.

Cop in uniform shooting randomly at people with a handgun or carrying a Baton / Tonfa.

Paramedic / Docter / Nurse running around with a Portable Defib / Syringe/ Bone Saw.

No.

No.

No.

No.

No.

No.

No.

No.

No.

No.

No.

No.

No.

No.

No.

If I wanted to see any of that shit, I'd just play Resident Evil 6.

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If I wanted to see any of that shit, I'd just play Resident Evil 6.

Really? My first thought was Land of the Dead: Road to Fiddlers Green. In which the zombies actually regained some aspects of their personality and intelligence as the virus evolved within the hosts to access more parts of the brain, all in an attempt to improve its infection rate. But that's not what NMRiH seeks to accomplish, at least not at this state.

The real problem with these types of zombies is that they have no real reason to use these items. And while the argument could be made that they retain some association with the object in question, because of their past life, is faulted because the primary motive of a zombie is to eat. Even if a zombie did decide to carry around something with them, they'd no doubt drop it immediately once they saw prey, because their first instinct, as it has been since their conceptualization, is to reach out to grip said pray, and bring it closer to their mouths for consumption. Only after that results in failure do they attempt other means of immobilization. It's like if I tried to eat a sandwich, and suddenly the sandwich moved away from me. Only then would I consider smashing said sandwich as a means of preventing it from moving away. The only logical weaponization of zombies is to give them weapons they are unable to drop. I.E, if they were covered in barb-wire, or had a hook-hand (If ye be a zombie pirate.) or something along those lines. This way their improved attack potential is more of a side-effect that something they are aware of.

Remember: Zombies are less than animals. They do not hunt, they do not learn, they do not react to pain or engage in natural selection. Any kind of evolution in their behavior has to be explained as either coincidental, a byproduct of some unrelated condition (Such as being in armor prior to zombification, or being lit on fire), or a mutation of the virus inhabiting them, which as I stated earlier, is not a path the devs want to take at this juncture.

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Thank you and good point DrHammer, I see where you are coming from.

Demo, Resident Evil? Really? Im not talking about some insane version of a mutant virus, where they some how forge new fancy weapons ect... Just persons and their equipment that you Would find in any disaster/urban area.

As DrHammer pointed out it would be ilogical as their main objective is to feed, though then why dont All the zombies run? decomp?

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The idea is based on two factors. the first is a varying degree in the motor-skills of infected individuals. This is why some shamblers move a bit faster than others, etc. The second is a medical occurance called "Rigor Mortis", in which the body stiffens after death. This was the original explanation for a zombie's slow move-speed, but has since been proven scientifically inaccurate as Rigor Mortis eventually wears off. But then again, these are zombies... not really scientifically accurate to begin with.

Another idea is that the physical ability of a zombie is a scaled down variant of the physical ability of the host before zombification. I.E. a higher-end healthy person (Someone who runs daily) would have better motor skills as a zombie post-RM, while an average (American) person would retain the slow-shamble long after the effects of RM have dissipated. This would explain why survivors (despite being clearly unhealthy buggers who can't run more than a few meters) are able to run once infected, because RM has not set in, and why the majority of zombies are slow, because their relative fitness was not significant to improve co-ordination post-RM.

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Good points again. So then Crawlers seem to be the next way to go, A fast Crawler would be a big pain to deal with.

Exactly, which is why the devs are already implementing crawling zombies. A lot of the work is already in-game actually.

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Special zombies are still a beginning. It may sound weird, or it is weird, but mapping is the most important job, because it reflects the gameplay. Then again, it's like music and not knowing which comes first: The lyrics or the music, when sometimes it seems like the lyrics were always there before. I mean maps seem to need to be bigger and player spawns need to be separated within more obstacles, begging each survivor to do their best to be alive so all of them can be together for the hardest parts. Instead, it's still the usual spawning close to each other, not even close to reminiscing the first time playing Counter Strike spawning with my team. It got old, and I think there's new to see if players spawned a little farther away with way more thought in obstacles in the maps created.

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I think we need an Asylum map in this mod, and in the Asylum, Zombies in Straight Jackets. Take the Poison Zombie from HL2, make him taller, make him look more human, triple his walking speed, and give him a straight jacket. I'd think the straight jackets would be made of something tough, so he could take a few more hits and his only attack would be either biting or hitting you with his head.

Edited by Wonder Cat

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I think, depending which kind of infected, could be fun, this is not a survival game anymore, becoming a action game. so why not? :)

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Wondercat, think about your map idea. That sounds good, but what comes to mind when you see an Asylum? Ever considered mapping? It could be your forte. On my good days, I imagine how fun it would be to create a really good map. As long as you know how to be quick, it actually CAN be easy, in spite of what they all tell you, like stereotypes! ;) If you wish to practice towards mapping, I recommend getting good at Guitar Hero/Band, but quickly, like how I did today at the local smoothie/coffee/tea shop. I put it on hard difficulty straight up to play an easy song: About a Girl (Nirvana 1994). I knew I sucked and I remained sedated UNTIL I realized my inner muscles and kind of shocked them. This made me stay on beat, hitting each notes more often than the last game. If YOU can do that, you can eventually learn how to map right the 1st time, championing the rest who's first map came after 10 other maps. Think about it, maaaaaan. Read about it, especially optimizing maps and viewing them on youtube. Learn it like a new language; it will help your brains!!! Enter and win it like a secret agent, see how it will be a fun map for people. In all cases, any map could have been better. ;)

Hah... Has anyone ever imagined what Resident Evil really is? Don't you think the creatures and zombies in Resident Evil would have people screaming bloody murder without the murdering happening? I mean the terror being so bad, you don't have to be in progress of being slashed or eaten to scream so loud, or hurl in horror. All this action without the horror is becoming a cliché. No More Room in Hell is still an independent name. It can mean whatever people want it to mean, but like the great movies Tears of the Sun and Golden Eye, they both involve people and how where their own golden eye's lurk, or when their tears of the sun shed.

No More Room in Hell could involve THE PLAYERS, and not just the zombies. If you think players are all about teamwork, you got it wrong. Some people have issues, like me. So like Eminem, we have to get shit off our chest, and a surreal game like NMRiH would be a great opportunity to be able to be part of different types of terrestrial beings, which still involves being human, but alien by spirit. This is why I still support friendly fire being on. It's important for the adventure, jungle-like feeling when it comes to playing. Look at yourselves playing this mod, being teammates. Some of us utterly want more guns and ammo and will work for it, regardless of their teammates. So compensating who we really are on the inside is going to take more work.

This may involve special zombies, but you need to break down the word special when discussing special zombies, because the natures of gameplay should change depending on what zombie you're talking about. Now are we getting somewhere with care on WHAT you really want and how you want it: sucky-sucky for $5? Depending on what species, alien, or zombie, it's possible a presence can fuck with your head. So having separate spawning locations and things to work with can create your own niche in each map. Within that niche, comes the special zombies. Some people will like the other special zombies more. Others will hate them altogether, and care more about teammates. That's also important, even though players may not be trusting. So there should be "niches" for caring players as well. The overall point of special zombies is having special niches to support people who need help in their own ways.

Special zombies are also like mirroring special types of people. Sure, some people react differently when they are around kids. Some people hate their voices, while others question the quantity or science of pedophilia. So let's say a pedophile has no worldly idea what life is, there could be a special zombie for guys like him/her. If it's a her, you tell me how on Earth a girl falls into that category with all the knowledge she has backed by feminism, a powerful epidemic regarding the superior wits of women. The truth may very well be: she is simply more professional, since nobody cares if it's a girl; she's just taking care! ;) So there you have it with females. They are okay with pedophilia, because they don't make the sex other than their own tactics of socializing. So they can have their own special zombie that hunts them as well. You got the ideas together, now I need some hoorahs and ideas and peps on MAKING things happen within map-making and gameplay.

Since this is the topic on special zombies, let's list them. Here are my ideas for special infected:

Zombie with a former heroin-addiction -- This zombies will itch for blood. It takes no time to get towards you. Chances are, it's no Ben Stiller who runs 5 miles a day as a heroin addict. So while slow, it's persistent. Bullets don't slow it, and you may spin it if you hit it in the shoulder, but it keeps moving as if you're its next fix of heroin.

Athletic young black zombie of the Bloods, Crips, and fighting -- this zombie still thinks he's alive, looking into optimism of any victim holding a threat. It's one of the tougher zombies you normally call a threat. When you shoot it, it still looks at you with desire and no disdain. It wants to eat you, but like it's past life, it watches for what makes you gullible. So if you are inaccurate or taking your time, it moves faster. This is possibly the only zombie that tricks you or.... plays you! Ha!!!

Soldier zombie -- This zombie is formerly of the Army. So it had its 6 months of training. It makes no effort to get to you hauling arse. People high on dope or alcohol and dominated with sluggishness may not notice its haunting persistence gifted by the military.

Marine zombie -- Takes no time getting from point A to point B, then taking its rest. So when it gets ahold of you, it kills you like a tiger. While vincible to bullets, its life goes on as if it was already dead.

Metal-head Satanist crack head zombie -- This is truly a rarety. From head-banging to swirling in the mosh pits, this is a sexy kill full of spirit to make shit happen: bleeding you in its teething. It may look like it wants to hug you, or it may even swing its arms and body around to dance WITH your bullets hitting it before it goes down. It may be an entertainment, but to educated armed men, is another serious issue man must conquer when there is no more room in hell.

Middle-class marauder -- These are the people who cheer in football and are die-hard people of the people. They may also tend to do whatever it takes to survive like their favorite episodes of the Walking Dead. Previously sexaholics, they are simply the most frequent zombies you come across in suburban areas that take any amounts of shots before they try to cough guts up after their last breath.

Neurotic Hero -- They simply go down dramatically. They seek attention. Therefore, dramatization happens when you startle and shoot at them. They can run or shuffle, but may waive their head up high, or even land on their knees before they go down, hands help upwards, as if it asks for money.

Hobo -- Although malnourished, its zombie awakening and being used to the oxygen of sleeping outside makes it naturally a true-bred primate of the zombie realm. If there was any iconic look a zombie gives, its from the hobo zombies. They say being a hobo can give you a great voice. Well, let's see that in the hobo zombies themselves! There's not a big previous personality in this one. It is an all-out zombie, servile to your flesh. It will crawl after you, and may even crawl after being shot in the head. A left-brain wound will have it crawl with its left limbs, as vice versa. Its eyes are wide and may remind you of the primates, as a roar may come out.

The Walking Dead Zombies Not to sound offensive, but these zombies come from nowhere other than right where you are passing through. It's a very uncanny, yet expected surprise you don't want to see happen. They usually are distinctive as middle-class-marauders, but when they come around, you get the feeling of what you see in the show, or the George Romero movies. Kind of like racism, I used the Walking Dead's name, even though Resident Evil also had thematic entrances of zombies, e.g. zombies initiating their appearance as soon as Leon discovers the first corpse. In other words, this is to support the thematic side of the video game.

Mexican zombies -- In reminiscence of the Duke Nukem: Zero Hour zombies in the cold apocalyptic weather, they make an entrance bursting through doors, and walk towards you until you put them down. Even if it's just older developing programming to have them always come at you, your mind sees its purpose. They make a loud "boouuuu" sound amid their silent shuffling at you. A creepy distortion in the land to see them coming at you. It was like the moment long ago, when I refused to be bored, but to find a new beauty in image: my friend's little brother running at me as a zombie. He ran with his arms up, making no noises. It was like he was camouflaged having no sound, but his body running, distorting the land behind it brought creepiness.

Army Ant Zombies-- Although thematic, you can call them Egyptian mummies. They are quick, black in spirit, and servile to your location. When you are around, they all come at you. You better have entered the area locked and loaded before they get at you nonstop. It doesn't matter where your location is, it can even drop a story or two just to get to you, hopping out of a window just to get to the sound and locomotion. They get at you, man; don't miss the phone call! They love you!

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