• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
Sign in to follow this  
Followers 0
BioRage

[Vote] Removal of Random Spawning Zombies

9 posts in this topic

Well I know it's still the BETA, and I'm unsure if things will remain the same, or not.

But we all know that the Zombies re-spawn right; Well I think that the case is that it should be removed for certain situations;

For example:

You enter the cinema; and clear it all out with your team; the chances of zombies "really" spawning should be zero.

  • The door's are closed
  • You cleared the room, killed all of them
  • They should not respawn.

Another scenario is when you enter the apartment in China Town; and you clear out the room, and close the door behind you, or in the cabin. The zombies should not re-spawn, once dead, they are dead.

I do understand they "can" spawn in the main city area.

Anyhow, what do you guys think?

Share this post


Link to post
Share on other sites

If they removed this the game would be so much easier than it already is but also so much more realistic...

I have mixed feelings, that's my opinion.

Share this post


Link to post
Share on other sites

keep the current system, atm we mappers dont get overloaded with triggers to togle zombie spawns...

as a novice mapper I have to admit the zombie spawning system is rather simple and extremely customizable, I personally love it.

I still need to figure out how to make the zombies indefinitely chase the player tho.

target !player doesn't work as described in the nmrih wiki...

even after nav_generate on my dead simple test map.

Share this post


Link to post
Share on other sites

I absolutely second the OP.

As I said in another thread, it would be a nice change of pace if you could clear out buildings and have a breather while there's shitloads of zombies outside.

I don't care if the game becomes easier if the spawns are handled realistically. I want that genuine zombie story feeling when you barricade and clear out a building and make it SAFE (until the zombies claw their way through the barricades, of course). As it is, it's downright ridiculous, especially in the warehouse behind the shop in Chinatown with the manager's office.

Would all you badass "it makes it too easy"-Bawwwwers like zombies armed with bazookas as well? More realistic than the respawn if you think about it, and hey, it would definitely be more difficult, and it's all about difficulty, isn't it?

The bogus respawn also hurts the atmosphere immensely because it takes away from the realism (duh) and makes people position themselves in corners of empty rooms and hallways so zombies can't respawn - which 5 of them probably will as soon as you turn your back. People irrationally adapt their play style to the retarded circumstance that zombies can just appear out of thin air behind them. That is BULLSHIT, gentlemen, and most likely not what the evil masterminds behind this mod were going for.

Also, the difficulty will probably rise once the zombies aren't total retards anymore, especially the runners. You could have more zombies spawn (not REspawn) in inside areas to balance it out a bit - and don't forget that zombies from the outside might rush buildings they saw players run into (especially with the infinite chase option Vlad mumbled about in a moment of clarity) - and THAT would make it REALLY difficult, yet still realistic, and awesome on top of that. Maybe you would even have to get to the roof and run across roofs to be able to reach the ground through another building because the building you were just in would be swarmed from bottom to top. Way more interesting and difficult and AWESOME than teleporting zombies standing around.

Securing structures could also be a map objective or even a game mode. Come on, guys, securing a safehouse is an essential element of almost every single zombie story. The barricade feature already implemented wouldn't be completely pointless anymore either.

Anyway, Maxx already said the respawn system is being redone as we speak and will probably be at least partially implemented in the next patch.

Edited by Agatsu

Share this post


Link to post
Share on other sites

as a novice mapper I have to admit the zombie spawning system is rather simple and extremely customizable, I personally love it.

I still need to figure out how to make the zombies indefinitely chase the player tho.

target !player doesn't work as described in the nmrih wiki...

even after nav_generate on my dead simple test map.

Zombies don't actually use nav meshes, they use node graphs (for now -- this may change in an upcoming patch). The zombies not indefinitely chasing the players is somewhat a bug right now; since their AI is mostly based on the HL2 zombie AI, which was intended for zombies that only go after the player for a certain point, they tend to lose their enemy rather quickly. This will also be fixed in upcoming patches.

!player is what you want though. They just lose their enemy due to lack of LoS etc. way too quickly. :(

Edit:

The "don't spawn zombies when the door is closed" is perfectly doable right now using entity I/O, our maps just don't do this. When the doors to the room / building are closed you can set all of the spawn brushes inside to Disabled, and re-enable them when the doors are opened again.

Share this post


Link to post
Share on other sites

Zombies don't actually use nav meshes, they use node graphs (for now -- this may change in an upcoming patch). The zombies not indefinitely chasing the players is somewhat a bug right now; since their AI is mostly based on the HL2 zombie AI, which was intended for zombies that only go after the player for a certain point, they tend to lose their enemy rather quickly. This will also be fixed in upcoming patches.

!player is what you want though. They just lose their enemy due to lack of LoS etc. way too quickly. :(

Edit:

The "don't spawn zombies when the door is closed" is perfectly doable right now using entity I/O, our maps just don't do this. When the doors to the room / building are closed you can set all of the spawn brushes inside to Disabled, and re-enable them when the doors are opened again.

well thanks for clearing that up, makes things a little more clear but complicated for me....

errr, as for the zombies losing LOS with you, and stopping the chase I remember posting a suggestion a long time ago about different zombie behavior AI. I might as well post a new suggestion in the suggestion thread.

Share this post


Link to post
Share on other sites

It's already well known; we're planning to fix up the AI a bit in a later patch.

Share this post


Link to post
Share on other sites

Maybe the respawn system should be set to thrill the player.

By having every zombie who dies not respawn (which means players who kill all the zombies in that area, no other zombie should be there but the ones who walked into that area to follow you or, like diffusion, just got away from the other zombies), the player will feel self-fulfilled, but when they later come back and see a zombie there, they might wonder "how?"

Maybe you can make a tougher zombie that kind of makes big steps and is also... JUst little bigger... like football-player tall. (WOA, has anyone every thought of how people are sometimes shorter and taller and other times WAY shorter like [like 5'5] and others are 6'5-7'0 ft tall)?? You can make a professional football player zombie that GREATLY hungers for fresh flesh and tends to LOOK for action with all their muscles and stamina. So, let's say for Chinatown: IF, only if, you kill the zombies in the subway, you can expect a RANDOM chance that he will be there wondering where you are at. (lol that last sentence just made me laugh.) And what he'll do is... he tends to walk BIG steps and pretty fast, but HE CAN run, too... if the game could add anything in the world and it wouldn't make it slower for people, he'd probably knock you down from the virus making him clumsy or just flat out spear you while eating you and running at the same time!

So basically what you read above is about: handling the respawn system by diffusing the already-present zombies or making a football player zombie come around.

I originally was just thinking of a realistic way of respawning zombies in only select spots to add the less-expected creepiness. For instance: you kill the zombies in the area of Chinatown and down those stairs you come to after leaving the subway and no more just respawn but until you go to the shop, maybe one will be at the bottom of the stairs but to the right, ready to jump you, in case you came back, or the resawn system is designed to spawn a zombie there to surprise you.(but it doesn't have to be at that location I said; it's just to surprise the survivor to give the zombies somewhat a personality by WHERE they choose to look for you.

HECK, if a map has a refrigerator, some players, if on the lucky randomized-selection, they will go to an area either WITHOUT zombies at all, or ONCE had zombies, but then you'll see ONE OR TWO right in the kitchen, next to the refirgerator or food table. This logic is: they wanted to eat, but forgot what it is they used to do in the kitchen: open the fridge and sit down at the table or living room(which you can also include.)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0