a new zed to prevent corridor camping-might be unpopular

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Vaecrius

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Aug 2, 2010
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Dude, the crawler probably kills more people on the pubs than any other zed.

But I think the OP idea is more like this: Digglett spawns at the usual spawn. Digglett is in digging mode, which means you don't see anything but maybe a little bump in the ground that you probably can't shoot or anything and doesn't block any movement. When Digglett attacks, it must pop out, at which point it blocks and can hit and be hit like any other zed.

So sorta like a stalker that can only be hurt while visible.

...but should the commando be able to see their health bar while they're digging?

EDIT: That said, Crawler Mk II: No head, just a big thick super-durable carapace over the torso with eyes and mouth in front and squishy, once-easily-shot-out brain tucked safely inside.
 
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_Duke_

FNG / Fresh Meat
Aug 22, 2010
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I think the OP idea is more like this: Digglett spawns at the usual spawn. Digglett is in digging mode... that you probably can't shoot or anything and doesn't block any movement. 'When Digglett attacks it can be hit.'

...but should the commando be able to see their health bar while they're digging?

Your interpretation works, and yes I think Commando should be able to see their health bar while they're submerged.
Although I'd make their HP greyed or colored to make it clear they're diggers and not just behind a wall or a normal zed below the map.
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
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Somewhere Over The Rainbow...
Dude, the crawler probably kills more people on the pubs than any other zed.

But I think the OP idea is more like this: Digglett spawns at the usual spawn. Digglett is in digging mode, which means you don't see anything but maybe a little bump in the ground that you probably can't shoot or anything and doesn't block any movement. When Digglett attacks, it must pop out, at which point it blocks and can hit and be hit like any other zed.

So sorta like a stalker that can only be hurt while visible.

...but should the commando be able to see their health bar while they're digging?

EDIT: That said, Crawler Mk II: No head, just a big thick super-durable carapace over the torso with eyes and mouth in front and squishy, once-easily-shot-out brain tucked safely inside.
Diglidig diglidig! Trio trio trio!

on a side note, i just had a pokemon battle with cleverbot. My charizard versus his pikachu, i won of course.
 
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Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
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i dont think he understands that zombies come from zombie volumes (a spawn). to have them randomly come into game from a place that has no zombie volume would be impossible. so it wouldnt be random, and having the strength of a crawler which is already pretty weak. just wouldnt be enough to push ppl out of an area.

really the crawler and stalker needs buffs, then there wouldnt be need for another creature to do their job (im looking at the husk)

So the teleport thing for a Spectre would also be impossible? Just grabbing at straws here but would a possible solution be to have the ZED's movement speed move to something like 2000% for like 0.1 of a second? Moving around players might be hard to program, but having it switch target like the Scrake would make it more interesting.

Course being able to pass through welded doors would be a little awkward, perhaps trigger this speed buff upon reaching the door and just have it so it can simply walk through doors. Other than that I dunno :)


On the stalker/crawler front I think I'll mirror this post here :)

http://forums.tripwireinteractive.com/showpost.php?p=621334&postcount=2
 
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RO.Player

FNG / Fresh Meat
Jul 17, 2010
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Dude, the crawler probably kills more people on the pubs than any other zed.

But I think the OP idea is more like this: Digglett spawns at the usual spawn. Digglett is in digging mode, which means you don't see anything but maybe a little bump in the ground that you probably can't shoot or anything and doesn't block any movement. When Digglett attacks, it must pop out, at which point it blocks and can hit and be hit like any other zed.

So sorta like a stalker that can only be hurt while visible.

...but should the commando be able to see their health bar while they're digging?

EDIT: That said, Crawler Mk II: No head, just a big thick super-durable carapace over the torso with eyes and mouth in front and squishy, once-easily-shot-out brain tucked safely inside.

yes. kind of like this

that way people dont limit themselves to the same area in every map without moving around. why create a full map if everyone just picks one corridor and only moves to get to the trader and back? if this diglett thing pops up from behind you, you will be forced to move around and not stay in a corner
 

Zeron

FNG / Fresh Meat
Jun 30, 2010
489
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Somewhere Over The Rainbow...
yes. kind of like this

that way people dont limit themselves to the same area in every map without moving around. why create a full map if everyone just picks one corridor and only moves to get to the trader and back? if this diglett thing pops up from behind you, you will be forced to move around and not stay in a corner

Or, you could kill the diglet, and go back to your corner. The hole in biotics lab U thing doesn't prevent people from camping there, people just turn around and kill the crawlers, then turn around and continue killing things in front of them.

The new window in bedlam doesn't discourage people from camping there, hell crawlers don't even come out of the window correctly and even if they did you could just kill them and go back to shooting what's in front of you.

All this specimen would be would be a minor annoyance that you could kill and go back to your killing, that's it.
 
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dextronaut

FNG / Fresh Meat
Jun 26, 2009
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i think to suggest specific creatures, you need a good understanding of what can and cant be done in this engine. many ppl have suggested a zombie that can walk on walls, or fly, or digs underground like the one here in this thread, but these things are near impossible. it would require ALOT of changes to not only the AI but also the maps themselves.
 

Vaecrius

FNG / Fresh Meat
Aug 2, 2010
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Burnaby, BC
members.shaw.ca
i think to suggest specific creatures, you need a good understanding of what can and cant be done in this engine. many ppl have suggested a zombie that can walk on walls, or fly, or digs underground like the one here in this thread, but these things are near impossible. it would require ALOT of changes to not only the AI but also the maps themselves.
The biggest changes I see to my interpretation would be

1. (kinda optional but would be nasty looking without it) to add something to the AI for the digglett to know when the area is clear so it can pop up;

2. (optional) make sure that it can only submerge in certain places and not, say, while moving over the wooden plank bridge in Departed or some other flagrantly inappropriate place.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
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Behind You!
Why not just make maps that change with each wave? Making different corridors accessible and changing the whole map layout with each wave.

Well techinically, mission maps do this dont they? You fight on one area for a while, then move to next.

Im not sure wether it would be even possible to make a map that is always somehow what different (or at least have a large number of different "combinations"). Maybe if you could have certain objects in the map appear and disappear randomly, block off certain paths for example and open others?