• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

[Mod] Brainstorm Thread: "Killing Floor: 1945"

slavek

FNG / Fresh Meat
May 4, 2006
3,075
943
0
UnrealEd: Viewport #1


Server IP

205.234.153.2:7707

Password = war





Background Story in text for translation.
Spoiler!







Concepts:


Use Red Orchestra Weapons/Models/Custom Models/Maps

Enemies:

  • Modified Killing Floor Specimens
  • Red Orchestra Zombies
Maps:


Maps should be arranged so that players fight defensively.
Killing Floor maps can also work.

Some example RO maps that could work:


  • RO-BaksanValley






  • RO-Danzig


  • RO-FuehrerBunker






  • RO-LyesKrovy

  • RO-Odessa






Thanks Bswearer & Yomommassis for idea. Also a big thanks to The_Sorrow who is now assisting in making this mod a reality.

 
Last edited:

Yomommassis

FNG / Fresh Meat
Sep 24, 2009
705
233
0
Palmdale, CA USA
personally i think this is a really bad *** idea

we need to get everyone on this dev team looking at this and putting in their 2c or we need to start cleaning the team of people who dont do anything

i already have the basic concept for the nazi zombies, it just needs to be tweaked, and reworked
but the idea is there

 
Last edited:

Lunatic[BoM]

FNG / Fresh Meat
Apr 22, 2010
80
15
0
Slavek, nice one! Yomo, but they will use specimens animations, or do you think, team will be capable to create new animations for nazi zombies?
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,836
234
0
1. Import everything from RO
2. Add nazi zombies (everything is better with nazi zombies!)
3. Call it KF-1945
4. ???
5. Profit!

No, seriously I'm not crazy about that idea. Smells like another Castle Wolfenstein remake. But nonetheless I can throw some ideas:

-Regular zombiefied citizens as clots.
-Small Hitlerjugend boys as stalkers.
-Big mutated rats instead of crawlers.
-Undead SS troopers swinging a Mauser Carabine w. bayonet held with one hand as gorefasts.
-Fat version of Hermann G
 

slavek

FNG / Fresh Meat
May 4, 2006
3,075
943
0
UnrealEd: Viewport #1
Hmm, Robot Hitler . . . hehe




I understand not everyone is into this type of game, but I think it would make a good refresher from standard KF, and RO fans might like it as a twist between the two games.

DA2 has a fun survival game. I personally liked the endless wave system better than a wave based system, it keeps the pressure/tension up and tends to have more immersion when everything is going on.

An idea for game play:


  • Have a map like Pavlov's House or Danzig, any map where players can set up a good defensive perimeter.

    • Pavlovs House: Players defend a house/apartment from a horde. Zombies approach from all sides and enter basement/bottom floor. Players must hold the multiple floors of the building until they have nowhere left to retreat or they hold out long enough.
    • Danzig: Players hold the middle of the map and command center. Zombies enter from allied bridges and axis spawn. Players must set up a defensive perimeter.

  • Players must defend for a time limit against endless specimens/zombies or until a boss comes and survive till the end.

  • Game should focus on defense, but game should not be stagnant, players should always be pressured and with limited ammo, should reward teamwork. (Ammo boxs at key areas. One guy holds off the horde while his team mate brings ammo or reloads.)

  • Max zombies can be upped. 30 is too few, maybe 50-70?

  • Maybe something similar to the ammo resupply boxes in DA2 can be used.

  • Red orchestra machine guns could be used as stationary defenses with limited ammo.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,476
1,942
0
glad to see ya posted our idea :)

i think it would be a really fun thing to help get more RO guys to play KF a little more and give the game something interesting to mix it up a little. a huge majority of the techincal aspects for a KF:1945 mod are already freely available from KF/RO/DH/MN.......weapons, skins, animations, sounds, textures, maps etc....it's all there but just needs people to work on porting and tweeking things to work.

sure the castle wolfenstein theme is sometimes a bit cliche but meh, who cares? this could still be hellsafun. i think it would work to have the "zed army" be the axis and the allies be the "humans", especially seeing as the germans did attempt to develop some really crazy weapons during the war. in fact, considering all the ammounts of experiments that were done on humans, mutants would not seem at all out of the realm of possibility.

another thing is that this setting could provide a backstory to KF. where did Horizine/British Military get the ideas to create this super army and weapons? well of course, in the closing months of WWII, they saw some of the germans' early/underdeveloped work in action. of course the SOE would have jumped all over this!

the humans could consist of some americans, brits, soviets, maybe even a frenchman or canadian? weapons would be attributed to their soldiers' nationality and role for example: a British support specialist could be equipped with a bren gun and a webley.....maybe a PIAT?

for the "axis zed army" perhaps use some of the standard KF specimens just reskinned to look more "german". perhaps add some new specimens if possible using RO skins to create "nazi zombies". additionally could should some of the "political prisoners" or concentration camp "test subjects" as ideas for potential mutants.
 

Yomommassis

FNG / Fresh Meat
Sep 24, 2009
705
233
0
Palmdale, CA USA
we could import all the weapons/model/maps/sounds etc. from RO and make it a Killing Floor: RO mod

people would eat it up, TW would love it

it would bring more of the KF fan base to RO, and more of the RO fan base to KF

nothing but profit
 
Last edited:

Prodigy

FNG / Fresh Meat
Feb 28, 2010
239
4
0
Umbrella Corp. HQ
um, you would need yoyo to code the wunderwaffle, and even then idk if the whole chain lightning thing is possible, though im mostly sure it is.

im all for this idea, especially for the mp 40 because im a CoD f*g, and the mp 40 is the like one of the only decent guns in cod Waw
 

slavek

FNG / Fresh Meat
May 4, 2006
3,075
943
0
UnrealEd: Viewport #1
I might be able to do it myself. I have not played cod5 much so I have a question.

How does the DG2 work? Does the lightning go on indefinitely "infecting" or does it stop after a certain radius?
 

mamoo

FNG / Fresh Meat
Jun 19, 2009
2,466
542
0
27
East Sussex, England
I might be able to do it myself. I have not played cod5 much so I have a question.

How does the DG2 work? Does the lightning go on indefinitely "infecting" or does it stop after a certain radius?
It stops after hitting X number of zombies, it also has a max range it can chain to, and cannot be obstructed.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,476
1,942
0
sooooo, i'm all up for helping out with this project. i think it could turn out to be pretty awesome. my problem is i don't code, or map, or port, or really am good at any real tech work lol. the only tech things i can do is help setup a website, steam groups etc... if needed. i can however give my time to help organize, brainstorm, and promote the project. who else would really be able to devote their time into this from the technical end, like having this project as their main focus for the time being?
 

slavek

FNG / Fresh Meat
May 4, 2006
3,075
943
0
UnrealEd: Viewport #1
Question, would anyone be willing to rename bones on a couple ROPlayer models or offer me a way to do it? I don't have 3ds Max and not much experience in modeling/animation programs. If I can do it in blender or Maya, any input would be appreciated.
 

Yomommassis

FNG / Fresh Meat
Sep 24, 2009
705
233
0
Palmdale, CA USA
Question, would anyone be willing to rename bones on a couple ROPlayer models or offer me a way to do it? I don't have 3ds Max and not much experience in modeling/animation programs. If I can do it in blender or Maya, any input would be appreciated.
i would but i dont have the RO files :/
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,476
1,942
0
what i was thinking, and shared with slavek yesterday, was that we start with Berlin area maps and then expand out as the "outbreak" is unable to be contained.

i went through all the potential "Berlin" RO maps and here's what i got.....

My Top 4:
RO-Berlin
RO-Burokampf1945
RO-Entweichen
RO-FuehrerBunker

Other potential ones:
RO-Konigsplatz - Condensed to a portion of the map
RO-Kriegstadt - Condensed to a portion of the map
RO-Pariserplatz - Condensed to a portion of the map


perhaps we could get mappers to focus on a couple Berlin maps first, then as the mod progresses we could add more maps and settings. there's a ton of great RO maps that would work. Odessa, Krasyni, Lyes Krovy, Partisan Raid, Bocklin, Baksan Valley......