Night of the Living Dead
Posted: Mon Jul 21, 2003 10:41 pm
I had a thought for a cool mutator that we could add to Chaos. I have to admit it's based on several UT1 mods, as well as an idea I had some time ago for a new gametype, but the basic idea is that sometimes when a player dies, instead of going into ragdoll mode, we use a "canned" death animation (so the corpse doesn't slide off to somewhere strange), and then after about 5 seconds, the corpse turns into a randomly selected undead monster. If the player was killed by ERDW or Ion blast, then the corpse turns into a ghost or skeleton. If the player died from anything else, it will be a vampire or a zombie. Each kind of undead has special properties and can only be destroyed one particular way. For instance, zombies can only be destroyed by fire, and will use whatever weapon the dead player was using. If you "kill" them with anything else, they will fall down for 5 seconds and then get back up. Vampires are intelligent undead, so have very good AI. Vampires have unlimited max health, which starts at 100, but it is constantly draining away. Vampires can jump higher than players, but are otherwise the same speed. If a Vampire gets close enough to a player, it will grab them and kill them instantly, taking whatever health and shields they had and adding it thier own health. If a Vampire becomes lit by a sunlight actor, it acts like napalm and will increase thier burn duration, as well as doing lots of damage to them. Vampires will not take any damage from any weapon other than the crossbow, but any arrow will work. They are not effected by poison, but can catch fire and take normal damage from fire. Vampires will also be destroyed if any weapon that can cause a headshot hits thier head. Skeletons can only be destroyed by explosions, but skeletons jump alot and are faster. Plus skeletons automatically spawn with whatever melee weapon the dead player was using, or a randomly generated melee weapon otherwise. Ghosts are completely invisible but create a bluish lightsource wherever they go. All projectiles pass through them and they cannot be destroyed, but will fade away after a random time between 2-5 minutes. They can pass through players, doing damage. If a ghost kills a player, it turns them into a skeleton.
There is one powerup item available in this mutator which will randomly spawn, but is quite rare (it can also be deactivated in the mutator settings). It's the Necronomicon (from Army of Darkness) and will make all undead monsters in the level loyal to the player, so they will not attack the player. In Invasion, this will work on ALL monsters, however, it puts the player who has the Necronomicon on a seperate team, turning everyone against that player. The Necronomicon allows a player to control monster pawns, however the player cannot control individual monters. The player can issue general orders using the bot commands menu, but can only send to "all", and this will go to all monsters currently on the map. Also, any kills the monsters gets go to the player's score. When a player has the Necronomicon, they can't use any weapons except for melee weapons. Instead, the Necronomicon fills all of thier weapon slots, with a different spell in each slot. Each spell uses mana for ammo, which slowly regenerates over time. The spells are as follows:
2, Primary Fire: "Leech" - This spell will directly transfer life from whatever the bolt hits back into the player. This works for monsters too, so the player can sacrifice his own monsters for the sake of his health.
2, Alt Fire: "Zap" - Fires a lightning gun bolt out of the player's hand. A basic attack spell. Good for headshots.
3, Primary Fire: "Raise Dead" - Emits a beam from the player's hand which will cause an undead monster to raise up out of the ground, but will cost the player one kill (and will not work if they have no kills), and 10 health.
3, Alt Fire: "Nether" - Turns all fluid volumes in the level into Nether, a powerful substance that sucks the life out of the good and the living and enhances the life of evil and undead. Liquid volumes in the level will cause damage to players, but give monsters life, and can do so over thier normal maximum. Also, the player with the Necronomicon can gain life from the nether. Does not change the appearance of the water though. Any player that dies in nether will spawn an undead monster.
4, Primary Fire: "Recharge" - Will drain the life (or unlife) from any monster, converting it into mana for the player. This will quickly kill monsters, and each monster will only be able to give the player a little mana, but enough for it to be an effective way to regain mana in an emergency.
4, Alt Fire: "Sap" - This beam drains the shields from a player and converts it into mana for the caster.
5, Primary Fire: "Unholy Aid" - This spell creates a beam which gives life to a monster until they are up to thier normal maximum of life.
5, Alt Fire: "Power Surge" - This drains mana quickly, and health as well (but not as quickly), but will double the remaining life of all monsters, and cause them to do double damage for as long as the button is held.
6, Primary Fire: "Fly" - Causes the player to float upwards while held, essentially allowing them to fly as if with a jetpack. Useful with a gravbelt.
6, Alt Fire: "Unholy Sheath" - Generates shield points for the player. Drains mana quickly.
7, Primary Fire: "Rain of Fire" - Causes napalm explosions across all surfaces marked as Fake Backdrop at a rate of 1 per 2 seconds.
7, Alt Fire: "Rot Gas" - When fired at a monster, this will cause them to start producing poison clouds every second for 2 minutes.
8, Primary Fire: "Solar Eclipse" - Must be fired into a FakeBackdrop. Deactivates all Sunlight actors in the level for 6 minutes. Vampires will flourish in outdoor maps during this time.
8, Alt Fire: "Darkness" - Produces a ball of darkness which produces a redeemer-sized explosion on impact that does no damage, but will deactivate any non-sunlight lights within its blast radius, for 6 minutes. The blast radius goes through walls. Since monsters are not effected by darkness, this will give monsters an advantage over the players.
Ok I'll stop here...
There I go again, posting these big huge ideas and making for massive reads. I could probably go on all day about this idea, but I don't even know if anyone will like it yet, so I'll hold off for now. Sorry about that, hopefully this idea is worth the time it takes to read!
There is one powerup item available in this mutator which will randomly spawn, but is quite rare (it can also be deactivated in the mutator settings). It's the Necronomicon (from Army of Darkness) and will make all undead monsters in the level loyal to the player, so they will not attack the player. In Invasion, this will work on ALL monsters, however, it puts the player who has the Necronomicon on a seperate team, turning everyone against that player. The Necronomicon allows a player to control monster pawns, however the player cannot control individual monters. The player can issue general orders using the bot commands menu, but can only send to "all", and this will go to all monsters currently on the map. Also, any kills the monsters gets go to the player's score. When a player has the Necronomicon, they can't use any weapons except for melee weapons. Instead, the Necronomicon fills all of thier weapon slots, with a different spell in each slot. Each spell uses mana for ammo, which slowly regenerates over time. The spells are as follows:
2, Primary Fire: "Leech" - This spell will directly transfer life from whatever the bolt hits back into the player. This works for monsters too, so the player can sacrifice his own monsters for the sake of his health.
2, Alt Fire: "Zap" - Fires a lightning gun bolt out of the player's hand. A basic attack spell. Good for headshots.
3, Primary Fire: "Raise Dead" - Emits a beam from the player's hand which will cause an undead monster to raise up out of the ground, but will cost the player one kill (and will not work if they have no kills), and 10 health.
3, Alt Fire: "Nether" - Turns all fluid volumes in the level into Nether, a powerful substance that sucks the life out of the good and the living and enhances the life of evil and undead. Liquid volumes in the level will cause damage to players, but give monsters life, and can do so over thier normal maximum. Also, the player with the Necronomicon can gain life from the nether. Does not change the appearance of the water though. Any player that dies in nether will spawn an undead monster.
4, Primary Fire: "Recharge" - Will drain the life (or unlife) from any monster, converting it into mana for the player. This will quickly kill monsters, and each monster will only be able to give the player a little mana, but enough for it to be an effective way to regain mana in an emergency.
4, Alt Fire: "Sap" - This beam drains the shields from a player and converts it into mana for the caster.
5, Primary Fire: "Unholy Aid" - This spell creates a beam which gives life to a monster until they are up to thier normal maximum of life.
5, Alt Fire: "Power Surge" - This drains mana quickly, and health as well (but not as quickly), but will double the remaining life of all monsters, and cause them to do double damage for as long as the button is held.
6, Primary Fire: "Fly" - Causes the player to float upwards while held, essentially allowing them to fly as if with a jetpack. Useful with a gravbelt.
6, Alt Fire: "Unholy Sheath" - Generates shield points for the player. Drains mana quickly.
7, Primary Fire: "Rain of Fire" - Causes napalm explosions across all surfaces marked as Fake Backdrop at a rate of 1 per 2 seconds.
7, Alt Fire: "Rot Gas" - When fired at a monster, this will cause them to start producing poison clouds every second for 2 minutes.
8, Primary Fire: "Solar Eclipse" - Must be fired into a FakeBackdrop. Deactivates all Sunlight actors in the level for 6 minutes. Vampires will flourish in outdoor maps during this time.
8, Alt Fire: "Darkness" - Produces a ball of darkness which produces a redeemer-sized explosion on impact that does no damage, but will deactivate any non-sunlight lights within its blast radius, for 6 minutes. The blast radius goes through walls. Since monsters are not effected by darkness, this will give monsters an advantage over the players.
Ok I'll stop here...
There I go again, posting these big huge ideas and making for massive reads. I could probably go on all day about this idea, but I don't even know if anyone will like it yet, so I'll hold off for now. Sorry about that, hopefully this idea is worth the time it takes to read!