Post: F.E.A.R For CoD4 [info,ideas & theorys]
02-05-2012, 06:38 PM #1
(adsbygoogle = window.adsbygoogle || []).push({}); hey guys, yesterday i was playing a bit of F.E.A.R 3 with OnLive Free trial and i was thinking, we should make a scary gametype for CoD4, so it hit me with a bang, i started to think of some vision techniques and some effects to tag to the enemy origin, and thought this is going to work out successfully, and ive started to write up a few scripts today.

Heres the plan, we stick AI (or real players) at random to the other team (like hawkins auto team change). heres a few ideas ive got for each type of beast.

ALMA(the mother) - then we tag them to the survivors with a trigger, this will cause debris to fly around and the player will have a blurred field around them to make it look really cool, flickering invisible on and off or become visible when she approaches the survivor(which will make people jump). when she approaches a survivor the floor will vibrate in footstep motion (using the earthquake script) which will build up a dramatic atmosphere.

Hunters(The Infected) - these will be either fast or flickering invisible, these are the beasts who hunt you down at high speeds and can jump at you from any point of the map, who knows? it could be above you!

Survivors (the humans) - well, everyone knows what survivors do, they stay alive, but this time all you have is a pistol,knife and a touch to fight your way through these endless rounds!

Map Effects - at certain parts of the map (or certain times ingame) you will experience flash-backs or dramatic effects, this can be a problem for you, the hunters can still get you, alma will seek you but will not harm you! The map will also be very dark, so i would advise you to use your torch!

Have YOU got any ideas or effects you would like to see in this gamemode? quote or PM me with your ideas!

===============================================================================================
OFFTOPIC: the gamemodes Realism and Z-HaVoC are allmost finished, adding the finishing touches and it should be ready soon!
===============================================================================================
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The following 6 users say thank you to Uk_ViiPeR for this useful post:

247Yamato, DlBSY993, Kandy-MAN, Karoolus, Neff, Vampytwistッ
02-05-2012, 06:48 PM #2
Sounds like a boss idea, Im thinking that the torch could be the night vision but change the night visions color to a darkish gold color. You should also make it so you can only use the night vision for a certain amount of time and they can use the night vision again if they get a kill or something stare
02-05-2012, 06:54 PM #3
Originally posted by MAN View Post
Sounds like a boss idea, Im thinking that the torch could be the night vision but change the night visions color to a darkish gold color. You should also make it so you can only use the night vision for a certain amount of time and they can use the night vision again if they get a kill or something stare


i was thinking along the lines of using oil to keep the torch lit, you would have to find the oil around the map.
02-05-2012, 06:56 PM #4
Harry
Former Staff
Personally i think that you are a genious. of this gets finished to what you have described, it will be amazing.

im not the best at scripting but anything i know i will tell you <3
02-05-2012, 07:33 PM #5
Kush Friendly
League Champion
Originally posted by UK
i was thinking along the lines of using oil to keep the torch lit, you would have to find the oil around the map.


i got a cool progress bar idea to show how much oil the player has. someone could make a script so you can change how much light it makes and that will make the oil burn faster or slower.(i will try to make this but im not the best at gsc) /just some ideas too.
02-05-2012, 07:43 PM #6
Originally posted by UK
i was thinking along the lines of using oil to keep the torch lit, you would have to find the oil around the map.


I have no clue how you are gonna do it , as im a okay coder but not the best so i would have no clue were to start lol.

Also you should make it so the non infected can find stuff around the map , like power ups but there hidden!
02-05-2012, 08:52 PM #7
Karoolus
I'm the W@W Menu Guy !
sounds awesome, if you want (i don't say NEED cause i know that's not the case Winky Winky ) any help, just let me know..
02-05-2012, 08:58 PM #8
Originally posted by MAN View Post
I have no clue how you are gonna do it , as im a okay coder but not the best so i would have no clue were to start lol.

Also you should make it so the non infected can find stuff around the map , like power ups but there hidden!


thats the whole idea, and i know a few models which could be used for the oil, maybe get some highlighted colour added to the model =D

---------- Post added at 08:58 PM ---------- Previous post was at 08:57 PM ----------

Originally posted by Karoolus View Post
sounds awesome, if you want (i don't say NEED cause i know that's not the case Winky Winky ) any help, just let me know..


ye, we will need all the help we can get, the whole cod4 comminuty should get invloved in this, make this gamemode realistic, the next generation of gaming!
02-05-2012, 09:28 PM #9
DlBSY993
There's 0nly 1..
Originally posted by ViiPeR View Post
hey guys, yesterday i was playing a bit of F.E.A.R 3 with OnLive Free trial and i was thinking, we should make a scary gametype for CoD4, so it hit me with a bang, i started to think of some vision techniques and some effects to tag to the enemy origin, and thought this is going to work out successfully, and ive started to write up a few scripts today.

Heres the plan, we stick AI (or real players) at random to the other team (like hawkins auto team change). heres a few ideas ive got for each type of beast.

ALMA(the mother) - then we tag them to the survivors with a trigger, this will cause debris to fly around and the player will have a blurred field around them to make it look really cool, flickering invisible on and off or become visible when she approaches the survivor(which will make people jump). when she approaches a survivor the floor will vibrate in footstep motion (using the earthquake script) which will build up a dramatic atmosphere.

Hunters(The Infected) - these will be either fast or flickering invisible, these are the beasts who hunt you down at high speeds and can jump at you from any point of the map, who knows? it could be above you!

Survivors (the humans) - well, everyone knows what survivors do, they stay alive, but this time all you have is a pistol,knife and a touch to fight your way through these endless rounds!

Map Effects - at certain parts of the map (or certain times ingame) you will experience flash-backs or dramatic effects, this can be a problem for you, the hunters can still get you, alma will seek you but will not harm you! The map will also be very dark, so i would advise you to use your torch!

Have YOU got any ideas or effects you would like to see in this gamemode? quote or PM me with your ideas!

===============================================================================================
OFFTOPIC: the gamemodes Realism and Z-HaVoC are allmost finished, adding the finishing touches and it should be ready soon!
===============================================================================================


I have a idea Smile Why dont you let people volunteer for the coding and tell them to post it once done and see who compiles it the best once all is posted.. It will be good to have a little fun besides the scenes being quite lately :/ HOWEVER i will go to work on the dingy grudgy enviroment and effects Smile ill post when done bro Winky Winky NICE JOB ! and good idea!
02-05-2012, 10:21 PM #10
Karoolus
I'm the W@W Menu Guy !
Originally posted by ViiPeR View Post
ye, we will need all the help we can get, the whole cod4 comminuty should get invloved in this, make this gamemode realistic, the next generation of gaming!


for the earthquake thing:

    Earthquake_Run()
{
self endon("end_earthquake");
self endon("team_change");
self endon("death");
self endon("disconnect");
self SetMoveSpeedScale( 0.8 );
origin = self.origin;
while(1)
{
if(origin != self.origin && self IsOnGround()) //we are on the move AND on the ground (not jumping forward etc)
{
Earthquake( 0.1, Distance2D(origin,self.origin) * 0.01 , self.origin, 100 );
wait (Distance2D(origin,self.origin) * 0.01);
}
origin = self.origin;
wait .001;
}
}


i'm pretty sure you understand what it does when you read the code Winky Winky



btw, could you explain what you mean with those FLASHBACKS ?

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