- Zombie apoc roleplay with quite a few twists. I like to think of it as a roleplay gamemode that you don't have to roleplay on.
- The main concept is that you can use it singleplayer and have just as much fun as if it had 42/42.
- Minimalist HUD: There is no immediate info on your screen except for player names.
- Clean, efficient GUI - no more browsing through five windows just to make a character
- SQLLite character saving - zero lag, zero mysql config issues, zero random connection loss, etc. MySQL functionality in the future for those that want to use it.
- Descriptions are no longer 100 characters, but 500 characters long (can be configured for up to 196000 characters thanks to GM13). They are brought up in a separate window with F2 to mitigate a huge line of text across your screen. Press F2 on other players to bring up their profile.
- Character emote system: You can change your character's expression and perform gestures with a GUI menu.
- Characters gesture when they speak - for example, hand waving, or nodding in a direction.
- Custom playermodels, made by myself. They use skins - there are 1200-1500 character combinations in 100mb of human models. ~50 heads, 24-30 outfits.
- Slow zombies - no fast zombie bullshit, no special/boss zombies, just the reanimated dead. These are Romero zombies. They break down doors over timespans of a week. They can be set on fire and keep shambling towards you.
- Fully-featured zombie AI.
- AI director: Spawns hordes if underneath a cap (for example, 30 zombies on the map at one time), as well as if someone yells/shoots a gun/etc., using the gm_navigation module.
- There will be five guns (pistol, revolver, shotgun, hunting rifle, military rifle), and around 10-20 melee weapons.
- Weapon system is barebones: no need for clutter. No ironsights, no superhuge smoke particles, no ricochet, etc. Simple, clean and lagless, most importantly.
- Using a weapon makes you unable to move, similar to how Project Zomboid does it. This makes melee fighting a last resort - missing could be fatal.
- Death is
final. Once a character dies and you go back to the character selection, you can still play that character, you'll just be laying on the ground, or shambling around thanks to zombie AI. No appeals, just like a realistic zombie apocalypse. Don't pick fights you can't win.
- There are 3 characters allowed at one time by default; this can be changed by the server owner.
- There are motives, such as sleep, hunger, exertion, etc.
- Motives are saved and decay with time spent ingame. They won't kill you, just make you slower and distort your view and increase your insanity level.
- Health isn't represented from 1-100; instead, you'll see Shot, Bitten, Scratched etc. with motives.
- Small damage system - bandages, splints, etc. all have function
- Insanity system: Think
http://www.youtube.com/watch?v=FpRq3e9yohE
- You don't want to go insane
- Items have a much larger influence than other roleplay gamemodes. For example, food to decrease hunger etc.
- Crafting system that supports up to 4 items.
- Each item you carry slows you down.
- Items and melee weapons are easy to find. Firearms and firearm ammo are hard to find.
- Easy to create new items for server owners.
- Can trade items directly with other players, or place them in containers.
- Items have no physical presence. They're not found on the ground as with other roleplay gamemodes, but rather inside props. The reason for this is to decrease lag, missing items, and item duplication.
- Map editor for use by admins.
- Used to place props, item containers, zombie hotspots, zombie avoidance areas etc.
- Map contents are saved. Thanks to Gmod 13, you can have up to 32,000 props in one map, with no RSO errors!
- Item containers contain relevant items, as specified in the map editor: for example, a bedroom dresser won't contain a carton of milk.
- Scripted events (dewip). Think a helicopter passes overhead with supplies, or the Army rolls by for a cleanup op.
- Multiple official maps provided, tailored for different playerbase sizes and different playstyles:
- rp_v_sacrifice: Port of L4D's The Sacrifice. Good for small servers and testing.
- rp_v_terminal: Port of the Airport level from L4D's Dead Air. Good for small servers. WIP.
- rp_v_riverside: Port of the town from L4D's No Mercy. Good for medium-large servers. WIP.
- rp_v_rooftops: Port of two of L4D's Dead Air campaign maps. Good for large servers. WIP.
- More to come! If you request a non-official map get support, I'll probably add gamemode support for it. Post in the thread!
- Fully featured administrative commands.
- As streamlined as possible to get undesireables out.
- Music system. Plays music at opportune times. Death means sad music, life means.. sad music, zombies around means action music.
- NPCs (wip) - something like bots. Each has their own personality and may either shoot you on sight (after a warning!), tag along, or give you items. More players on reduce the amount of NPCs on.
- If you are bitten (or got a bad scratch) you are infected.
- Works in the same vein as motives; you die after a certain amount of time ingame.
- All dead players become zombies - like I said, this is slow zombie, Romero lore, so all players will become a zombie assuming their head's intact.