nerdcorerocks
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- May 27, 2003
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Hi all. Go easy on me cause I've never done something like this before, but this is what I came up with in the past 2 hours for a new vampire mod. And if you notice the similarities between it and the mod "vampire slayer," its because I really tried to take vs and make it a better mod. I would want this mod to mainly focus on older vampires. More 1800's eastern european type stuff. I'd want the maps to be mainly castles and churches and old crypts/graveyards. You get the gyst. Well here it goes. If you find anything you think is cool or stupid, give me your opinions.
Creatures Of The Night
Two Sides: Vampires & Slayers
Class Overview:
Vampires - 1) Faster Run Speed
2) Wall Walking
3) Grab and Feed Attack
4) No Falling Damage
5) Only Killed By Stake
6) Limited Regeneration
7) Class Specific Powers
8) High Jump
9) Telekenesis
Slayers - 1) Can Use Weapons
2) Has Holy Items
Key [IK - Instant Kill ]
[HD - Heavy Damage 66-99 ]
[MD - Medium Damage - 33-66]
[LD - Light Damage - 1-32 ]
Damage Model: 1) Slayers - Head (IK)
- Chest (HD)
- Extremities (MD)
2) Vampires - Head (2x Damage)
- Chest (1x Damage)
- Extremities (1/2x Damage)
Weapons: 1) Shotgun (single and double shot) - HD close MD-LD mid
2) Crossbow (reduces view but improves accuracy) - IK in Chest. LD
3) Rifle (ironsight reduces view but impoves accuracy) - MD
4) Stake - LD
5) Sword (secondary slower 2x more damage) - MD
6) Pistol - LD
7) Holy Dagger (refills Slayer's health and stuns the Vampire for 5s. Disintegrates
after one use)
Holy Items: 1) Cross - Provides Invisible shield (counter-strike riot) in front of user for 10s.
Can use once every minute.
2) *Holy Water - Grenade type arc. If makes contact with feeding vampire,
vampire is stunned for 5 seconds and slayer is freed. If makes contact with
non-feeding vampire, then vampire is still stunned for 5 seconds. Does LD.
3) *Bible/Prayer - Knocks back all nearby Vampires and Stuns them for 5 seconds.
Can be used once per round.
4) Blessed Garlic Cloves - Slayer swallows cloves and takes 1/2 Vampire Damage for 5s.
Can be used once per round.
*Note: Stunned Vampires will be invulnerable for balance reasons
Slayer Classes: a) Monk - Shotgun, Pistol, Stake, Cross, Bible, 2 Holy Waters
b) Villager - Rifle, Pistol, Stake, Cross, Holy Dagger, 2 Holy Waters
c) Mercenary - Crossbow, Sword, Stake, Garlic, 2 Holy Waters
Special Powers: 1) Feed - Secondary Vampire Attack. Must be a Melee Headshot. Grabs slayer from
behind and recieves 50 health over 20s. Slayer loses 2 health for every 1
gained and acts as a shield for vampire. Walks at 1/2x slayer speed.
2) Wall Walking - Is able to climb on walls and ceilings (natural selection skulk).
3) No Falling Damage - Can leap from extreme heights without fear of damage.
4) Only Killed By Stake - When a Vampire's health drops below 10, he enters a
critical state. While in this state, all weapons except the stake will lower
his health to a minimum of 1. The stake is the only weapon which will kill the
vampire. While critical, a vampire's run speed is 1/2x the Slayer's, and his
mouse sensitivity will be greatly reduced.
5) Faster run speed - Vampires will be able to run at 1.33x slayer speed
6) Regeneration - A vampire's health will regenerate at a rate of 1 health every 2s
until it reaches 50 health.
7) Class Specific Powers:
a) Elder - Can sense the blood of all slayers, even through walls for 15s (natural
selection hivesight). Cost 50 health.
b) Master - Can become completely invisible if walking or standing still for 15s.
Becomes visible if runs or attacks. Cost 50 health.
c) Fledgling - Can run at 2x Slayer speed for 15s. During this time, the Vampire
is completely silent when he attacks, runs, and jumps. Cost 50 health.
8) High Jump - Vampires can jump 2.5x as high as Slayers.
9) Telekenesis - Vampires can pull the primary weapon out of a slayers hands and throw
it roughly 10 feet away. Cost 50 Health.
Stefan Kurek
Creatures Of The Night
Two Sides: Vampires & Slayers
Class Overview:
Vampires - 1) Faster Run Speed
2) Wall Walking
3) Grab and Feed Attack
4) No Falling Damage
5) Only Killed By Stake
6) Limited Regeneration
7) Class Specific Powers
8) High Jump
9) Telekenesis
Slayers - 1) Can Use Weapons
2) Has Holy Items
Key [IK - Instant Kill ]
[HD - Heavy Damage 66-99 ]
[MD - Medium Damage - 33-66]
[LD - Light Damage - 1-32 ]
Damage Model: 1) Slayers - Head (IK)
- Chest (HD)
- Extremities (MD)
2) Vampires - Head (2x Damage)
- Chest (1x Damage)
- Extremities (1/2x Damage)
Weapons: 1) Shotgun (single and double shot) - HD close MD-LD mid
2) Crossbow (reduces view but improves accuracy) - IK in Chest. LD
3) Rifle (ironsight reduces view but impoves accuracy) - MD
4) Stake - LD
5) Sword (secondary slower 2x more damage) - MD
6) Pistol - LD
7) Holy Dagger (refills Slayer's health and stuns the Vampire for 5s. Disintegrates
after one use)
Holy Items: 1) Cross - Provides Invisible shield (counter-strike riot) in front of user for 10s.
Can use once every minute.
2) *Holy Water - Grenade type arc. If makes contact with feeding vampire,
vampire is stunned for 5 seconds and slayer is freed. If makes contact with
non-feeding vampire, then vampire is still stunned for 5 seconds. Does LD.
3) *Bible/Prayer - Knocks back all nearby Vampires and Stuns them for 5 seconds.
Can be used once per round.
4) Blessed Garlic Cloves - Slayer swallows cloves and takes 1/2 Vampire Damage for 5s.
Can be used once per round.
*Note: Stunned Vampires will be invulnerable for balance reasons
Slayer Classes: a) Monk - Shotgun, Pistol, Stake, Cross, Bible, 2 Holy Waters
b) Villager - Rifle, Pistol, Stake, Cross, Holy Dagger, 2 Holy Waters
c) Mercenary - Crossbow, Sword, Stake, Garlic, 2 Holy Waters
Special Powers: 1) Feed - Secondary Vampire Attack. Must be a Melee Headshot. Grabs slayer from
behind and recieves 50 health over 20s. Slayer loses 2 health for every 1
gained and acts as a shield for vampire. Walks at 1/2x slayer speed.
2) Wall Walking - Is able to climb on walls and ceilings (natural selection skulk).
3) No Falling Damage - Can leap from extreme heights without fear of damage.
4) Only Killed By Stake - When a Vampire's health drops below 10, he enters a
critical state. While in this state, all weapons except the stake will lower
his health to a minimum of 1. The stake is the only weapon which will kill the
vampire. While critical, a vampire's run speed is 1/2x the Slayer's, and his
mouse sensitivity will be greatly reduced.
5) Faster run speed - Vampires will be able to run at 1.33x slayer speed
6) Regeneration - A vampire's health will regenerate at a rate of 1 health every 2s
until it reaches 50 health.
7) Class Specific Powers:
a) Elder - Can sense the blood of all slayers, even through walls for 15s (natural
selection hivesight). Cost 50 health.
b) Master - Can become completely invisible if walking or standing still for 15s.
Becomes visible if runs or attacks. Cost 50 health.
c) Fledgling - Can run at 2x Slayer speed for 15s. During this time, the Vampire
is completely silent when he attacks, runs, and jumps. Cost 50 health.
8) High Jump - Vampires can jump 2.5x as high as Slayers.
9) Telekenesis - Vampires can pull the primary weapon out of a slayers hands and throw
it roughly 10 feet away. Cost 50 Health.
Stefan Kurek