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The Infested City Mod

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  23:36:17  31 August 2008
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
 

Message edited by:
Siro
10/09/2008 21:06:57
Messages: 5051
The Infested City Mod

Official Mod Logo:

http://i38.tinypic.com/1248tig.jpg

Mod Ads/Posters:

http://i34.tinypic.com/28mh72r.jpg

http://i35.tinypic.com/315brci.jpg

http://i38.tinypic.com/ilbn05.jpg

http://i37.tinypic.com/55nlg4.jpg

http://i35.tinypic.com/vimss8.jpg

http://i38.tinypic.com/23wjk84.jpg

http://i37.tinypic.com/fwsnpe.jpg

MOD LEVELLING PROGRESS SCREENS:

http://i33.tinypic.com/33uyef7.jpg

http://i35.tinypic.com/2u5z6es.jpg

http://i34.tinypic.com/2liu69z.jpg

http://i37.tinypic.com/wwktxk.jpg

http://i36.tinypic.com/34glfgw.jpg

Mod DataBase page:

http://www.moddb.com/mods/stalker-infested-city-mod

Videos

http://uk.youtube.com/watch?v=ft4qhVlRvR4

http://uk.youtube.com/watch?v=jqxDLLuOwuY

http://uk.youtube.com/watch?v=hIuZFlOZIng

http://uk.youtube.com/watch?v=cf4r341O0mg

http://uk.youtube.com/watch?v=jgFiO-U8Hjw

Me and Siro was talking and i though of a good mod idea and Siro added to it so here goes.

The player will wake up in pripyat with some supplies nothing extravagent, maybe a pistol and some ammo a little bit of food and maybe some bandages and medkits.

The ways out of pripyat are blocked off and disabled so the player will be stuck in pripyat, the North is closed off the the Monolith, who fear to enter the city of Pripyat in this period of Zone history, and the South is blocked off by the Brain Scorcher. The emphisis of the mod is horror survival if you remeber some of the early previews and interviews about the game there was talks of having to live in the city scavanging for food and ammo and sleeping at night as all the worst things came out at night. There will always be a lack of Stalker and faction presence but some Stalkers iwll rarely appear.

The idea of the mod is to bring all this back into the game Via the Pripyat City and nowhere else being availible, the player with have to strive to make food and ammo last for each day avoiding confrontations and such.

Stalker presence will be active but very rare, so the player can choose wheather to get the npc to follow him or weather he wants to kill the stalker as to raid his corpse for more food and ammo.

Mutant presence will be alot higher as there are not Stalkers and Duty to thin them out.

Also The theme is horror so there will be zombies (the cut out ones) (No its not a pure resident evil type thing) around the city, Really Dark Nights, More Deadly Mutants (at night) and Very Powerful and scary Blowouts. Plus, we have a few other tricks up our sleeves.

This is just the start for now. If people like this idea, then i will get this mod into motion and will start thinking of more ideas to add upon the ones i have said and the ones i still have in the works.

So what does everyone think?

Please leave feedback, it's really appreciated (And needed)

So far, remember this, main features:

Blowouts

Rare NPC's

Mysterious corpses, story

Finding food and supplies

You have your own home/base

You are abandoned. No help. Anyone you meet is just as lost as you.

No traders.

Dark, pitch-black nights.

No Night Vision.

Tweaked monsters, damages monsters idsh out and take will be made logical and realistic, not ridiculous like in vanilla.

New weapon models for some, balanced and more realistic damages (so you can actually survive to a certain point with a Makarov).

Zombie heashots.

Yes, SVD will be included.

Scarce ammo and food.

New suits with descriptions and values.

Scary storyline.

Epic scripted events.

Random events.

Hidden items and easter eggs.

Terrifying storms.

New food items.

New weapon and player textures.

Barricading and anti-barricade monster behaviour.

Zombification is still a question. We don't want too many zombies at once.

New encyclopeadia entries.


And many more other features will be kept under wraps at the moment. What we have so far is possible to a point, so most of these features will make it in along with some surprises.


Conecpt art:

http://img218.imageshack.us/img218/3895/stalkerpicturerz3.jpg

Mod Storyline Summary

Infested City

The Brain Scorcher's potential for mind control was discovered shortly after its activation in the Red Forest. The Ukrainian government in partnership with the Russian military launched a project shortly after. It was discovered that the effects of the wavelengths emitted by the Brain Scorcher on the human brain could be replicated by an enzyme that resulted from a mutated form of bacteria borne within the Zone called Galantine. The effects of the enzyme brought the human brain to the required state, allowing it to be re-programmed. Naturally, the military application of such a project was immediately realized. It had the potential to create the perfect soldier — obedient, unable to feel pain, remorse, desire, and fear. Research began on-site in the Northern urban areas of the Zone covertly, the areas closest to the Brain scorcher's area of influence.

The operation was conducted by small research teams so as to avoid detection from satellite imaging and potentially hostile groups residing within the Zone. Due to the origin of the enzyme, the Brain Scorcher's effects, and other factors being exclusive to the Zone, the research had to be conducted on-site. The group was able to perfectly replicate the effects of personality erasure by the Brain Scorcher wavelengths with the developement of the enzyme Arsen Ca-04. All preceding experiments resulted in deaths of the hosts. This 4th generation was able to keep the hosts' survival instinct and general self-preservation impulses. The re-programming of the brain was the most difficult part of the experiment. The enzyme's potential for the modification of the body's immune and muscular system was also discovered and applied to Arsen Ca-05.

This next generation was able to keep the hosts alive in the harshest of conditions and raised their endurance, which allowed them to survive poetentially fatal injuries for uninfected humans and hastened muscular development, resulting in above-average strength. Unfortunately, it was far from perfect. The hosts' metabolisms rose exponentially, making them hunger far more often, coupled with increased aggression and outbusts of violence. This was due to the fact that the brain was not programmed, yet still retained only the most basic of instincts and motor skills. The hosts exhibited aggression toward their handlers and the lack of any other impulses programmed by the enzyme made them into mindless, aggressive creatures who were only concerned with seeking their next meals. While the enzyme erased the minds of the hosts, they still retained some memories and abilities from their former lives, such as using firearms to a certain degree.

Trials to discover ways of programming the enzyme with commands that would allow commanders to relay orders through a device that emitted the needed signals at the right frequency continued until the group was compromised by the Monolith faction. The enzyme got out of control in the ensuing firefight, infecting military personnel, who in turn, spread it. The rest of the group were exposed and slaughtered each other. Former members turned on each other. The Monolith retreated Pripyat leaving it isolated between the Monolith-controlled Red Forest and NPP.

In the later testing stages leading up to the outbreak, it was discovered that individuals with a rare blood-type were immune to the enzyme's damaging and personality-erasure effects on the brain., but were still able to spread the infection. The precense of the dormant enzyme in the human body allowed it to mutate into an airborne form, expelled by the lungs. Individuals immune to the enzyme, which was eventually neutralized by their blood, exhibited memory loss, a result of the enzyme's failed effects on the brain, which it always attacked first.

The indigenous wildlife was also exposed to the infection with only humanoid organisms being susceptible to it. Before the outbreak, the team accidentally infected a bloodsucker through careless supervision during a host field-test. The result was an unimaginable monster rurmoured to be prowling the outskirts of Pripyat to this day. Pripyat became a dead zone with infected individuals and hosts roaming the streets, the enzyme keeping them alive and hungry. It was suspected that due to memory and attempted aggression-programming of the enzyme, the infected targeted and fed solely on humans, ignoring each other and the wildlife.

You are a member of the compromised Pripyat team. Your only goal is to remember the reasons behind your precense in Pripyat, uncover a means of escape in the process, and most importantly, survive. The military, unknowing of your ordeal, make airdrops of supplies regularly for you and your dead team to survive on until you secure a radio capable of broadcasting and call for extraction. As far as Base knows, the tests are running smoothly on your end.



More updates coming soon.
  23:40:42  31 August 2008
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Balious
Senior Resident
 

 
On forum: 06/17/2007
Messages: 211
I am loving this whole idea. I hope you choose to do this mod.

I will help with whatever i can mainly from beta testing i suppose.

Will bring ideas as they come into my head.
  23:45:28  31 August 2008
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
I am loving this whole idea. I hope you choose to do this mod.

I will help with whatever i can mainly from beta testing i suppose.

Will bring ideas as they come into my head.
---END QUOTATION---



Thanks glad to hear .
  23:47:59  31 August 2008
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EggChen
Senior Resident
 

 
On forum: 01/12/2008
 

Message edited by:
EggChen
08/31/2008 23:50:40
Messages: 1109
Stalker: Apocalypse

Anyway, why limit yourself to Prypriat?
How about the aim being to escape Prypriat, full of Zombies and Controllers... making your way back to Cordon, and escape the Zone.

You could have themes on levels... where there is one type of mutant far more common than the rest.

Radar - Bloodsuckers
Army Warehouses - Snorks
Bar - Huge numbers of Zombie Stalkers
Garbage - Tushkano and Flesh
Escape - Dogs, Boars

I just think you need a goal in the game.

Maybe that is to get out of the Zone with enough mutant info and artefacts to reveal it to the world?

Anyway nice idea, I would certainly play it, just not sure after how many days and nights in Prypriat you would get bored.

If you stick with the Prypriat idea :

Include carry mod, only the part where you actually carry objects, not have them in your inventory. So in the day you search Prypriat for gascans, boxes, etc. Hole up, and try and last the night. Using makeshift traps against zombies.

Edit: Also with the Prypriat idea... disable all alife, smart terrains, spawns in other levels... everything you can remove, do so. That way Pripryat will play like a dream no matter how many zombies you spawn!!
  23:50:53  31 August 2008
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Great input and a good name suggestion , Well i wasthinging of adding in the bar but for what im not to sure i need more people to say what they think but i really like the idea of this mod already.

Yes making traps is a good idea already surviving the night also have real 24 hour days is a feature i have added in all my mods. Reckon its worth adding into this one?
  23:55:03  31 August 2008
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DarkSoldierX
(Novice)
 
On forum: 08/22/2008
Messages: 46
Name Suggestion:

A hidden character named DarkSoldier. If you see him and attack him, he drops err..... erm..... A epic golden egg.....
  23:57:55  31 August 2008
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
 

Message edited by:
Steelhawk92
09/01/2008 0:00:20
Messages: 5051

---QUOTATION---
Name Suggestion:

A hidden character named DarkSoldier. If you see him and attack him, he drops err..... erm..... A epic golden egg.....
---END QUOTATION---



Right....lol.

Wait an epic golden egg wtf

Anything Serious to add?
  00:03:56  1 September 2008
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Florence
Senior Resident
 

 
On forum: 07/19/2007
Messages: 1197
Great idea.Not sure what to suggest since most of my thoughts where already posted.
  00:06:32  1 September 2008
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051

---QUOTATION---
Great idea.Not sure what to suggest since most of my thoughts where already posted.
---END QUOTATION---



Thats a good sign then , name suggestion? lol.

Unless The Infested City Mod is a good name.
  00:13:14  1 September 2008
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Balious
Senior Resident
 

 
On forum: 06/17/2007
Messages: 211

---QUOTATION---
Unless The Infested City Mod is a good name.
---END QUOTATION---


Yes stick with my name . Which i can't believe you like

I think we should decide what mutants to add besides the zombies.

Controllers (rare)
Bloodsuckers (just under rare but not popular)
rodents/rats (rare i wouldnt think a swarm of them would be popular)
burer/dwarf (very rare?)
Dogs (under popular i suppose?)

any others? of course the zombies be there as popular
 
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