Garry's Mod

Garry's Mod

TF2 Zombie NPCs
'Nam I Am 6 Jul, 2014 @ 2:53pm
Zombie Classes?
Perhaps you could give the individual zombie classes abilities? e.g. scout moves faster and attacks faster which is great for removing defenses, heavy has more health but slower etc.
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Showing 1-15 of 23 comments
Lazy  [developer] 6 Jul, 2014 @ 7:45pm 
I may look into this, thought about it before and wasn't too sure : )
Gil 7 Jul, 2014 @ 11:05am 
I agree, I compiled a brief list of abilities they could have:
Medic: This one I shouldn't even have to list but I will, He could heal nearby zombies.
Heavy: This slow behemoth can take a lot of damage and dish out just as much, but he is slow as hell.
Scout: This guy runs fast, hits fast, and dies fast, He runs faster than Sonic the hedgehog on steroids and has as much HP as an average potato.
Pyro: The Pyro could burn anything he hits, like a door, player, it would be weak(ish) fire so as to not to be OP but just enough that you can't really just ignore pyros).
Sniper: The Sniper was one I couldn't decide on, if you have an idea for a Sniper special ability please post it in the comments.
DemoMan: The DemoMan could explode on death and/or throw grenades at the player (Not OP grenades though, weak ones so as to balance it).
Spy: The spy could disguise as a prop or something (Something not too hard to notice though, something kinda obvious, like a barrel).
| THESE ARE ALL JUST IDEAS, NOBODY GET BUTTHURT OVER DIFFERENT IDEAS|
'Nam I Am 7 Jul, 2014 @ 11:15am 
I was thinking that the spy would take an indirect route as to ambush the player but that also works, the engineer might be able to move props around and use them as cover for other zombies, the sniper i dont have a clue about either, the soldier could be like a slightly faster, but weaker heavy
Lazy  [developer] 7 Jul, 2014 @ 4:24pm 
The reason I left them using equal abilities was because I wanted them to replicate those from Team Fortress 2.
'Nam I Am 7 Jul, 2014 @ 6:19pm 
Originally posted by ErrolLiamP:
The reason I left them using equal abilities was because I wanted them to replicate those from Team Fortress 2.
But the zombies from tf2 are just reskins of the regular classes which still do have differences
Sycadale 7 Jul, 2014 @ 8:28pm 
Sniper=Shoots some time of Long Randge Acid from his mouth. Disturbing but might be a good Special. :3
Lazy  [developer] 7 Jul, 2014 @ 8:39pm 
Originally posted by lawl12345678:
Originally posted by ErrolLiamP:
The reason I left them using equal abilities was because I wanted them to replicate those from Team Fortress 2.
But the zombies from tf2 are just reskins of the regular classes which still do have differences
No I don't think you understand, these aren't just zombies based off the miscs in the game, there were actually zombie npcs in the files that acted exactly like the do here.


Originally posted by sycamore1111:
Sniper=Shoots some time of Long Randge Acid from his mouth. Disturbing but might be a good Special. :3

These are zombies, want em to stay like they did
Last edited by Lazy; 7 Jul, 2014 @ 8:54pm
'Nam I Am 8 Jul, 2014 @ 6:55am 
Oh, ok then, I didn't know that.

*edit* Although it would be nice to have the zombies with special abilities, you could have it on a toggle system such as turn off abilities and stuff like that. Do it whichever way you want though, I mean this is your mod.
Last edited by 'Nam I Am; 8 Jul, 2014 @ 2:26pm
Sneakyrat 29 Jul, 2014 @ 2:15am 
all the nav_create did was slow my gmod to ♥♥♥♥
no restart
Class 30 Jul, 2014 @ 6:32pm 
Originally posted by 『』sneakyrat『』:
all the nav_create did was slow my gmod to ♥♥♥♥
no restart
it slows you gmod because its trying to create nav files.
you just have to play the waiting game for a while
Last edited by Class; 30 Jul, 2014 @ 6:33pm
Heckley 25 Aug, 2014 @ 7:47pm 
Give them abilities, but at the same time don't.
When in the spawn menu, you should be able to spawn ones with abilities and ones without.
clover 7 Dec, 2014 @ 2:02pm 
Originally posted by The Class™:
Originally posted by 『』sneakyrat『』:
all the nav_create did was slow my gmod to ♥♥♥♥
no restart
it slows you gmod because its trying to create nav files.
you just have to play the waiting game for a while
my nav_generate made my game lag to bitter ♥♥♥♥. i had to ctrl alt delete out of there and exit because i was about to lose connection. god forbid that
LAUNDROMATSKI 12 Jan, 2015 @ 7:10pm 
Spy can backstab dealing 50 damage each backstab, but attacks only slightly faster than the heavy, spy also takes a different route to ambush people, like a person said above. Sniper has low health but is also able to throw his knife. Medic can taunt to heal zombies surrounding him and tends to follow heavy (similar to the amputator taunt and how medics tend to pocket heavies in normal tf2) engineers can pick up props and throw them at players rather than just flinging them with melee. Heavies can hit like a truck but move slower than all the other classes, and has more health. Pyroes should carry an axe that lets them break down doors easier. Scout should run fast, hit fast, and die fast (stoled from a comment above lol im a plageurist so sue me), but his melees deal slightly less damage. Soldiers should be like equalizer soldiers before it was made into two different weapons (all the effects of the escape plan -minicrits, deals more damage the less health he has), and should inherit all the side effects of being soldier (slower, more health, etc), scaled down of course as health and speed is different in the half-life universe which is what gmod is based off of. Demoman should be able to charge, but in only a semi-straight line (like with the Chargin' Targe in normal tf2), kind of like guardian antlions do.He should also make a noise right before he does it (like a demoman audio clip from tf2, maybe a charge audio clip). That basically covers all the classes. too lazy to make a tl;dr.
'Nam I Am 13 Jan, 2015 @ 12:33pm 
Originally posted by Gayski:
Spy can backstab dealing 50 damage each backstab, but attacks only slightly faster than the heavy, spy also takes a different route to ambush people, like a person said above. Sniper has low health but is also able to throw his knife. Medic can taunt to heal zombies surrounding him and tends to follow heavy (similar to the amputator taunt and how medics tend to pocket heavies in normal tf2) engineers can pick up props and throw them at players rather than just flinging them with melee. Heavies can hit like a truck but move slower than all the other classes, and has more health. Pyroes should carry an axe that lets them break down doors easier. Scout should run fast, hit fast, and die fast (stoled from a comment above lol im a plageurist so sue me), but his melees deal slightly less damage. Soldiers should be like equalizer soldiers before it was made into two different weapons (all the effects of the escape plan -minicrits, deals more damage the less health he has), and should inherit all the side effects of being soldier (slower, more health, etc), scaled down of course as health and speed is different in the half-life universe which is what gmod is based off of. Demoman should be able to charge, but in only a semi-straight line (like with the Chargin' Targe in normal tf2), kind of like guardian antlions do.He should also make a noise right before he does it (like a demoman audio clip from tf2, maybe a charge audio clip). That basically covers all the classes. too lazy to make a tl;dr.

This is good and all, but the only thing that should be changed is the pyro who should set things on fire like props or players
LAUNDROMATSKI 13 Jan, 2015 @ 12:34pm 
Originally posted by lawl12345678:
Originally posted by Gayski:
Spy can backstab dealing 50 damage each backstab, but attacks only slightly faster than the heavy, spy also takes a different route to ambush people, like a person said above. Sniper has low health but is also able to throw his knife. Medic can taunt to heal zombies surrounding him and tends to follow heavy (similar to the amputator taunt and how medics tend to pocket heavies in normal tf2) engineers can pick up props and throw them at players rather than just flinging them with melee. Heavies can hit like a truck but move slower than all the other classes, and has more health. Pyroes should carry an axe that lets them break down doors easier. Scout should run fast, hit fast, and die fast (stoled from a comment above lol im a plageurist so sue me), but his melees deal slightly less damage. Soldiers should be like equalizer soldiers before it was made into two different weapons (all the effects of the escape plan -minicrits, deals more damage the less health he has), and should inherit all the side effects of being soldier (slower, more health, etc), scaled down of course as health and speed is different in the half-life universe which is what gmod is based off of. Demoman should be able to charge, but in only a semi-straight line (like with the Chargin' Targe in normal tf2), kind of like guardian antlions do.He should also make a noise right before he does it (like a demoman audio clip from tf2, maybe a charge audio clip). That basically covers all the classes. too lazy to make a tl;dr.

This is good and all, but the only thing that should be changed is the pyro who should set things on fire like props or players
That would be ridiculously annoying and op as all hell.
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