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King of kong

More Apocalyptic World.

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Hi GuyZ. Here's a list of things that I think should be added in the SA to give ChernaRussia a more "Apocalyptic" feel.


- Blinking street lights.

- Abandoned Trollies/Shopping Carts in the Supermarkets.

- Dead People hanging from the rafters in Barns (Suicide).

- Massive Burial pits that can spread diseases + Dead Hazmat teams.

- Rotting corpses with Orthodox Crosses clutched in their hands.

- Dead Soldiers tied to posts, with bullet holes in their chest and a sign saying "предатель" on their chests. (Maybe CDF who were ordered to kill deserters)

- Abandoned Quarentine Camps.

- Explorable Oil Rigs with Infected Crew.

EDIT: I also had this idea. What if? after every the server restart, the world looks more overgrown? (weeds growing out of the pavement, vines growing on buildings)

Well, please tell me what you think?

Edited by King of kong
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I'm all for a more apocalyptic world; I like the idea of blinking street lights.

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No blinking street lights.  This is weeks or months afterwards and the power stations would be long abandoned.

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No blinking street lights.  This is weeks or months afterwards and the power stations would be long abandoned.

Where do you get your info? At night, currently, the lights turn on automatically.

I think it'd be better if it was set at the start of the outbreak. Maybe every new update sets the game a month  later, then say, after the 2nd update, they pull streetlights

Besides. alot of power stations have backup systems which can keep them going for awhile

Edited by King of kong
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Hi GuyZ. Here's a list of things that I think should be added in the SA to give ChernaRussia a more "Apocalyptic" feel.

- Blinking street lights.

- Abandoned Trollies/Shopping Carts in the Supermarkets.

- Dead People hanging from the rafters in Barns (Suicide).

- Massive Burial pits that can spread diseases + Dead Hazmat teams.

- Rotting corpses with Orthodox Crosses clutched in their hands.

- Dead Soldiers tied to posts, with bullet holes in their chest and a sign saying "предатель" on their chests. (Maybe CDF who were ordered to kill deserters)

- Abandoned Quarentine Camps.

- Explorable Oil Rigs with Infected Crew.

EDIT: I also had this idea. What if? after every the server restart, the world looks more overgrown? (weeds growing out of the pavement, vines growing on buildings)

Well, please tell me what you think?

 

I like the ideas.  The suicide one is really creepy to me.  There's something about hanging bodies that just creeps me the hell out.

 

I think that the weeds idea would be good for a little while but it would quickly over run pretty much everything.

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Unless we done hooked up some reciprocating mowers to them there tractors I be seein yonder

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I like the ideas.  The suicide one is really creepy to me.  There's something about hanging bodies that just creeps me the hell out.

 

I think that the weeds idea would be good for a little while but it would quickly over run pretty much everything.

I originally got the suicide idea from "The Road"

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I don't really see the reason for there to be blinking street lights, considering the power grid has failed completely by the point of the Standalone (At least from what we know).

 

I'd really like the idea of having overgrown roads and buildings, but some problems arise with that;

 

  • It would be difficult to code a system where the buildings become gradually overgrown, and might also do a number on the CPU if they wanted it to look realistic
  • When grass/weeds grow through roads in ARMA 2 as is, it looks awful. If they were to separately place weeds in and individual road sections, it would be hard to optimize and take a very long time to do
  • If it got to the point where stuff was overgrown, the power grid would probably be inactive, removing the point of having blinking street lights, and most of the bodies would likely be rotten (Which means they might be skeletons).
  • It'd also not be easy to code this through every restart.

^ Great ideas, but honestly have a lot of limitations.

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I don't really see the reason for there to be blinking street lights, considering the power grid has failed completely by the point of the Standalone (At least from what we know).

 

I'd really like the idea of having overgrown roads and buildings, but some problems arise with that;

 

  • It would be difficult to code a system where the buildings become gradually overgrown, and might also do a number on the CPU if they wanted it to look realistic
  • When grass/weeds grow through roads in ARMA 2 as is, it looks awful. If they were to separately place weeds in and individual road sections, it would be hard to optimize and take a very long time to do
  • If it got to the point where stuff was overgrown, the power grid would probably be inactive, removing the point of having blinking street lights, and most of the bodies would likely be rotten (Which means they might be skeletons).
  • It'd also not be easy to code this through every restart.

^ Great ideas, but honestly have a lot of limitations.

Grass wouldn't grow dynamically through the road. It'd have certain Pre-placed spots. different spots for each road texture. So you don't have grass just portruding from the concrete

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I like the Idea but have often struggled with the Mod and I guess the SA in what is the Story ie What happened and how long ago. If the Aplocalypse just happened and you spawn / Wakeup in the game in the begining of it all, things would be just happening, burning Cars, Buildings etc, people frantic, Food , Weapons even, Clothing , Camping Gear would be easily sought and found. If however we start the Game and the Apocalypse happened Months ago, little Food or anything would be left laying around anywhere you would be lucky to come across anything of use .

 

At the moment there doesnt seem to be any clear direction to which of these two the SA will be catering to, it seems to be a  mish mash of the two, which is hard to get ones head around. Having a bit of both doesnt work really.

 

Any thoughts ?

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if not done right that could REALLY do a number to preformance but overal i like it except maybe just overgorwn in the first place not growing constantly 

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I like it all, but not sure about the street lights. Unless they allow for players to repair power stations and restore power to parts of the map. If power is restored, then have the blinking lights for creepiness. Otherwise, there should not be any electricity in the power grid. Only from gas generators etc..

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I like the ideas.  The suicide one is really creepy to me.  There's something about hanging bodies that just creeps me the hell out.

 

I think that the weeds idea would be good for a little while but it would quickly over run pretty much everything.

already been suggested. rocket hates the idea of a premade and "artificial" story, as he wants the player to create his/her own stories...which is imho bollocks. this would create so much atmosphere...even beyond tolerable limits ;)

 

moreover there must be a story, made by the very events that took place when the infection broke out.

 

so something like this is highly unlikely at the moment

Edited by joe_mcentire

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If Rocket doesn't like the idea of artifical story, he might aswell strip chernarus of buildings/roads and start players out naked. with the zombieZ as a race un-related to humans.

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I would love DayZ to have that "eerie feeling" when you're looting. Fantastic idea.

:beans: :beans: :beans: :beans: :beans:

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also maybe broken children tricycle and teddy bear?

 

anything from children like toys is creepy in apocalypse times :o

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In the videos I have seen, I do not recall seeing any spider webs (I am sure it has been brought up before). Also, cockroaches! In a world like this, there would be tons of them with all the corpses and garbage everywhere.

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The hanged bodies idea reminds me of that one mission from red dead, where you go into a barn and find a man who has been stripped naked and hanged from the barn rafters 

 

Imagine going into a barn or somewhere on a stormy night, and a quick flash of lightning reveals the lifeless hanging body

 

pretty eerie stuff :S

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OP, I am planning on implementing nearly all of your ideas on my upcoming map, NOVA ZONA:

http://forums.bistudio.com/showthread.php?142308-Large-S-T-A-L-K-E-R-inspired-Island-quot-NOVA-ZONA-quot

Good ideas, and if you've any suggestions for my map please feel free to post in the thread mate- all input is welcomed! :)

I am going to go to town so to speak on the dead bodies models, things like heads on sticks and displayed corpses etc, to really add to the survival horror/ apoc atmosphere.

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@Skat3rat: post number one,

Please don't qoute the entire original post. We all know you're talking about this post, that's why you replied here.

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I know you people are thinking about setting the emotions and inviting all the feels but the game is largely supposed to be a survival and not ALL these ideas are needed.

As for the original post, the overgrowing would be very difficult.

First off, what about, say, 300 days after the game launches. That's approximately 1200 restarts, will the whole eorld be a jungle? This would also cause the issue of people with lower quality pcs having graphical problems. Thus, people would lower their setting, destroying the overgrowth out of THEIR game. But, for everyone else, we still see the overgrowth. Then, comes the question of "will we be able yo shoot through these thins?" And "How will us lower pcs see the thicket?" Just like in the mod, you will THINK your hidden in some tall grass, but to someone whom has lower quality settings, you are out in the open. Ready to be harvested. And for a game that will pride itself upon being playable and equal for all computers this would be VERY intesive. As well, how would the artists develope texture for every single branch of extensive vegetation!

He street lights would not be blinking though. The power geid would be out. Long out. And there wouldn't be any long lasting batteries. REMEMBER: this is a small, rural, post-Soviet, post communit state. There simply wouldn't be the finaces to allow these people to afford batteries or even solar powered lights for their municipalities.

As for the rest of the post, great job!

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