[WIP] Celle 2013

Franky

New Member
Hi everybody,
I want to introduce you an alternate version of DayZ Celle.
A less pvp, but more DayZ Zombie apocalypse focused map.

Why did I create a seperate version of DayZ Celle?
I feel like the current version has developed in a complete wrong direction and did not capture
the spirit of the original DayZ Celle. Even understanding the intentions behind it, it does not satisfy me.
I wanted to have a Celle which feels like a German town with means of skins, weapons and atmosphere.
Having a bunch of new weapons, skins and zombies if fine, but adding the focus more to pvp than it already is just
feels wrong.

So what does my Celle provide? - Key Differences
- Zombies have more varieties and can even look like survivors and German soldiers
- New Vehicles, focus on typical german civil vehicles
- New Skins, focus on more civilian german clothing
- Zombie Dogs
- Balancing of Millitary Weapon spawning chance
- Balancing Temperatur drop
- Unbanned DMR
- Some of the planned features of shinkicker

The Code is based on 1.7.5.1 1.7.6 DayZ
Also, this Mod is compatible to the mission file of Graz version of Celle


2013-02-24_00001.jpg2013-02-23_00001.jpg2013-02-24_00004.jpg2013-02-21_00004.jpg2013-02-21_00003.jpg2013-02-21_00002.jpg2013-02-21_00007.jpg


Credits:
MBG Celle 2 (http://www.arma2base.de/include.php?path=download&contentid=4548)
MBG Killhouse (http://www.armaholic.com/page.php?id=15180)
MBG Buildings 3 (http://www.armaholic.com/page.php?id=14828)
by
Mondkalb


Bundeswehr Flecktarn Troops (http://www.armaholic.com/page.php?id=16445)
German Civil Pack (http://www.armaholic.com/page.php?id=9793)
by
Marseille77


Bundeswehr Bus (http://www.armaholic.com/page.php?id=11399)
by
cj187

Skoda Octavia (http://www.armaholic.com/page.php?id=14320)
by
vilas, topas, marseille77

Sahrani Civilians (http://www.armedassault.info/index.php?setlang=de&game=1&cat=addons&id=1309)
by
Icewindo

Clay Dogs (http://www.armaholic.com/page.php?id=12758)
by
Clayman

Objects for Radars - Hill 3 (http://www.armaholic.com/page.php?id=17134)
by
Hand of MoscoW

MAP Editorupgrade (EU) (http://www.armaholic.com/page.php?id=6194)
by
Lester


Audi A6 Quatro police car (http://www.armaholic.com/page.php?id=2940)
by
General_NS


FFAA weapons (only MG3) (http://www.armaholic.com/page.php?id=6748)
by
ffaa

Panzerfaust 3 - a disposable Rocket Launcher (http://www.armaholic.com/page.php?id=18593)
by
Donny
 
I like the idea of a german feel to it... it is celle after all.

A few things I'd like to see happen - the cop cars having functional sirens/lights.

MORE types of german cars - Prolly gonna take a while to find and get permission to use what is out there.. so yeh.

Dramatically reduce the spawn rate of food and drink. Force the use of natural water sources and animals. Preferably remove silly animals like cows.

I think having pet dogs is a cool thing - and I like the idea of feral dogs in the forest coming to eat your loins.

Cars, guns, skins are fun and cool... sure they alter how you play somewhat, but over time it ends up the same unless you create a way for players to lose some of their supplies.

I'm not sure if anyone has gone about doing it - but it would be nice if meats had a max duration before despawning. So cans are more of a long term source of food you'd keep in your pack, and meat is what you'd primarily use on your day to day requirements.

On the subject of food/water being harder to get, other supplies should be more challenging to get and effectively use.

1 - Make bandages have a chance to fail so you may require multiple to patch a wound. OR set the number of bandages required to fix specific types of wounds. So a punch from a zombie, 1 etc.

2 - allow painkillers to stack and force the regular consumption of PKs to deal with residual pain from being wounded or having used morphine.
Something along the lines of needing a PK every X amount of minutes based on the severity of the wound you'd need them for Y amount of time.
This would make finding and keeping bottles of PKs important.

3 - Allow players to bloodbag themselves (I know there is a script for it).. but make it so the time it takes to do it is significantly longer. Same goes for morphine. They are way too fast.

4 - Perhaps create a requirement for wood+2bandages+morphine to walk again... And the regular supply of PKs.

5 - Give bloodbags a chance of messing you up and getting you sick.. thus requiring antibiotics to help cure an infection.

FUEL: Alter fueling locations to have a random amount of fuel rather than an infinite amount (Ranging from 0 to just a few jerry's worth)

Finding vehicles shouldn't be difficult, but keeping them functional should be challenging.

Add Empty Jerry to the loot table - not everyone should be a lucky bastard and find a full jerry =)

Create industrial loot around broken down vehicles - salvaging parts along the highway type deal is what I'd have in mind.

Create dynamic weather - more ground fog, snowstorms and such. Perhaps a built in mechanism for making it cycle between night and day much faster, 2-3 days in 1 24h period.

Increase the size of most of the small towns - they need far more enterable buildings (graz has done a pretty solid job here)

***Toolbelt changes - With the goal of increasing the suffering.

Battery Life for flash lights.

Handful of matches in a box (with chance to fail when lighting a fire + increased change to fail in windy/rainy areas)

Maximum usage for the knife - perhaps a charge system - 1 charge lost per 1 meat gained.

Axe - Chance to break on use - Falls apart after X amount of wood gathered.

Toolbox - Rusted toolbox / incomplete set of tools - Chance to break on use.

Alter the number of slots toolbelt items take. An axe and watch should not be 1 each in the toolbelt. By dramatically increasing the slots they take up in the toolbelt AND in the inventory - it should force players to make a decision on what they really want to hold onto... Not everyone can be jack of all trades.

A few things I've been trying to do with some editing.. Create varying loadouts based on archetypes of say - A cop, a homeless man, a hunter, farmer, a medic, soldier, grocery store raider, that sort of thing.... And make loadouts unique to each. This way ever respawn is slightly different. General goal is to make them all have some strengths and some weaknesses.... And it would be nice to tie them in with a skin appropriate to their archetype...

And I saw one server had a chance to spawn with a bicycle next to you... Too me that is awesome seeing as how Germany and a couple of their neighbouring countries are in the top users of bicycles. Only makes sense to me to be using such a simple, reliable and quiet mode of transportation in a zombie apocalypse.

Another thing - the map has significant forests - and while Germany isn't known for its voracious wild life running rampant - perhaps some predatory animals have made a come back in these forests since the fall of mankind... Perhaps a rare brown bear, a pack of wolves or some foxes... Something to make traveling through the forests more dangerous - especially at night (And I'd recommend giving the wolves a knockdown effect when they hit you... and bears to just 1 shot knock you out)... And they should all be faster than you!.. And how could I forget - Wild boars.

So - with the "random" loadout, and the limited amount of toolbelt space + meds + parts/fuel... and a bicycle to be on your way... I think there is a lot of REPLAY value that can be added.
 
Wow, thats detailed :)

5 - Give bloodbags a chance of messing you up and getting you sick.. thus requiring antibiotics to help cure an infection.
this should be in since 1.7.6 anyways

2. Makeing Painkillers stackable
would be nice, but has to be supported by the hive I think.

Increase the size of most of the small towns - they need far more enterable buildings (graz has done a pretty solid job here)
This has already be done. Most towns, but also including the big like Celle and Hehlentor, have now most of the Buildings you find in the real world. You can even check this by looking at g-maps for example :D

Finding vehicles shouldn't be difficult, but keeping them functional should be challenging.
There are more than 30 new Vehicles added I think. (Celle never did use all vehicles available)
Maintaining a Vehicles is mostly challenging because of Glass and Wheels - imho thats enough. especialy if zombies pull you out :)

And I saw one server had a chance to spawn with a bicycle next to you
Thats KK's Server :) UK #1. We should ask him if we can use this script to. This can be implemented right into the mission!

Add Empty Jerry to the loot table
I did not know that Celle has no Emtpy Jerry cans in its loottable :D But if that is tthe case then YES!

Create varying loadouts based on archetypes of say
I like this Idea. This could be done via the hive.

On the subject of food/water being harder to get
Absolutly. Currenlty you can walk into any building and find way to much food and drinks compared with other maps like chernarus.




We are currently testing this Version of celle and where prepared for release but maybe franky should postpone and include more features :D
 
What do you think of the "fuel being limited in the tanks".... so that it isn't so easy to refuel? for me I've never had an issue with auto fuel so long as it was slow, what I really had a beef with was how easy it was to have a full tank at all times.

This would dramatically increase the challenges of having a running aircraft or helicopter for long periods of time... Perhaps force more landing and turning off rather than dropping people off and circling until pick up.... AKA increase the risk.
 
If the refuel is slow I like that. I'll talk to Franky, but I dont know if this is can make it in the release version now.
We are currently testing an plan to release shortly so that everything gets startet.
 
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