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Munky |
Posted: December 01, 2004 12:15 am
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Just another Survivor ![]() Group: Members Posts: 27 Joined: October 18, 2004 ![]() |
Some thoughts:
Scale down the maps. You've proven you can push the HL engine to the limit, but for what? Smaller maps, thought out thoroughly, can be put in order to create a full on mp campaign. Each map would have it's own objective, once completed, server loads a new map. Players keep there current stats throughout the whole campaign. As last map, have Fred be the final fight. Up his damage and difficulty. When players defeat him it will give them a feeling of accomplishment (especially after they've been put through the hell of a 15 map campaign) In the current version, Fred dies, the end. Not very spectacular eh? With smaller maps, more models can be added. With more models, different type of zombies and weapons could really add to gameplay. Have a worded intro to each map. 1st map: The infestation begins as the virus mutates the towns inhabitants. Players battle regular walking zombies, in great numbers. Players are introduced as normal everyday citizens such as Cops, new channel crew, paper boy, house wife, bleh bleh.. 2nd map: As the infestation of zombies begin, players soon realize that zombies over time grow into meaner(more hp), bigger(more damage), and faster(self explanatory) zombies. As the maps progress on through the "campaign" players are introduced to new types of zombies and weapons. It could really work out well. Current version of BB, IMO, is just an all out fragfest. Objectives seem non-important, and in some cases aren't even completed. Weapons seem a bit to modern for my liking. What about a baseball bat from Little Johnny's room? A Kitchen knife from Mrs. Henson's house? A chainsaw that was recently used to cut lumber? Seems like the city had a fair warning that they would be raided by zombies, and are armed to the bone with assault rifles and smg's. The blood.... Way too much.. Less is more. A realistic blood spurt, with the occasional gib, would be more then enough. Bigger blood spurt with headshots, yes, but not to the point where I could shower in the amounts of it coming out of the zombies head. The mod atmosphere overall? Not dark and gritty, and too colorful. What happen to the use of a flashlight? Who says all maps need to be in outside areas. It's feels too safe! What about indoor in your face action from wall climber zombies? Dark indoor buildings, where flashlights are urged upon the player, gives a sense of fear to the player. This is getting too long. If you've any questions about this, ask away, I'll be glad to answer. |
Foxtrot_Uniform |
Posted: December 01, 2004 12:24 am
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Just another Survivor ![]() Group: Members Posts: 43 Joined: November 30, 2004 ![]() |
dont make the maps too dark. The HL1 flashlight is so stupid. You gotta shine it at their feet to light characters up. Wait to make them darker til you port it to source.
I like the less blood idea, but i have to admit, they way the game is right now is pretty cool. If you play on maps with only 4-6 people, you realize you NEED the big guns. Daddy's 12 gauge wouldn't cut it against the hordes of the undead that swarm you. |
-)}X{(- |
Posted: December 01, 2004 12:24 am
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Rotten Meat Group: Members Posts: 1 Joined: November 30, 2004 ![]() |
I agree with alot of this (yay noob first post.)
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TSS |
Posted: December 01, 2004 12:53 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 699 Joined: November 03, 2004 ![]() |
first post ive seen about the maps to make them smallers... its always been more maps, or even bigger maps.
i dont think its works the way of smaller maps more models. hl has a model limit, which has been reached, and making the map bigger/smaller unfortunatly wont change that. on the maps, there just arent enough maps available for a campain yet. on the advanced zombies, i dont think the AI will be sophisticated enough to actually do that. look at svencoop, in version 3.5 they've managed to have NPC shooting explosive barrels. i think the current amount of blood is good enough, tough sometimes when alot is on the ground it is a strain on FPS. still if the blood drops through the ground its good. the fountains are cool. about the atmosphere, you should've been around when there was a public vote about 2 skymaps, 1 bright and the one thats in the release, or a darker grimmer one. the old map won by a majority.
somebody has been playing too much doom 3 slash half life 2 ![]() there has been talk of land of the (living) dead, where more advanced creatures are supposed to be evolving, but untill the movies out, we'll have to stick to the slow moving flesh eating mindless shuffling semi-dead humans. BTW, first mods to come out for doom 3, flashlight mods, where players could use flashlights taped to guns. i never used them and played the game as it was ment to be played but it tells something about the players in general. besides the lighting isnt that advanced in hl. |
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WolfsLoveRage |
Posted: December 01, 2004 01:59 am
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Experienced Killer ![]() ![]() Group: Members Posts: 82 Joined: November 01, 2004 ![]() |
I have already suggested having linked maps. But why should they all be small. The bigger the map and the more linked the more it feels like a large city. I wouldn't mind seeing a whole Raccoon City being ported to BB. That's not to say a small or medium map wouldn't be good, but I just like huge maps you can run in and see a lot of stuff and see the heart that the map maker put in there.
I under stand the way the mod was originally going to be, but that doesn't mean they can't add REish stuff like dogs or other type of mutated creatures like Lickers or other Tyrants. Also please keep the suggestions in the suggestion thread. |
Munky |
Posted: December 01, 2004 02:05 am
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Just another Survivor ![]() Group: Members Posts: 27 Joined: October 18, 2004 ![]() |
Ehh.. I see your points, TSS.
In concern of the AI in HL, I don't think it'd need to be that sophisticated, as it'd pretty much all be scripted. An example would be: Zombie planted around corner, player walks around corner, BLAH!!!! ::attack::, player needs new undies. The fact that the player would need move about the map to get the scared is what I'm trying to get at. HL1 has alot of scripted sequences, AI pretty much only comes in where marines move out of the way of thrown grenades, or a headcrab travels down a hallway to attack the player. The idea of dark indoor maps would have "Planted Suprises". The player would need to trigger the sequence, by walking past a door, or walking down a hallway. Scaring the player would be easy and effective. EDIT: My apologies, I didn't see the suggestion thread, as at a glance, all I saw was Vorschläge. And I don't speak German. |
Jakkar |
Posted: December 01, 2004 04:40 am
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![]() Forumzombie! ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 676 Joined: October 27, 2004 ![]() |
Scripted sequences are difficult to implement in a multiplayer enviroment. They will only be interesting the first time they are seen, and will only work for the first person that triggers them. I believe MadMax, the mapper, is becoming interested in the idea of campaign based linked maps however. Keep your fingers crossed.
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TSS |
Posted: December 01, 2004 04:21 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 699 Joined: November 03, 2004 ![]() |
yeah more maps will be added thats for sure.
and, yeah.. alot is scripted... i do remember a experiement of DOD beta 3.1, it had some cutscenes for para maps. it didnt work out too well and stuff got removed for the 1.0 only like 5/10 players saw the cutscenes, others just had a huge time before the game started. same goes for what jakkar sed, its possible, but it would work for 1 person and the rest would just have a paused game. oh, imho, doom 3 is scripted even more then hl1. im sure indoor maps will arive, but in time. |