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King_Parliament |
Posted: December 03, 2004 07:23 am
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![]() Just another Survivor ![]() Group: Members Posts: 43 Joined: November 30, 2004 ![]() |
I got an idea for a map a second ago, please be patient because it's a little long...
The level is a basic town area, a kind of suburbia, with open streets and many houses. There are some cars in the street and a few crashed here and there, but otherwise the damage is somewhat minimal. But here's the kicker: the damage is caused over time. The level is being shelled constantly, about once every 10-20 seconds, and there are mulitple locations (preferably every inaccessable building, a few accessable ones, and a bit of street/scenery here and there) that can be destroyed or damaged when a shell hits it. The shell hits should be set on random landings over about... say, 60 well-spread locations so that players can really feel it's indirect artillery. The mission is this: the army believes that it has resuced everyone in this town, and has preceded to block off all roads and start shelling it. However, you and your friends know this is not true, because you are still in it! Your objectives are as follows... 1) Go the police station (where 3 NPC barneys are shooting out windows at zombies) and fix (i.e. activate) their radio to call the military. After you radio the shelling stops. This part should be the hardest objective. 2) Run to the roof of the parking structure for pickup (so there are ramps for zombies to go up). If possible, make the trigger either activate when you reach the roof or have the timer start when you radio, but have the time be about 5 minutes or so. The 3 barneys should start running toward the rescue area and fighting their way there. This makes the fights interesting if you're with them, and if you're not (if zombies are not spawning there) they will make it and provide help for when you do. The barneys always spawn at the police station. I would not recommend destructible areas be a part of barney waypoints. 3) Escape! (if you have to add fred, make him the first objective and put him in front of the police station, and put the briefcase in the police station undefended, like it is a document set in need of transfer) The player spawn, police station, and end area should be spread out, each on their own far-third of the map. The player spawn should be raised, allowing players to clear the area safely before going off and not being in immediate danger while having to rely on NPCs to keep the spawn clear. The whole goal of this map should invoking be panic, a need to hurry. Have streets get rubble strewn and difficult to navigate, shortcuts get blocked, and narrow areas become struggles to get through; thus, the longer you wait, the harder the map gets, without making it impossible for a team of 2-3 to succeed. I'd like to see this map made, it'd be a challenge, but I'm sure it'd be really cool! (ps: I know, if I want the map so badly I should make it, but I have no mapping experience and with the release of hammer I'll be focusing on learning that instead) -------------------- "There are only two things that are infinate, the universe and human stupidity, though I am not too sure of the former"
-Albert Einstein ![]() |
coldwar |
Posted: December 03, 2004 02:51 pm
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![]() Last hope of Mankind ![]() Group: BB Betatesters Posts: 725 Joined: November 08, 2004 ![]() |
wow that would be a cool map,gj
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fatboy |
Posted: December 03, 2004 04:17 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 133 Joined: December 02, 2004 ![]() |
aye sounds like a quality map
-------------------- sex is like a game of cards, if you dont have a good partner you'd best have a good hand
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TSS |
Posted: December 03, 2004 11:58 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 699 Joined: November 03, 2004 ![]() |
but if it can be done...
in DOD, some parts of some walls are destructible. but they also dont have hordes of undead zombies. im not sure if its possible, but destructable bits would be very little. otherwise, it sounds like a interesting map! |
fatboy |
Posted: December 04, 2004 12:01 am
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 133 Joined: December 02, 2004 ![]() |
tbh I think thats a map for the HL2 engine
-------------------- sex is like a game of cards, if you dont have a good partner you'd best have a good hand
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coldwar |
Posted: December 04, 2004 12:17 am
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![]() Last hope of Mankind ![]() Group: BB Betatesters Posts: 725 Joined: November 08, 2004 ![]() |
lol wow dint think of that gj -------------------- ![]() |
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smurfy |
Posted: December 04, 2004 12:39 am
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![]() Last hope of Mankind ![]() Group: BB Betatesters Posts: 702 Joined: October 18, 2004 ![]() |
many destructable shit = lag
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BoondockSaint |
Posted: December 04, 2004 05:41 am
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![]() Real zombie Nemesis ![]() Group: BB Betatesters Posts: 374 Joined: October 18, 2004 ![]() |
You really couldnt have the town be destroyed in that many areas with the normal REG system, you could have like 8 or so big spots that get destroyed randomly once every minute or two though...
-------------------- Email/MSN:NinjaWaffle@gmail.com
AIM:"I IS TEH MOOSE" |
King_Parliament |
Posted: December 05, 2004 12:47 am
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![]() Just another Survivor ![]() Group: Members Posts: 43 Joined: November 30, 2004 ![]() |
Just shelling alone would be cool. The damage would be a nifty hook, but otherwise, I'd just want the whole 'sky raining fire' kinda deal. I like the level idea a lot, if the destruction was taken out and the city just looked pummled that'd be just fine. Yes, I know damage = lag, alas, I've only ever played high damage CS maps (like glassfloor) on a LAN, so I'm not sure how bad it is online. Still, if someone could make the level, it'd be dandy! *innocent smile* -------------------- "There are only two things that are infinate, the universe and human stupidity, though I am not too sure of the former"
-Albert Einstein ![]() |
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TSS |
Posted: December 05, 2004 12:59 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 699 Joined: November 03, 2004 ![]() |
ive played glass floor over the internet, with nades only, and its hardly a effect on ping.
but, cs doesnt have hordes of undead zombies either. my point is, every destructable wall isnt a static object anymore, its a dynamic object, a object that does something. in HL talk, that means entity. now the entity limit has been reached with alot of zombies, too much make HL chrash. now its possible to make a completely destructable town, but you could only have like 2-3 zombies at one time then. for a player vs player game, its a good idea. but for brainbread it just cant be done with the current number of zombies. |
Nekrotzar |
Posted: December 05, 2004 12:43 pm
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Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 161 Joined: October 30, 2004 ![]() |
I also think that destructable brushes don't cordon of like normal walls, which means that maps will have bad overall speed if the mapper isn't carefull.
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King_Parliament |
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![]() Just another Survivor ![]() Group: Members Posts: 43 Joined: November 30, 2004 ![]() |
Yes yes yes I know now, I'm being misunderstood here.
I don't really mind whether the map falls apart or what, I'm just talking about the map design itself. I like the idea of the level, the concept of sporadic shelling and the spawn separated from the barney spawn which are both separated from the rescue area, and the waypoint idea. The destructable level would have been a neat hook, but it's hardly necessary. ... Just clearning up what I mean, cuz I really wanna see this map made... *whines* -------------------- "There are only two things that are infinate, the universe and human stupidity, though I am not too sure of the former"
-Albert Einstein ![]() |
DavidRoxZoRs |
Posted: January 02, 2005 03:23 am
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![]() Doom Trooper ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 1189 Joined: December 18, 2004 ![]() |
i got a map suggestion also here it is: there are 3 maybe 4 spawns spread across a town thats been infected and 3-4 people can spawn at each one so the 3-4 groups have to find each othwer and they have some barneys at the spawn that will follow you around and like a marine base (forl ike the people who work in that town on base) and the survivors have to get there but like the base is like 2-3 miles away from all the spawns so there will bve like alley way shortcuts and fred will be infront of the baase wit zombies around him and in the spawns the only weapon is berretta 9mm like the one the cops use cause they brought those with them and thats only weapon till you explore the city and find like a few malls/gunshops like on the dotd mall maps.
So id like you to put that map into cosideration and i cant map so thats why im reuesting -------------------- |
Immoral Sniper |
Posted: January 02, 2005 06:40 am
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The force is strong in me ![]() Group: BB Betatesters Posts: 1177 Joined: December 10, 2004 ![]() |
@ King_Parliament: Shelling a town is very simple, if you script it... Because then you don't have to use func_breakable. You can use func_wall_toggles and seriously cut down on the entity count. Making it random would chew up a lot of entities though... But an interesting concept nonetheless.
@ DavidRoxZoRs: 2-3 miles is far more than the standard HL map. And many players would be frustrated with only a berreta... -------------------- BB Maps I've made...
bb_stronghold {Beta 9} bb_shootingrange {Beta 1} Threads you should read before posting... Immoral's List of Things Not to Suggest Immoral's Mapping Guide Forum Spammers Name (Number of spamming citations issued) Nikku (3), -KRUX- (2), Mitchell (2), hunter (2), Gneralas (2), CHAY (2), vyvu (2), Rustie1821 (1), w00t (1), dagny (1), Nandu666 (1), The.Raver(1), moecomputer (1), -=Jouni=- (1), santa_kills (1), DarknessGlams (1) |
DavidRoxZoRs |
Posted: January 02, 2005 07:12 am
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![]() Doom Trooper ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 1189 Joined: December 18, 2004 ![]() |
u get the m16 after about a few yards away from spawn so ![]() -------------------- |
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