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Shoot_me |
Posted: January 11, 2005 02:21 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Here is my idea for the escape mission:
After fighting your way out of the garage, a metal link fence door will open/unlock allowing you to go through a check point and on to an access corridor leading out of the infested parts of the bunker. ( section 1 ) The first door (mapped in) fails to open, but an emergency access route is later opened automatically where you can continue on down the corridor. During this time, you'll be fighting off zombies spawning in from a set number of spawn locations. ( section 2 ) One more emergency door to get through before you reach the end of the corridor, you'll have to get through an increasing number of zombies but this time the doors function properly. ( section 3 ) This is where I'm planning on making it really difficult; by opening the 2nd set of doors, you set off a multimanager which will do the following: activate 2 to 3 new zombie spawns(EDIT: at a time, not sure what the total will be), affect lighting trigger final mission objectives. In this section, I'm planning on placing 2 or 3 weapons for the player to use as well as an ammo box near the final door. A scenario will play where the marines are unable to open the doors from their side, you or a teammate will be required to open them manually via a button momentary. While you're doing this, zombies will be closing in; so you're going to need some cover. Once the doors are partially open, you'll also get some help from the npcs on the other end (one marine, one barney... so not much help). Once open, you'll be able to escape. I've still not finished mapping this, so I'm not sure that this is entirely possible yet, but I'm going to try. ![]() -------------------- Still mapping away!! |
Shoot_me |
Posted: January 13, 2005 06:38 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Escape door added, and is working. Going to tweak the opening speed (right now it probably isn't possible for one person to win on this map) to make it a little easier to win. Also, the door automatically starts to close once you move away from the valve, so it'd probably be a good idea to not wonder off from the team.
Started on the sewer route, but I'll probably wait to finish that until after I finish the missions. Two are currently in (and will probably stay); the defend and objective. Not sure I should add the fred mission, but if I do, it'll be in the garage room. The rest of the mission will probably be handled by the map via triggers so players can take different routes without running into trouble with the missions. Once I get the missions completed, I'll post a beta version of the map. -------------------- Still mapping away!! |
Shoot_me |
Posted: January 26, 2005 03:56 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Here are some screenshots of the revised sewer section. It isn't done just yet, but it's much better than my first attempt.
![]() ![]() ![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 26, 2005 04:03 am
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
Awsome!
I was wondering what was goin on with the map! As always, excelent work! |
Gneralas |
Posted: January 26, 2005 04:07 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 680 Joined: January 15, 2005 ![]() |
Looks like fun, im going to try it out right now.
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Shoot_me |
Posted: January 26, 2005 04:31 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Got bogged down with RL stuff, so the map got put onto the back burner for a while. But, Im still working on it whenever I have some free time. ![]() -------------------- Still mapping away!! |
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Gneralas |
Posted: January 26, 2005 06:42 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 680 Joined: January 15, 2005 ![]() |
I tried it out and i have to say, it is really fun.
I like the sewer area where all the zombies seem to appear out of nowhere! ![]() -------------------- |
Shoot_me |
Posted: January 26, 2005 07:47 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
LOL, I'm glad you like it, that particular section of the map almost turned out to be a nearly empty room, but I later found that it just looked neat to have the zombies *pop* out of the water and wobble over to you.
![]() Going to do a little revision on that section though, but mainly on the zombies that spawn once they reach the broken door. I don't have most of the new stuff mapped out juuuuuuust right yet, but tomorrow I should have an up-to-date beta version ready. Still not decided on the objectives, I'm probably going to have 1-2 defend objectives, one case objective, a fred objective (in the garage area), and an escape objective. Not sure if I want to use the carnage/frags objective or not, but I might (one of those that server admins can edit out if needed). The escape objective looks like it might be a tad tricky when you have a few or even a lot of people playing. Right now, to escape, you must open a door with a valve (you have to keep turning it to open the door, slowly..). I'm probably going to have it auto-return (close slowly when you're not turning the wheel) but I'm not totally decided on that one just yet. With just a few people, this could make the objective a tad difficult, with a whole bunch; anyone "left behind" could have sound trouble. Which is why I'm thinking about just slowing down the rate that it opens and not having it auto-return. -------------------- Still mapping away!! |
Shoot_me |
Posted: January 27, 2005 04:03 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
OK, just finished playing the map, so far so good, all the current triggers work and the map is now win-able. With the game set to 100% difficulty, I was able to finish the game with 2 mins to spare, would've been more, but I kept getting turned into a zombie (I have not populated the sewers with zombies yet, so I was able to race through them).
The Fred objective was a bit harder than I expected; every time I'd try and take him down, the other zombies was swarm the crap out of me. But I guess that means the room works (there aren't ANY boxes/objects that you can get on that will hault the zombies). Here's a screenshot for now: ![]() I'm going to run through the map a couple more times to make sure that there aren't any unexpected problems. So far, the only one I need to fix is the double door section in the last stretch... seems that even though the zombies like to use them, they tend to STOP and break the doors... ![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 27, 2005 04:09 am
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
Awsome! I like the idea of having to "fight" fred, instead of hiding on top a crate and continually shoot him in the head.
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Shoot_me |
Posted: January 27, 2005 04:15 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
So do I, but when you add... *starts counting* around 25-30 zombies at the same time... things get complicated.
![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 27, 2005 04:22 am
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
lol, just take a few of those entities out, or set the max living to 1. or somethin...
Or leave it! ![]() What ever you think is fun |
Shoot_me |
Posted: January 27, 2005 04:31 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
The door that opens once you kill Fred.
![]() ALL THE ZOMBIES! ![]() GAH! MORE ZOMBIES! ![]() I think I'll leave them in and see what the reaction is. ![]() -------------------- Still mapping away!! |
OMEGA5.1 |
Posted: January 27, 2005 04:49 am
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
sounds good!
when can we expect the next beta? |
Shoot_me |
Posted: January 27, 2005 04:53 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
Going to try and get it uploaded here in the next 30 mins.
-------------------- Still mapping away!! |