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Avenged Sorrow

Map Idea "Hunter"

5 posts in this topic

The map starts you out hunting , you start out in a truck driving to the hunting destination , the truck is having problems but no big deal (Foreshadowing) , once you park you have a choice between a Bow or rifle (Maybe a crossbow if that gets added) (I know you can't hunt with a bow and rifle in the same season , this is just my idea of a choice.) You walk a little bit and get up in a tree stand , you're waiting and then a deer comes up to the feeding hole . you shoot it and track it , once you get up to the deer there's a zombie eating it , you kill the zombie and depending on if you used a bow or not the gunshot attracts more along the way back , once you get back to your truck you listen to the radio and hear the news about the outbreak. You try to start the truck and it doesn't start so you have to go on foot. You encounter zombies in the forest until you get to a road , the road has a gas station and you can go in for supplies , you continue down the road until you stumble into a town which is pretty overrun but manageable. Not sure what the objective could be after this but I had that idea in my head and thought it would be cool , maybe when I get more time I'll finish the objectives and story parts.

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Greendale lacks of something, is allways collect the same 64 items in the same random generated houses.

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Perhaps the map you want needs a lot of help. The broad symmetry of different locations is an idea, not really about how it works or how it will be mapped, which could still imply advanced crossed-corners. Therefore, it could still work out. The way you put it was like a dream and how it jumps to different parts. Otherwise, we'd all know "following a road into a town," could take hours on foot. Even for a guy like me who's fit and has done a tone of walking, I know it would suck to walk 20 miles; "just 20 miles by car!" Let's get to it.

The layout resembles fun stuff like the park in the movie Cabin Fever. On one part, they could be at the Cabin, but there are camp sites of other people, as well as a bridge, and a gas station. That all and it really seemed like large woods, but it's also a movie; an odd resemblance of a dream.

Let the beginning start out the way you typed it with the woods guided by simulated forest, where zombies will kill you if you get too close to forbidden boundaries. The darkness of the night and ever-spawning and removing zombies when you're not looking will help shade out the forbidden areas. Then, the gas station won't be far. From the woods, it's located downhill straight ahead; bright lights with one exception: there are zombies stressing the path to the left, and heading towards the station. Your objective is to get to the station, and grab the things you need before all the zombies reach the door. This map is difficult, because all the zombies will come after you. So most people should die for their first time at this part.

After escaping the station, you make a left down the dark road. The lighted path on the right is where you came from and where zombies are coming from so you have to move on. The dark road is only lit by the clear night of stars, unless you like clouds and the damp discomfort just floating quickly above like a different planet. Yeah, I like that better, if mappers can do that to a sky with a fog effect. Either side you walk upon, or just the middle, there may be a zombie coming and waiting as if the road was a ghetto hallway for the zombies to trap survivors. This road is quite skinny with ditches and creeks on the side, followed by dark woods. This is the point where two randomized actions happen, or three: car coming from ahead stops for you and you convince it to turn around; it fades out with you walking like a movie, and wakes you up when you're about to approach light; the road is full of zombies and you have to rush to the other side, killing all runners while dodging the shufflers, another random action has you keep running, until you finally fade out and appear close to the city with more zombies on the sides and in the road; you go down the road, fight some, but there's no fade out: you simply take a right, where you find the town and lights. This randomized effect will make this map different from the rest, and shed some light. This can be done, since the town is always located to the right, where you are either teleported or walking towards. You can also give a blinking effect. That way, the randomized effect without the fading out can still be shorter and not elongated like the one where you must run from zombies, can teleport you closer without you knowing it.

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