• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
Sign in to follow this  
Followers 0
The Scientist

What do you guys want to see

100 posts in this topic

I never said specifically physics props. I was just saying that in very large maps some people tend to not add in as much detail as they would on a smaller map, which, to an extent, is acceptable.

Share this post


Link to post
Share on other sites

If I already started something big and been working on it for a week, it's going be quality then. I'll show some screenshots next week. ;)

Share this post


Link to post
Share on other sites

Yea.

Anyway, I've been pretty busy over Christmas break but once everything goes back to a normal schedule I'll have to time to really crank out some work for the airport map...

Share this post


Link to post
Share on other sites

You're going to need a lot of custom stuff to make that map. Too bad that HL2 is geared so much towards the industrial feel. Some of the CS textures and props might work though. Are you mapping using both or just Half-Life?

Share this post


Link to post
Share on other sites

Well, I'm a little sketchy on how they are working with that. It would be nice to use both HL2 and CSS content, but I don't know if that's legal. I can create my own textures, but I need to call out favors for the modeling.

Share this post


Link to post
Share on other sites
I think it'd be cool to go around downtown in some small American town.

You mean like every other zombie based map/game/book/movie ever?

How about this...

Wild West. The military is replaced by cowboys with revolvers and all you have is a broken bottle of whiskey at the saloon you were in when the zombies attacked for defense XD.

Also executive, the de_cbble textures might work well with a mansion feel.

Edited by Tsuruya

Share this post


Link to post
Share on other sites

I think he might have been referring the airport idea.

The wild west thing could work, but it would take a lot of custom content to pull it off.

Share this post


Link to post
Share on other sites

Ah, this reminds me of the old days. I started off in this section on the old forum, posting map ideas and layouts. Then my designs got noticed and I was invited to join the NMRiH team where I designed a few of the map layouts, like "Outpost 31", "The Harvest", "Last Stand", ect. I also assisted during the initial stages of "Cabin Fever" (not my idea, but I had suggested some solid gameplay elements for it). I had more, but by then we also had mappers doing their own designs too so, those maps got put on the sidelines. Too many maps, not enough mappers. Then I retired.

Wow. That was a shorter story than I expected.

Anywho, I have a dozen or so map layouts/designs. If you are still looking for map ideas I can throw out a bunch of summaries and you can pick through them. If you've already started your map, then that's good too.

Share this post


Link to post
Share on other sites

That would actually be great. I was second guessing the airport thing again because, like mentioned earlier, it would take a lot of custom content that I just can't do.

Share this post


Link to post
Share on other sites
That would actually be great. I was second guessing the airport thing again because, like mentioned earlier, it would take a lot of custom content that I just can't do.

Good call. Don't bite off more than you can chew, that's what I like to tell people. Before I joined the NMRiH Team I actually got a mapper and modeler here on the forum to work together in designing a map. Later the mapper and I were asked to join the team and that killed the map. Not to mention that while the map did not require much in terms of custom content, it was too huge. The blame for that was solely on me, but I learned from those mistakes. As such I tried to work on maps that reduced line-of-sight or draw distances to save on rendering processing whenever possible while still keeping the gameplay intact. Did I always succeed? Nope. But hey, that's what working with mappers is all about. If I make a mistake, the mapper points out the flaw. My goal is to organize and limit flaws, while keeping gameplay (i.e. objectives) in-line. Some mappers get caught up in the design and lose track of that, or simply don't seek any input. Then when they do come to me, guess what, too late. Why too late? because I might say, delete that entire section you just spent 4-8 hours building. Most mappers don't like hearing that. Long story short, better to catch these issues at the start before they waste time compounding a map design issue.

That's not to say a mapper can't get it perfect without a map designer, especially if they are map designer already. But even so a second set of eyes never hurts, so long as it's agreed that one of them gets final say in all decisions (usually the lead mapper makes that call if there is a real issue that cannot be resolved). Okay... I rambled a bit. Back on-topic...

Let me pose some questions to you, and you tell me what you prefer:

1) How large a map did you want?

a. A one-story building.

b. A multi-story building and immediate outside area.

c. Several buildings or a large complex.

d. As in c, but also random areas not connected to the map objectives/goals.

2) Are you interested/preferenced towards specific environments?

a. Yes, urban.

b. Yes, wilderness.

c. Yes, indoors-only/underground.

d. Nope, whichever works best.

3) Do you like NPCs on your map?

a. Yes

b. No

c. Depends entirely on the goals/objectives (flexible).

4) What type of map would it be? (http://www.nomoreroominhell.com/?p=about, scroll down to "Gameplay")

a. Barricade

b. Extermination

c. Escape

5) What type of zombies do you prefer?

a. Shamblers

b. Runners

c. Both

d. Depends entirely on the goals/objectives (flexible).

6) How much firepower did you want to include?

a. None to light. Mostly melee.

b. Light to Moderate. Melee and firearms, but not too many firearms.

c. Moderate to Heavy. Few melee, mostly firearms and ammo.

d. Heavy. Lots of firepower, like abandoned military gear or a "sentry gun" scenario.

7) How many objectives would the map have?

a. One, the map's type (i.e. Extermination, just kill all the zombies).

b. A few, allowing players to complete 2-4 goals in order to win.

c. Lots, by which players even have sub-goals or alternate win scenarios.

8) In terms of goals/objectives, how "puzzling" should they be?

a. None, just fed-ex mission goals (i.e. find the key, ect).

b. Minor puzzle(s), for example one player needs to control a crane while the other rides it up to the objective.

c. Major puzzle(s), requires survivors to work in tandem to succeed.

9) How many players are allowed on the map?

10) What category of map did you want?

a. Original.

b. Tribute (i.e. bunker from "Day of the Dead").

c. Origin story (i.e. a possible origin for the zombies).

Share this post


Link to post
Share on other sites

1) How large a map did you want?

I was thinking relatively big. Not huge, but enough that it will take a while for the players to memorize everywhere. So I guess C: several buildings/large complex. I was hoping to go for a urban setting with some apartment buildings, dark back alleys, maybe a mechanic garage, etc.

2) Are you interested/preferenced towards specific environments?

urban

3) Do you like NPCs on your map?

Depends on the objectives. Ex: for the airport I was going to have the objective be to find the npc pilot and escort them to the plane alive, but just going from place to place collecting resources or barricading yourself if works too. I'm not too familiar with working with npc's so that would take a little work.

4) What type of map would it be?

I was thinking a combination between barricade and escape. Technically it would be escape, but there would be area's they have to barricade themselves in for because of a huge horde of zombies is coming or maybe they are trapped in a building at the beginning of the map, have to hold of a swarm by barricading, then escape through the sewer when they are run down and run to another building or something, eventually making it to a military checkpoint or something like that.

5) What type of zombies do you prefer?

A combination of both, but it's pretty flexible.

6) How much firepower did you want to include?

Moderate. I want everyone to have to search for a firearm, but it shouldn't be impossible to get a decent weapon and a moderate amount of ammo to defend themselves.

7) How many objectives would the map have?

A few, like I mention above, Have a few places they stop to barricade in, or block a path behind them by blowing something up and filling a path with rubble, etc.

8) In terms of goals/objectives, how "puzzling" should they be?

Minor puzzles. they shouldn't be just spelled out for them, but they should be able to be solved relatively easy since online multiplayer games aren't always the best for team puzzle solving.

9) How many players are allowed on the map?

I'm not really sure.... maybe 6-8 or something like that.

10) What category of map did you want?

Original

Share this post


Link to post
Share on other sites
I was thinking relatively big. Not huge, but enough that it will take a while for the players to memorize everywhere. So I guess C: several buildings/large complex. I was hoping to go for a urban setting with some apartment buildings, dark back alleys, maybe a mechanic garage, etc.

I was thinking a combination between barricade and escape. Technically it would be escape, but there would be area's they have to barricade themselves in for because of a huge horde of zombies is coming or maybe they are trapped in a building at the beginning of the map, have to hold of a swarm by barricading, then escape through the sewer when they are run down and run to another building or something, eventually making it to a military checkpoint or something like that.

Moderate. I want everyone to have to search for a firearm, but it shouldn't be impossible to get a decent weapon and a moderate amount of ammo to defend themselves.

A few, like I mention above, Have a few places they stop to barricade in, or block a path behind them by blowing something up and filling a path with rubble, etc.

Minor puzzles. they shouldn't be just spelled out for them, but they should be able to be solved relatively easy since online multiplayer games aren't always the best for team puzzle solving.

Based on these answers I have two options, I can either suggest a closest match, or I could suggest something new. The closest match would be the map design for "Sewage Treatment", an idea stage map that I had developed, but one that does not meet all your criteria. Originally this map had minimal weapons and teamwork puzzles were a higher priority. Actually it involved using the environment against the zombies as much as melee combat. Of course it could be adjusted accordingly through my old revision list... let me see. Ah. How about this:

Time: Night

Location: Sewer Treatment Plant

Motivation: A map in the initial room they climb into indicates where they are, and which sewer they need to get to (indicates exit into river).

The map takes place at a sewage treatment plant at the edge of the city. The players are survivors who used the city sewers to escape the downtown area and avoid zombies, but running blind they eventually reached the treatment plant only to find the only exit leads up into the facility (not outside). The facility itself is surrounded by concrete walls and sectioned into fenced-off areas that require players to enter and exit the facility as they progress from the entry-point (sewer hatch) until they reach another sewer hatch that leads them out of the facility to where rain overflow is dumped into a nearby river (of course the map ends before they get that far).

In order to explain firearms at the facility I suggest two methods, a reasonable solution for handguns (security guard corpses/zombies), and having one section of the facility turned into an abandoned mobile military HQ (radio, lights, map board, ect), which could account for a few extra military-grade firearms. The reasoning being that the outpost was overrun and the remaining soldiers fled. Obviously corpses would need to litter this area, along with zombies. The zombies inside the facility would be former workers and soldiers. As no one knows how the plague spread, a sewage treatment plant certainly seems like a good place for it to be spread to, if carried by insects/rats, ect. Melee weapons should include: crowbar, lead pipe, monkey wrench, fire axe, mop/broom.

As you mentioned you wanted a barricade/escape map, how about this. Players need to escape, by making their way to the exit sewer room, but upon arriving there they find it flooded as the facility is in the process of dumping treated water back into the river. To make matters worse zombies, who previously couldn't reach the side the players were on because they were on the opposite side of a sewer channel find that the automated process causes the channel gate to rotate until it allows them the ability to walk across it to the far side... where the players are waiting inside the pump room (where the players have gathered because the hatch to the sewer is located there). The objective of the map at that stage would be to barricade the room, while the players initiate an override of the pump process. An automated voice could keep them informed on the status, or simply a red/green light combo on the control panel. When the light turns green the hatch will unlock itself or allow the players to open it. At that stage they can abandon the room and flee into the sewer for the win. Note that alternating between different parts of the facility does create other opportunities for zombies to try and get inside to where the players are currently moving through. Of course whether they choose to hold them or try to get past them, well, that's a hard call.

As for puzzles, I suggest the following:

1) Find a key, that when used at a pump station inside the facility, restores power. This allows players to flood the basin outside the pump station (currently empty). The raised water level allows them to carry and drop wooden crates from an adjoining room into the water so they can jump across on them to the far side. How or where the key is depends on you. In the past I suggested that they key be on a zombie wearing a yellow foreman’s helmet. The players need to find and kill the zombie to claim the key.

2) A room that is on fire. Players enter on a catwalk and see another catwalk on the far side of the room, with an exit door. To reach it one player needs to climb down into a crane and maneuver a large pipe up to where the players are. Then they climb inside and he swings them over to the far side. Or kills them all. The clincher is that the players who get to the far side then need to activate the manual sprinklers valve to douse the room in water, extinguish the fire, and let the crane operator cross to a ladder located under the catwalks on the far side of the now fire-extinguished room. An alternative is water with a live wire in it, and a power switch box on the far side of the room the lets the crane operator cross the water without frying. Note... someone commented on what if someone switched it back on as he crossed the water, but that sounded like a very mean-spirited thing to do. :P

Other puzzles were not real puzzles, but interesting ways to kill zombies other than with melee combat. For example, players could power-down a live wire, unplug it, carry it to a semi-flooded room filled with zombies, drop it down into the water... then turn the juice back on to watch the zombies all fry. Another involved a crane with a crate that players swung around to crush zombies below in a storage/parts warehouse.

Now obviously you mentioned an interest in buildings, so I'm not sure if this meets your requirements. If not say so and I can always suggest a follow-up map. Just to prove it, I do have "Inferno" which takes place inside a city, but that map was 100% Escape.

Share this post


Link to post
Share on other sites

Wouldn't that sewer map include a lot of water? If so then I'm scared that I won't even be able to touch it because it will lag like crazy.

Share this post


Link to post
Share on other sites
Wouldn't that sewer map include a lot of water? If so then I'm scared that I won't even be able to touch it because it will lag like crazy.

Ah, that's where you're wrong. The only parts where players are actually in the sewer are where they spawn and where the exit the map. while the rest takes place top-side in the actual sewage treatment plant The only puzzle involving water is just the one room and it could be very tightly contained, as the key aspects are a pit the players cannot jump across or climb up from with given jump/climbable objects. Of course there's nothing to say that you couldn't include the ability for players to "stack" their way out of the water basin. God knows I once did that in Ultimate 8. Oddest thing ever, I stacked skeleton corpses in a "Tower of Pizza"-esque manner, so I could them climb it and jump over a fence. And if you think that description sounded messed up, at least you never actually saw me doing it. That was even more messed up. I wish I had taken a screenshot, but that was a good 10 years ago. I don't think I even knew about screenshots back then. :)

Share this post


Link to post
Share on other sites
Time: Night

Location: Sewer Treatment Plant

Motivation: A map in the initial room they climb into indicates where they are, and which sewer they need to get to (indicates exit into river).

I like it. Maybe the initial map was there because it was a guard station for the military HQ (this will give players a few, but not enough, weapons to start out). The map there will lead players to the real outpost, where they will find a map of the full facility and be able to locate the exit.

The map takes place at a sewage treatment plant at the edge of the city. The players are survivors who used the city sewers to escape the downtown area and avoid zombies, but running blind they eventually reached the treatment plant only to find the only exit leads up into the facility (not outside). The facility itself is surrounded by concrete walls and sectioned into fenced-off areas that require players to enter and exit the facility as they progress from the entry-point (sewer hatch) until they reach another sewer hatch that leads them out of the facility to where rain overflow is dumped into a nearby river (of course the map ends before they get that far).

I have a nice visual of this. To one side, you can see the tops of buildings silhouetted in the night/setting sun and to the other is maybe a mountain or forest area, which would explain the river, the exit, and also give players a visual idea of where they are in the plant and how far from the exit they are (like the citadel in HL2).

In order to explain firearms at the facility I suggest two methods, a reasonable solution for handguns (security guard corpses/zombies), and having one section of the facility turned into an abandoned mobile military HQ (radio, lights, map board, ect), which could account for a few extra military-grade firearms. The reasoning being that the outpost was overrun and the remaining soldiers fled. Obviously corpses would need to litter this area, along with zombies. The zombies inside the facility would be former workers and soldiers. As no one knows how the plague spread, a sewage treatment plant certainly seems like a good place for it to be spread to, if carried by insects/rats, ect. Melee weapons should include: crowbar, lead pipe, monkey wrench, fire axe, mop/broom.

Yea I like that idea. For the majority of the map, they can rely on melee weapons, found in various places, and pistols off of guards or a few weapons from the original guard post where they started. Near the end of the map, when they reach the military HQ, they can stock up on some better weapons, and consequently the end of the map can have a lot more zombies and be a lot more challenging, since they have better weapons.

As you mentioned you wanted a barricade/escape map, how about this. Players need to escape, by making their way to the exit sewer room, but upon arriving there they find it flooded as the facility is in the process of dumping treated water back into the river. To make matters worse zombies, who previously couldn't reach the side the players were on because they were on the opposite side of a sewer channel find that the automated process causes the channel gate to rotate until it allows them the ability to walk across it to the far side... where the players are waiting inside the pump room (where the players have gathered because the hatch to the sewer is located there). The objective of the map at that stage would be to barricade the room, while the players initiate an override of the pump process. An automated voice could keep them informed on the status, or simply a red/green light combo on the control panel. When the light turns green the hatch will unlock itself or allow the players to open it. At that stage they can abandon the room and flee into the sewer for the win. Note that alternating between different parts of the facility does create other opportunities for zombies to try and get inside to where the players are currently moving through. Of course whether they choose to hold them or try to get past them, well, that's a hard call.

Genius. I love it. Maybe to make it even more challenging, the zombies chase them into the room, where they have to barricade themselves in, but before the can initiate the process, maybe they have to flip a breaker through another passage way, but the majority of the people have to stay to defend the control room. That makes the team decide who should stay and who should go under pressure and make sure they don't send too many or too few.

As for puzzles, I suggest the following:

1) Find a key, that when used at a pump station inside the facility, restores power. This allows players to flood the basin outside the pump station (currently empty). The raised water level allows them to carry and drop wooden crates from an adjoining room into the water so they can jump across on them to the far side. How or where the key is depends on you. In the past I suggested that they key be on a zombie wearing a yellow foreman’s helmet. The players need to find and kill the zombie to claim the key.

The old "find a key to open a door" might be a little overplayed, but this could work. Maybe combine this with the thing I mentioned about about having to repair a fuse under pressure. Have the door locked and the key is on one of the few zombies in that confined area, so that it isn't impossible to find a key on the zombie if they don't know what they are looking for.

2) A room that is on fire. Players enter on a catwalk and see another catwalk on the far side of the room, with an exit door. To reach it one player needs to climb down into a crane and maneuver a large pipe up to where the players are. Then they climb inside and he swings them over to the far side. Or kills them all. The clincher is that the players who get to the far side then need to activate the manual sprinklers valve to douse the room in water, extinguish the fire, and let the crane operator cross to a ladder located under the catwalks on the far side of the now fire-extinguished room. An alternative is water with a live wire in it, and a power switch box on the far side of the room the lets the crane operator cross the water without frying. Note... someone commented on what if someone switched it back on as he crossed the water, but that sounded like a very mean-spirited thing to do. :P

I don't know how well a big physics object like that would work in Multiplayer, but usually physics are jerky. This would be cool to get to work. Maybe have the pipe lifted above the players so the player just has to press a button in the crane and it starts lowering and gets stuck on a pile of crates or something else so that it's able to make the bridge for the players. I love the idea about how that one player is stranded then so that the other team members have to help them out. Maybe have it so that the ladder to the crane is right near the catwalk in the original position of the crane, but when the player moves it to crate the bridge, the ladder is no longer near a catwalk so he's stranded, that way, even if he lets the team over then moves the crane back to get up, the bridge has moved and he's stuck. The only possible way for the player to get over is if the team turns on the sprinklers to stop the fire.

Other puzzles were not real puzzles, but interesting ways to kill zombies other than with melee combat. For example, players could power-down a live wire, unplug it, carry it to a semi-flooded room filled with zombies, drop it down into the water... then turn the juice back on to watch the zombies all fry. Another involved a crane with a crate that players swung around to crush zombies below in a storage/parts warehouse.

I like the idea of having environmental things that players can use to take out groups of zombies. Maybe like in the old video of Ravenholm where the player roles a grenade under the big metal crate, which then falls onto a group of combine below, or the gas traps, or maybe just shooting a chain and having something fall on them. Make it so they aren't necessary to get by, but if used, ammo can be reserved and things will be easier later on.

Now obviously you mentioned an interest in buildings, so I'm not sure if this meets your requirements. If not say so and I can always suggest a follow-up map. Just to prove it, I do have "Inferno" which takes place inside a city, but that map was 100% Escape.

Nah, this will work. I like working with industrial themed buildings rather than cities anyway. More interesting and better opportunities for cool effects.

Share this post


Link to post
Share on other sites
I like it. Maybe the initial map was there because it was a guard station for the military HQ (this will give players a few, but not enough, weapons to start out). The map there will lead players to the real outpost, where they will find a map of the full facility and be able to locate the exit.

Well what I was thinking was that, similar to other large facilities/building complex's (i.e. malls) it's not uncommon to find "You are here" maps posted. Then it would simply be a matter of indicating their sewer as say a red line that heads "to the city", and have another line, say a blue line, marked as going "to the river". An X would show the players where they are. Then along the way they could find additional maps (same image, but with a new X mark) so they'll know where they are and how far they have to go.

I'm not sure making the origin of the maps the military would work as well, since that would be awfully coincidental. Better to just have the military base along their route. Of course it's your call as this is hardly a major factor.

I have a nice visual of this. To one side, you can see the tops of buildings silhouetted in the night/setting sun and to the other is maybe a mountain or forest area, which would explain the river, the exit, and also give players a visual idea of where they are in the plant and how far from the exit they are (like the citadel in HL2).

Yup, and the walls make the entire facility self-contained, with no worries about how to herd players in the right direction or keep them from wandering off. Usually that's one of the problems with city maps... streets force you the create barricades everywhere. And seriously, how many crashed/burning vehicle barricades do mappers use before that starts to get old?

Yea I like that idea. For the majority of the map, they can rely on melee weapons, found in various places, and pistols off of guards or a few weapons from the original guard post where they started. Near the end of the map, when they reach the military HQ, they can stock up on some better weapons, and consequently the end of the map can have a lot more zombies and be a lot more challenging, since they have better weapons.

Yup, there you go. Progressively harder challenges, leading up to a final major barricade fight at the end, just before the final escape into the sewer that leads to teh river.

Genius. I love it. Maybe to make it even more challenging, the zombies chase them into the room, where they have to barricade themselves in, but before the can initiate the process, maybe they have to flip a breaker through another passage way, but the majority of the people have to stay to defend the control room. That makes the team decide who should stay and who should go under pressure and make sure they don't send too many or too few.

There's that too. Keep in mind of course that players will be expecting this coming up to the final room (i.e. multiplayer map). Personally the idea of keeping them in the room because it has the final exit while zombies are trying to break in would be pretty thrilling. Especially if the room has windows the zombies can break and climb in through. Then include in some metal bookshelves (that players can slide over to block the windows) and maybe some other barricade materials and it might add to the fight. Of course that requires all barricade objects, including the door, to be breakable so the players don't simply keep them shut outside.

The old "find a key to open a door" might be a little overplayed, but this could work. Maybe combine this with the thing I mentioned about about having to repair a fuse under pressure. Have the door locked and the key is on one of the few zombies in that confined area, so that it isn't impossible to find a key on the zombie if they don't know what they are looking for.

Well in the case of the key puzzle I included clues. Basically players pass by the area with the zombie who has the key, perhaps even without knowing it (if they're new to the map). When they arrive at the pumping station and find it unpowered (red light is lit for added emphasis), on the wall is a framed "Employee of the Month" photo, and the guy wearing his yellow helmet will match the zombie with the key (more or less). This way players would know who they are looking for. He would probably be the only zombie at that stage in the map who looked that way to make him appear more unique.

I don't know how well a big physics object like that would work in Multiplayer, but usually physics are jerky. This would be cool to get to work. Maybe have the pipe lifted above the players so the player just has to press a button in the crane and it starts lowering and gets stuck on a pile of crates or something else so that it's able to make the bridge for the players. I love the idea about how that one player is stranded then so that the other team members have to help them out. Maybe have it so that the ladder to the crane is right near the catwalk in the original position of the crane, but when the player moves it to crate the bridge, the ladder is no longer near a catwalk so he's stranded, that way, even if he lets the team over then moves the crane back to get up, the bridge has moved and he's stuck. The only possible way for the player to get over is if the team turns on the sprinklers to stop the fire.

Yup. The bridge idea works well too, but as you said, only if say the player who gets into the crane cannot climb back up to use it afterwards. In that way he's trapped in the crane booth until the other players turn on the sprinklers. I agree that if the physics get screwed up in multiplayer that would probably send a lot of players to their deaths by accident. ;)

I like the idea of having environmental things that players can use to take out groups of zombies. Maybe like in the old video of Ravenholm where the player roles a grenade under the big metal crate, which then falls onto a group of combine below, or the gas traps, or maybe just shooting a chain and having something fall on them. Make it so they aren't necessary to get by, but if used, ammo can be reserved and things will be easier later on.

Yes. Keep in mind that I modified the theme of this map to suit what you wanted. Originally this map had no firearms, and very few melee weapons, and forced the players to either avoid or "creatively" kill zombies with the environment. Of course I'm not sure how well that would have played out in a multiplayer map in the long run, so maybe the last stand at the end will spice it up more. I can assure you that holding out while a timer ticks down is fun. I played Marvel Ultimate Alliance and there was a fight just like that. Infinite enemies that we had to fight until the timer ran out. Now that was crazy fun. ;)

As you like the idea of environmental traps here were the ones I had planned for this map:

1) The power cable + water-covered floor trap (no details required, as it was discussed before).

2) Explosive propane tanks (for insta-kills of zombies who come marching along).

3) Spilled gasoline from a crashed/flipped truck in the parking lot, that when explosed to fire, ignites. Torches any zombies who try and walk through it to the players, creating a deadly "wall".

4) A crane holding a crate, that the player controls to smash zombies below.

5) A methane gas pipe (marked with danger/explosive signs) that has a release valve controlled via turning wheel. Works similar to the ignition traps in Ravenholm, just light to fry zombies and turn off to pass.

Of course it's the small things, like an explosive barrel perched on a ledge, that really make for interesting moments. The elaborate situations are great, but sometimes they get old fast once players get used to them. The key to keeping them fresh is to make sure that they not too simple.

Nah, this will work. I like working with industrial themed buildings rather than cities anyway. More interesting and better opportunities for cool effects.

Well enjoy. :)

Share this post


Link to post
Share on other sites
Thanks for the help. I guess I should get started on a layout.

I recommend posting a basic map layout. I can then provide further input and suggestions based on it.

Share this post


Link to post
Share on other sites

I'm still thinking for 1 map, you are in the White House needing to protect the President as Secret Service (even though at a time like this the President wouldn't still be in the White House). Or if that's too cliche` maybe you have to protect an US Ambassador in Japan or something.

Or...

A lighthouse map where the lighthouse is on a cliff edge and the ocean is on one side and forest on the other, now you start in the forest in a small campsite, but zombies are drawn to it and it forces you to run towards the lighthouse, once in the lighthouse you can choose to turn on the lighthouse light to attract a boat for means of escape, only problem is that it will also attract more zombies. something like that would be cool

Share this post


Link to post
Share on other sites
i would love like an urban map with stores and apartments and stuff like that probably even an 7/11

I concur.

I loveee going in to buildings, especially if they're just convenience stores like CVS or 7/11 :D

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0