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Topic: starting 4th zombie map fruprison any suggestions |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Wednesday, Jan. 21, 2009 11:59 am |
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hi guys as the title says
im starting 4th zombie map fruprison any suggestions. as to what would be good to have in such a map.
i have got some prison images and working from them. soooo
heres what i did this morning
full size image link Here
edited on Jan. 21, 2009 07:04 am by elim |
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HyBr!d |
General Member Since: Sep 26, 2004 Posts: 560 Last: Sep 25, 2015 [view latest posts] |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Wednesday, Jan. 21, 2009 03:47 pm |
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Maybe a rambling message, but I will try to get my stream of consciousness into some form of meaningful babble.
First, we have thouroughly enjoyed your previous maps. Thank you for the efforts. You seem to have mastered the terrain grid, evident from the subtle undulations on the cobblestone from church map. That was an absolute treat to play!
If you take the screen shot you started with, you are dealing with a narrow corridoor which leads to ??? In your previous maps, you have given us both areas of constriction as well as open areas to reload and round up in the higher levels. I would hope that would be the case here. Maps that are one dimensional seem to get played once or twice and then laid aside. Prisons / asylums should have some area for either excercise - common room or out door area. That might be an opp for such a space. If you have the chance, the concept of a story line to follow is a great idea. Spawning seperate and working towards one another is a good idea. I look forward to that. The fog concept has almost been overdone in my opinion, to the point where it is even being used in interior spaces of maps now. the creator of the ZCT map(s) has toyed with using blowing sand and dust rather than fog or mist. If you go with an old prison setting, could the dust concept be used inside?
Next 2 points are more scripting ideas, and I do not know if they can be done ... Is it possible to script it so a player can drop a weapon in order to share? Also, we can destroy barriers, is it possible to "recreate" them? If so, this would allow for a progression of the map, and almost become a mini game rather than a map within a game. Simply put ... you escape from said place of dead guys and work your way to the large, seemingly safe barn / warehouse / etc, where you finally "rebuild" the barrier to close off the enterance, which in turn triggers new places inside for the glowing eyed buggers to come out of. You could, assuming the technology exists, carry this on adnauseum :)
Regardless, your work IS appreciated! TY |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Wednesday, Jan. 21, 2009 07:01 pm |
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Elim .. the individual cells look great. I always appreciate seeing things that are not models merely imported in. Is there a plan for individual cells or are they merely eye candy as you progress along a coridoor?
Having Z's spawn in them has not been your style thus far, you have really worked hard at keeping the Z's spawn sight away from a visible location, so they seem to be coming from somewhere rather than popping up out of thin air.
The dining area sounds good. As does the last stand taking place somewhere in the outdoors. I sort of see a dark stormy night with 4 desperate players breaking out of a razor wired enclosure into a clearing in the woods for the last stand, similar to the area in the N-Z river map.
Techno ... if you can script such an event as deleting a spawn via a trigger, then wouldnt it be feasible to also script it so that the Z's at a specific level continue to spawn until a certain place in the map has been reached? I am speaking well above my head from a mapping stand point, I only know what I like, but as the levels get progressively harder, mot people stay together. There are very few "Leroy's" out there. If we get one, we generally let them fend for themselves and continue along thru the round. So it seems that for the most part, players would intuitively be together when they closed a door and your map progression occured. |
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HyBr!d |
General Member Since: Sep 26, 2004 Posts: 560 Last: Sep 25, 2015 [view latest posts] |
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SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Category: CoDWW Zombie/Co-Op Mapping Posted: Wednesday, Jan. 21, 2009 09:19 pm |
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More FX.
Your zombie maps are pretty awesome, esp the latest one, but they seem to lack any sense of atmospheric FX. Aside from the Zombie fog that's pretty much the only FX I can notice.
If you want I can always help you add FX when you're nearly finished like I did for Nazi Zombie Subway. heh |
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