Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 102 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: starting 4th zombie map fruprison any suggestions
elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 11:59 am
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
Share |
HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 12:45 pm
just something i thought of when i read the title, maybe it would be cool to have the players start separate first. Each in his own cell, or with 2 people in a cell. They need to open their cell door just like the help door before they get access to better weapons & help from each other[casanova]


Share |
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 01:17 pm
How about an old abandoned prison? So instead of having pristine walls etc you have dirt/grim, smashed up stuff, graffiti, cob webs etc.

I know of a good website where a photographer has placed many photos (excellent high-def) of old asylums/prisons/ factories etc. I use it for ideas in my current project, I'll be happy to PM you a link if you like.
Share |
elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 02:04 pm
the people spawning in a cell of their own is something i thought of whilst making the first room.... so i think that will be what i do...

@ techno yes please bud send us the link m8 and thanks !!!
Share |
DaDsMM
General Member
Since: Dec 9, 2008
Posts: 6
Last: Jul 6, 2009
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 03:47 pm
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
Share |
elim
General Member
Since: Feb 6, 2004
Posts: 527
Last: Jan 12, 2011
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 04:04 pm
good comments and thoughts. i hear what your saying about the like one dimention i had something totally different in mind..... yes it would be possible to move a blocker into postition to block the zombies comming into that said place. but the zombies that once possesed the said place would have to walk a different rout. as long as the map isnt massive it would work pretty well. i intend on making the prison have dining area maybe meeting room and to finish off with give the guys the great outdoors.. here is a start i made once i saw some images from techno. obviously take no notice of sky and ground or lighting

Heres 1

Heres 2
Share |
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 05:39 pm
One of my projects is a 'progression map'. At the moment I have zombies walking from the beginning (where the players start) up to the last area. But in some cases I don't want a zombie to spawn and walk really far, so I'll be simply deleting that spawner via a trigger once the player has reached an area.

Trigger_multiple (placed wherever the player should get to in order for the zombie spawner to stop).

trigger + spawner selected, press "shift" + "G".. click the option for "script_killspawner" (I think that's it). done.

The problem with this is how do you know all 4 players are in the same room? The only way I can think of is when one player closes a door all 3 others are 'teleported' (happens in some SP maps) to that room. But I doubt everyone would enjoy that happening.
Share |
DaDsMM
General Member
Since: Dec 9, 2008
Posts: 6
Last: Jul 6, 2009
[view latest posts]
Level 0
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 07:01 pm
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.
Share |
HyBr!d
General Member
Since: Sep 26, 2004
Posts: 560
Last: Sep 25, 2015
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 08:36 pm
@techno2sl: maybe an idea for the progress trigger would be two trigger multiple, one in the spot the players need to leave, one in the spot the players go to. Then let a script check if a player is in a trigger zone. When there are no players left in the trigger area players need to leave, activate the killspawner.
Share |
SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 21, 2009 09:19 pm
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 [thumbs_up]
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»