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Thread: Map Idea

  1. #1
    SilentFox618 is offline
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    Map Idea



    Just a simple pic^, but basically how the map works, is it has one set of walls facing one way at the start, t's and ct's scattered around the outside... then every 10 or 15 seconds or so, that set of walls go down, and another set of walls perpendicular to those go up. like this...

    this
    ___________
    | ________ |
    | ________ |
    | ________ |
    | ________ |
    |_________|

    to this
    ___________
    |
    | | | | | | | |
    | | | | | | | |
    | | | | | | | |
    |__________|

    (of course it would be more rows and coloums though... stupid forum messing up my spacing!)

    I figured it might make for some interesting gameplay since you could be running away from a zombie down a hall, about to get tagged, when the walls change so he cant get ya, or the opposite could happen and the walls could change and your stuck between 2 zombies Plus, since there's only enough room for 1 player (or 2 stacked) in each square between walls, it would force teamates to seperate when the walls change, or they'd get crushed to death . Could be a little chaotic, and there'd be no cheep spots I have a feeling it would be zombie sided, but there might be ways to fix that to make it more even (wider/narrower hallways, more/fewer hallways, time between wall swaps)... map would need to be finished and tested... and I'll change that stupid brick texture...

    You could also add more floors like this or other stuff to the map, but that's my idea so far... so don't take it! ;)

    Comments/Ideas/Suggestions? I want to make this map as much fun as possible, so I want to hear people's opinions. (even if it's "that's a stupid idea" )

    (btw, I'm also seeing if I can make a better escape/spacestation map, not "fixing" the old one, fresh map, gonna take me a while though, if i ever decide to finish it. I'll give you an update on that if I ever get the floor plan done.)

    *sigh* ok it's late and I actually have crap to do tomorrow... err today... later... zzzz

  2. #2
    broncoty is offline
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    dude thats sweet idea

    i hope it doesnt lag though

    when you get it finished email it to zombiemaps@hotmail.com or broncoty@gmail.com and we will get it up asap on server 2 for testing then on server 1
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  3. #3
    T-MaG is offline
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    huh, thats funny, i was thinking about doing something like that myself ;)

  4. #4
    SilentFox618 is offline
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    E-mail sent to broncoty@gmail.com, I'll be on server 1 for now (if I can get on... always full ) come let me know when its gonna be tested ^_^

  5. #5
    broncoty is offline
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    im sry i didnt see ur post, we played it on server 2 it was great no lag or ne thing definitly some improvements would make it awsome but i dnt hav access to server 1 since rebuild so we will hav to ask haggard to put it on 1
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  6. #6
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    yea, I saw the map was on server 2 so I went to join, but the models took too long to dl (never played on that server before) . Oh well, I'll try to catch the map next time around, as for improvements, did you have anything in mind?

  7. #7
    broncoty is offline
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    well i almost think 10 seconds is to long maybe 5-8 would be good because holding off zombies for 10 seconds is a long time with no high ground or cade

    i loved the textures and idea we will leave it there for a day see if we can get it on server 1 because we only had like 10 people when we played on server 2

    if we get on server 1 we can check for lag and see what alot of people think about it
    Last edited by broncoty; 24 Apr 2007 at 03:23am.
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  8. #8
    SilentFox618 is offline
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    Alright, sounds good, I can have that done in a couple minutes even. And how about the door speed? was that good, or should I speed that up a bit too? (not the time in-between)

    Edit: Sent the updated map to broncoty@gmail.com . Door speed up'ed to 25 and refire interval to 7 seconds. Have to go to work now, so just tell me how the map works out (better or worse and whatever other comments you have.) See ya later!
    Last edited by SilentFox618; 24 Apr 2007 at 05:39am.

  9. #9
    Henda is offline
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    Right first off I like to say it's fresh and original but it has 1 major problem.

    Too Zombie Sided

    People are right, it is too zombie sided, humans never win. One way to help this is by removing the sides of the maze, so once you come out of spawn, you go straight into the maze.

    Another good idea presented, was making the walls random instead of them being set, this would prolly be alot of work but I think it would be cool. I also think you could work on the textures, it really isn't nice to look at, also work on the lighting aspect.

    It lags badly on server 1 but I'm confident that's the server since I played it on server 3 with 32 people and it didn't lag.

    Overall I love the map tbh and I hope you continue to work on it.
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    Bitch got served...

    Henda's Banhammer. Stern but fair.

  10. #10
    SilentFox618 is offline
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    I see... I could do the walls more random, but it would take more coding, and I would need to make a lot more doors/walls (basically right now I just have a couple LONG walls, rather than hundreds of tiny walls), I would need to name them, set them up to more func_timers, or if it's even possible see if i can figure out how to incorporate some type of a random number generator into the timers (I think there is a way, I'll look into it)... even still, I'm not so sure that would help the humans as much, it will probably cause more lag, there still would be the problems of zombies not getting alot of humans at the start, and the part where you basically can't kill a zombie on that level... (unless he kills himself)... and it's fairly hard for a zombie to get someone when he's alone... I'm almost thinking this might be better off as say a "gun game" mod level if I got the random doors and got rid of the walkway around the maze...

    I WILL get rid of the walkways around the maze.

    I WILL TRY to make the doors more random. (only thing is it may cause lag due to the extra activity... would need to test that out)

    Textures... no idea what to do for ya there, what type of textures do you think would work better? (darker, wood or metalish, that type of stuff... or if you open up SDK yourself and find which textures you like I'll try those. would need textures for the floor, walls, ceiling and doors)

    Lighting... I guess I could try making it dark-ish, I have never worked with lighting though so it will probably take me a while to get it right

    And as far as everyone starting randomly in the maze... what I could do is make a second story where you can just drop down from holes into the maze where you like (then have a giant wall come and crush/kill any afk's/campers). If I got rid of the hallways around the edge and made the walls random, well there would only be about 2 places to enter the maze on each side (so 4 total). That might cause some traffic at the entraces... but then again, that might help with the problem of zombies not being able to get anyone at the very start... (I'm just speculation a bunch of junk at once...) Either way this map will definately need more testing later...

    So overall, would like your opinion/advice on
    1.) The textures on the map
    2.) Player start (start above the maze or just leave it where it is)
    3.) Any ideas to make it less "zombie sided"?
    4.) Anything else you can suggest
    The rest I think I can work with (lighting, randomizing doors...)

    Any other comments or ideas for the map or about what I said? I want to make this map fun for everyone... not that easy when you only have 2 people giving their commentary here... Thanks


 

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