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Post by udyrfrykte on Aug 31, 2006 16:27:17 GMT -5
Okay, opened this thread so the other thread wouldnt get spammed down.
Here is my idea roughly: Either 6 or 10-12 players (depending on if the max players gets raised) The team got a mission inside a facility. The mission would require the team to split up in at least two to complete all objectives. Random events (power goes out, floor breaks and teammember falls through, etc.) Limited ammo and weaponry. Maybe have some lying around the map, but the thought of a shop inside the facility wouldnt be too good, especially not since you are working against time. Hard and big maps preferably. The feeling of splitting up would be kinda ruined if you had to just run across the room to find the other team. I can already imagine the feeling of being deep into the facility. Getting out alive would also be an objective (not more than 1 teammember needs to be alive, ofc).
I think welding doors might have a better purpose with such a gamemode/map even. Welding up the door while haxxing the 1337 comput0r. Now, making it purely assault styled with respawns would of course be stupid, at least imo.
I'll try come up with some map and mission suggestions of my own tomorrow.
Is it possible getting it done at all?
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Post by uwasawaya on Aug 31, 2006 18:11:57 GMT -5
You understand that all of this falls on other people to make all of this... and they know that sooner or later they are going to be asked to do it, unless you're volunteering. We only have a few good mappers who are working for us, and each one is making about four maps right now... it'll take months to see this through probably.
Also, the respawns should be infinite for the enemy, but only one life for the team, if you want it done right. It should feel like SpaceHulk or something along those lines.
Interesting, because once you weld the door behind you, you know you'll eventually have to go back out to evacuate.
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Post by kyben on Aug 31, 2006 19:40:57 GMT -5
It could work if there was some way to turn off the waves. Otherwise you could win by killing zombies instead of doing the objective.
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Post by uwasawaya on Aug 31, 2006 19:44:15 GMT -5
Well, since I haven't seen anyone win yet, that might not necessarily be a problem... lol...
But I see your point. If we could slow down the spawning, and just make it run constantly throughout the map, that would work better... no down time for the heroes then. (which would be disasterous... 50 seconds to run around can equal a quickly-won objective)
Or just put in some ludicrous number of specimens that will doubtlessly outlast the round.
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Post by Abyx on Aug 31, 2006 19:44:38 GMT -5
It could work if there was some way to turn off the waves. Otherwise you could win by killing zombies instead of doing the objective. I'm sure there could be a work around for that.
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Post by Grim on Aug 31, 2006 20:10:25 GMT -5
Actually, I could put some thign together really roughly, just through a idea of mine.
Take six spawns, huge map, all six spawns scattered, three and three, or all alone, or maybe two, here, three there, one there, etc, just scattered so you're alone. Use default waves, but use the trader door, so you have to kill/defend a spot and kill all Specimens before moving onto the next stage when the 50 seconsd appear or whatever, and gives you time to run down a corrider, gather ammo, and extra till it closes again and you are locked away for another wave, causing, a objective of escape, push back till you reach the end, then once you reach the end, if plotted correctly, you reach the last door, at the last wave, hold off the last wave, and you win. Same thing, just, more of a defend, and move back. As for how fun the idea would be, I'm not sure. But this is the best I can think up in five minutes.
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Dastard
Crawler
I are a thinker.
Posts: 342
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Post by Dastard on Aug 31, 2006 20:12:02 GMT -5
If you subclass both the zombiezones and the kfgametype, and turn off waves in the kfgametype and make the zombiezones spawn randomized zombies, it might work, provided you add the subclassed gametype to myLevel and somehow kept the serverbrowser showing the map as a survival gametype one.
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Post by kyben on Aug 31, 2006 20:38:06 GMT -5
That sounds very confusing to me...
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Post by uwasawaya on Aug 31, 2006 22:00:43 GMT -5
How bout we player Checkers... so much easier...
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Post by zynthetic on Aug 31, 2006 23:14:07 GMT -5
Must have said this a dozen times but a cross of KF and Monster Assault would make a very intersting game.
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Doomest
Crawler
Laser Vision
Posts: 317
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Post by Doomest on Aug 31, 2006 23:19:39 GMT -5
There are Pawns that we can use as zombies instead of waves
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Post by uwasawaya on Sept 1, 2006 0:58:57 GMT -5
Zynth, you have the download for Monster Assault? It no longer exists, and I'd like to try it.
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Post by udyrfrykte on Sept 1, 2006 1:10:24 GMT -5
I would help in any way I could, but I can't map or script so I'm stuck with suggesting. I'm gonna take a look into it and check what the learning curve on the UT editor is. I've done mapmaking for several other games. My bro has some knowledge with maya modelling. You can use objects from maya right?
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Doomest
Crawler
Laser Vision
Posts: 317
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Post by Doomest on Sept 1, 2006 9:42:33 GMT -5
I would help in any way I could, but I can't map or script so I'm stuck with suggesting. I'm gonna take a look into it and check what the learning curve on the UT editor is. I've done mapmaking for several other games. My bro has some knowledge with maya modelling. You can use objects from maya right? architectonic.planetunreal.gamespy.com/first_level.htmlGood Luck Enjoy
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Post by udyrfrykte on Sept 1, 2006 12:16:36 GMT -5
Okay, gonna try it. 'Enjoy' <-- I got a sarcastic feeling from that=|
I bet it will take some time learning? Is it really hard making a decent looking map?
And besides, it won't help if I make such a map and noone finds a solution for how to get objectives and stuff done.
edit: it says its for 2003, any notable differences i should care about?
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