Spaceship objectives
Jun 28, 2009 3:42:47 GMT
Post by CSS zmthetruehorror on Jun 28, 2009 3:42:47 GMT
Introduction
Hello all, not sure if this is possible but I have been thinking about this idea for a while and started putting it together.
I am here in search of some scripters/ pakrat / mapper experts who will help me prove that the best creations come from those with an idea of fun and not from profit or meeting the expectations of a selected majority (that comes later).
First I want to pitch the really early developments of the map, these were made purely around game play rather than looks.
Short explanation of the corridor sections:
| |
|_| <------- upper area
| |
|_| <-------- corridor
|_| <-------- lower area
Now the upper area has enough room to stand up fully and jump, it is used for maintenance and air supply to the rooms.
The corridor is the as you would imagine the normal part CT will frequent them (hopefully) and give access to the rooms.
The lower area provides only enough room to crouch move and supply's some room with air.
Early screen shots
These screen shots demonstrate the ship when the power generator has been tampered with:
Below is a screen shot of the upper hanging of a corridor this will be used by the opposing faction to stalk and disrupt the objectives of the CT.
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorrorupperlevelarea.jpg
There will be a minimal amount of light when the whole grid has been shut down and this will be give from windows placed around the ship (note the Screen shot below).
Sky box is something I got from FPSbanana.
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror.jpg
The below link shows a screen shot of the accessibility to the upper area of the corridor, there is a button on the right which activates the ladder and draws it down wards(you cannot see it though because my torch isn't on it).
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror2.jpg
This one below shows myself looking up from the area below the corridor I'm gonna call it a basement.
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror1.jpg
This one demonstrates how the opposition could use the lower area as a hiding place to discreetly follow the CT's/
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror3.jpg
The start of the game
The game will start with a lower count of CT's on a smaller ship that docks to larger ship/station.
The opposition will of course start on the larger ship.
in order to stop players and give them some explanation on what to do at the beginning of the game there will be a extension of a connection of 20 secs from the smaller ship to the larger ship. I will create and edit some audio clips of myself as the ships computer briefly stating the objectives.
Objectives
The CT must enter the ship and are given direct orders to:
-Retrieve an artifact
-Restore the oxygen supply (they are given a minute before they start slowly choking to death unless they retreat to their vessel)
-Restore the ships power
-Look for the remaining crew (hostages)
-Deactivate the security on the captains bridge.
-Activate the ships computer
Counter measures
If the opposition damage the ship too badly instead of instant defeat the CT's get a chance to either pod (I was thinking of making simple cylinders with thrusters into a trigger box), retreat to their vessel for debrief or activate the self destruct sequence (forcing a draw).
The game is a zombie game... wait NO don't leave! its not that type of barricade and hope for survival with 99999 healthed zombies.
Health properties
Counter Response Assault Squad - CRAS (CT's)
Health - normal
Armour - available but not buy-able (find it!)
Ammo - 30-100 based on what gun they get (find) from the armoury
Equipment - NO NIGHT-VISION!
Zombies
Health - 300
Speed - increase by 30%
Armour - findable
Equipment - Given night vision
OK so now gonna start with the far fetched-ness of my ideas and hope many of you will be able find ways on how to not completely strip away the original ideas due to performance difficulties.
Rooms
Each room will be given normal access from a door and 2-4 possible vent entries. Every vent should have a physics object to cover it in order for players judge the possibility of a possible zombie lurk or counter terrorist camping/hiding. Also upper areas have physics prop vents that are breakable with pressure so zombie players can taunt and surprise a single or grouped CT's strolling the corridors.
- Oxygen/plantation zone
In order to stop counter terrorists camping and barricading them selfs for safety, zombies can tamper with the oxygen supply. My plan for this is a trigger box that after a period of time will come up and have a value of -1 health. The result is a forced withdrawal from their camping spot to repair and maintain the area. After reactivating the room will have a delay so it cannot be spammed directly after.
This trigger hurt should only apply to the CT's, I don't know how to do this maybe you do?
- Engineering
This is probably the second most vital, responsible for the lighting and activation of doors and switches. Doors still open but on a delay, this also stops the healing pads and security from working.
- Armoury
This is what many CTS will head in order to rearm and acquire armour, however in order to open this room the security room must be infiltrated and password set in order to open the lockers.
- Medical bay
I have already built something for this which just needs some tweaking and detail. A cylinder of glass is sent up wards after a button is pressed, giving time for the CT or zombie to jump in. Once the cylinder locks down there is a delay where the user cannot get out but are healed a limited amount for a delay. Now a loud sound will be activated whilst the healing is active producing risk of nearby players hearing.
- Security room
As you would expect, the security room is the most the secure and has access to cameras placed throughout the ship. This allows one or two CT's to coordinate their team and protect them from a threat their oblivious to. It is here that a 4 digit code can be set for the rest of the secured areas
- Captains deck
This room is defended by a deadly laser and houses the artifact needed by the CT's. This room in conjunction with the security room can initiate a lock down on the ship. Vents and lower areas are still accessible and is more useful for the zombie team.
- Brig
This room is used to hold the hostages which are momentary safe from the zombies.
- Escape pod zone
A small room with 4 pods that can house only 2 CT's or zombies (maybe has a secret compartment?)
- Communications room
This room will house the ships AI (my edited robotic voice that alerts the CT's what has just happened). Also it might play some over roll in the CT's objectives.
Zombies abilities
The zombies can either flick off switches (which can be easily put back on) or attack certain parts which will damage them and will need fixing by the CT's.
The fixing simply requires the CT to go to the damaged object and well I was thinking hold E for a certain amount of time.
The zombies will also be able to turn off corridor section lights. Theres more but this is already a essay. I want to hear your opinions and I would like some of you to come forward with some enthusiasm to help get this map/game mode on the way.
Hello all, not sure if this is possible but I have been thinking about this idea for a while and started putting it together.
I am here in search of some scripters/ pakrat / mapper experts who will help me prove that the best creations come from those with an idea of fun and not from profit or meeting the expectations of a selected majority (that comes later).
First I want to pitch the really early developments of the map, these were made purely around game play rather than looks.
Short explanation of the corridor sections:
| |
|_| <------- upper area
| |
|_| <-------- corridor
|_| <-------- lower area
Now the upper area has enough room to stand up fully and jump, it is used for maintenance and air supply to the rooms.
The corridor is the as you would imagine the normal part CT will frequent them (hopefully) and give access to the rooms.
The lower area provides only enough room to crouch move and supply's some room with air.
Early screen shots
These screen shots demonstrate the ship when the power generator has been tampered with:
Below is a screen shot of the upper hanging of a corridor this will be used by the opposing faction to stalk and disrupt the objectives of the CT.
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorrorupperlevelarea.jpg
There will be a minimal amount of light when the whole grid has been shut down and this will be give from windows placed around the ship (note the Screen shot below).
Sky box is something I got from FPSbanana.
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror.jpg
The below link shows a screen shot of the accessibility to the upper area of the corridor, there is a button on the right which activates the ladder and draws it down wards(you cannot see it though because my torch isn't on it).
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror2.jpg
This one below shows myself looking up from the area below the corridor I'm gonna call it a basement.
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror1.jpg
This one demonstrates how the opposition could use the lower area as a hiding place to discreetly follow the CT's/
s46.photobucket.com/albums/f139/captainhero123/?action=view¤t=Thetruehorror3.jpg
The start of the game
The game will start with a lower count of CT's on a smaller ship that docks to larger ship/station.
The opposition will of course start on the larger ship.
in order to stop players and give them some explanation on what to do at the beginning of the game there will be a extension of a connection of 20 secs from the smaller ship to the larger ship. I will create and edit some audio clips of myself as the ships computer briefly stating the objectives.
Objectives
The CT must enter the ship and are given direct orders to:
-Retrieve an artifact
-Restore the oxygen supply (they are given a minute before they start slowly choking to death unless they retreat to their vessel)
-Restore the ships power
-Look for the remaining crew (hostages)
-Deactivate the security on the captains bridge.
-Activate the ships computer
Counter measures
If the opposition damage the ship too badly instead of instant defeat the CT's get a chance to either pod (I was thinking of making simple cylinders with thrusters into a trigger box), retreat to their vessel for debrief or activate the self destruct sequence (forcing a draw).
The game is a zombie game... wait NO don't leave! its not that type of barricade and hope for survival with 99999 healthed zombies.
Health properties
Counter Response Assault Squad - CRAS (CT's)
Health - normal
Armour - available but not buy-able (find it!)
Ammo - 30-100 based on what gun they get (find) from the armoury
Equipment - NO NIGHT-VISION!
Zombies
Health - 300
Speed - increase by 30%
Armour - findable
Equipment - Given night vision
OK so now gonna start with the far fetched-ness of my ideas and hope many of you will be able find ways on how to not completely strip away the original ideas due to performance difficulties.
Rooms
Each room will be given normal access from a door and 2-4 possible vent entries. Every vent should have a physics object to cover it in order for players judge the possibility of a possible zombie lurk or counter terrorist camping/hiding. Also upper areas have physics prop vents that are breakable with pressure so zombie players can taunt and surprise a single or grouped CT's strolling the corridors.
- Oxygen/plantation zone
In order to stop counter terrorists camping and barricading them selfs for safety, zombies can tamper with the oxygen supply. My plan for this is a trigger box that after a period of time will come up and have a value of -1 health. The result is a forced withdrawal from their camping spot to repair and maintain the area. After reactivating the room will have a delay so it cannot be spammed directly after.
This trigger hurt should only apply to the CT's, I don't know how to do this maybe you do?
- Engineering
This is probably the second most vital, responsible for the lighting and activation of doors and switches. Doors still open but on a delay, this also stops the healing pads and security from working.
- Armoury
This is what many CTS will head in order to rearm and acquire armour, however in order to open this room the security room must be infiltrated and password set in order to open the lockers.
- Medical bay
I have already built something for this which just needs some tweaking and detail. A cylinder of glass is sent up wards after a button is pressed, giving time for the CT or zombie to jump in. Once the cylinder locks down there is a delay where the user cannot get out but are healed a limited amount for a delay. Now a loud sound will be activated whilst the healing is active producing risk of nearby players hearing.
- Security room
As you would expect, the security room is the most the secure and has access to cameras placed throughout the ship. This allows one or two CT's to coordinate their team and protect them from a threat their oblivious to. It is here that a 4 digit code can be set for the rest of the secured areas
- Captains deck
This room is defended by a deadly laser and houses the artifact needed by the CT's. This room in conjunction with the security room can initiate a lock down on the ship. Vents and lower areas are still accessible and is more useful for the zombie team.
- Brig
This room is used to hold the hostages which are momentary safe from the zombies.
- Escape pod zone
A small room with 4 pods that can house only 2 CT's or zombies (maybe has a secret compartment?)
- Communications room
This room will house the ships AI (my edited robotic voice that alerts the CT's what has just happened). Also it might play some over roll in the CT's objectives.
Zombies abilities
The zombies can either flick off switches (which can be easily put back on) or attack certain parts which will damage them and will need fixing by the CT's.
The fixing simply requires the CT to go to the damaged object and well I was thinking hold E for a certain amount of time.
The zombies will also be able to turn off corridor section lights. Theres more but this is already a essay. I want to hear your opinions and I would like some of you to come forward with some enthusiasm to help get this map/game mode on the way.