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 New Survival Development

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What would you rather like?
King of the Hill-ish (like BH5 or Last Stand)
0%
 0% [ 0 ]
Winding, Mazy (like Hospital Elavator survival)
0%
 0% [ 0 ]
Rectangular Floor (like Terminal or Gas Station)
100%
 100% [ 4 ]
Total Votes : 4
 

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Admin
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PostSubject: New Survival Development   Sat Jun 27, 2009 1:25 pm

Yes, I'm on a 2nd one.

I want this one to be more...Spruntheus like.

Post some stuff here you guys think would be good for this map. And try, to keep it with models in L4D (like there are no Intelligence briefcases). Think about pulling things for the maps, like what makes that map good.

For example, what makes NM1 a good versus or BH5 a good survival?

What's gonna make my map good?

I put up a poll as well to give me a concept of what you guys think is good (multiple answers OK).

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PostSubject: Re: New Survival Development   Sat Jun 27, 2009 10:11 pm

make it based off of the spartan village, lolol and zombie spawn point is the pit, that would b kool, but seriously, if u wana make it spruntheus, we have to think of things that define sprunth, and makes the clan what it is...off the top of my head ureams used to b, something like that.

so lets start simple indoors or outdoors? i say make it huge and outdoors, u can do much more with that....

than lets pick a theme or story for map, so we can base enviorment on that, and than admin has something he can work with and add on to, so add away!
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PostSubject: Re: New Survival Development   Sat Jun 27, 2009 10:21 pm

I'm not sure about making it huge...most survival maps are pretty small.

One funky flaw, hopefully fixed in L4D2, the whole map for the director is considered "finale". So if I make it big, that means more zombies. The director is pretty stupid about this. Sad

Outdoors is fine, indoors is fine.
Maybe both.

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PostSubject: Re: New Survival Development   Sat Jun 27, 2009 10:23 pm

....hm.....i wanted big....ok than, if it small it might as well b indoors....but no maze..that will either turn out really good...or really bad.... and i dont like hospital...u just camp next to the ammo....
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PostSubject: Re: New Survival Development   Sun Jun 28, 2009 2:21 am

i hella want a map where u start at one end then have to fight ur way across the map whre a helicopter takes u away
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PostSubject: Re: New Survival Development   Sun Jun 28, 2009 4:10 am

yeah that would b fun....but....only if admin can pull that off, a like i sadi, the hospital lvl sucks *** and taht was a "maze" lvl...maybe if it is inear with an objective at the end it can work...
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PostSubject: Re: New Survival Development   Sun Jun 28, 2009 2:33 pm

I can make that happen penguin, it may be easier than a survival.

For survival, I gotta look at all the details. With this, I could have just one (or two split) ways to get to a point, no extra stuff on the side needed. I do worry about tanks though, maybe I can remove it.

We could have like a miny 5 in 1 campaign, in one map.

START-Finale-Finale-Finale-FINALE to HELICOPTER (or other rescue)

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PostSubject: Re: New Survival Development   Wed Jul 01, 2009 8:53 am

You should have few places of cover and scatted explosive spawn points across the area. Turrets are lame IMO. The survivors should be forced to be constantly moving and setting up traps for the zombies.
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PostSubject: Re: New Survival Development   Wed Jul 01, 2009 6:31 pm

Yea, kinda what I was thinking.

Valve made the crusher (whatever his name is) in L4D2 for this purpose, they dont want the team crouched together in a corner.

For example, good hiding corners in the OFFICE have ceilings that *might* be breakable by zombies on top.

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PostSubject: Re: New Survival Development   Wed Jul 01, 2009 7:36 pm

charger btw
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PostSubject: Re: New Survival Development   Wed Jul 01, 2009 11:59 pm

yeah thats the sad part...there isnt really a stratagy part in the game, u cant like activate traps during a survival, like setting up fences, or moving spikes around or stuff....all u do is move gas tanks around....boaring....i wish u could make it like, we have to plug in an electric fence...and than like....spill over a bathtub with oil in it and burn it with moly....thatd b kool...
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PostSubject: Re: New Survival Development   Thu Jul 02, 2009 10:42 am

There is a lot you can do, you just have to know how to do it.

For example, you could press a button (it could be an electrical outlet) and I can give it rope properties and swing. When the rope contacts the bathtub, it'll trigger the bathtube and knock the molotov, and thus create fire.

I've been trying to do some of this stuff, but I haven't paid that much attention to it. More I just haven't bothered too much.

If I get the time, I'll do more the the crane-drop-block type stuff. You dont need to trigger a hoard to do that.

Oh by the way, the map I'm making will be kinda long. Apparently dumb director 1.0 wont let you have more than one panic/finale hoard per 2 minutes, even when I directly order it through an automatic system command.

Have fun with a maze, erm, something. Maybe I'll, make a transport and it'll go at like 5mph and go across the map. Razz

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PostSubject: Re: New Survival Development   Thu Jul 02, 2009 10:44 am

Also, there is a mod for creating barriers, I've seen it, and it looks good.

But besides that, I can implement certain things into the map that are mod-like without sv_cheats 1 and have it work on the map automatically. (for example, changing the map to survival after 3 min. AWESOME! By Metal_Ge

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PostSubject: Re: New Survival Development   Fri Jul 03, 2009 12:04 am

thats koolhow u can acually do that, if u make a map with a lot of that trap stuff...and it goes live and ppl willplay it....u willb like, map making god...cuz thats what a lot of ppl would love, im sure...
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