[map] Zombidity

[map] Zombidity

Re: [map] Zombidity Posted by snipercup on Sun Nov 22nd 2009 at 1:26pm
snipercup
2 posts
Posted 2009-11-22 1:26pm
2 posts 160 snarkmarks Registered: Nov 22nd 2009
This is a a discussion topic for the map "Zombidity" by snipercup which can be found here

Map description:

This is zombidity.

I created it all by myself and with some help from my brothers. A lot of things in this map I learned from tutorials. It is somewhat of a NOAMZ level. It has a deathcounter and a cash system.

When you kill zombies, you get 1 added to your killcounter and 1 cash. When you have enough cash, you can buy upgrades. when you play long enough, you can buy all the upgrades. The game has no end.

The map has 3 types of zombies;
zombie (normal)
poison zombie
fastzombie

Upgrades you can buy from the cash you earn include:
physics objects
a dropship with friendly combines
increased ammo carrying capacity
increased damage on weapons
a friendly turret
a friendly sniper
change gravity
unlimited flashlight/sprint

and some more.

when you would choose from the frienly combine dropship you have a choice.
1 dropship gives you friendly combine soldiers (costs 50 cash)
the second dropship gives you friendly elite soldiers (cost 100 cash)

But when the dropship has landed, and the soldiers jump out, be shure not to buy the friendly dropship again, because the existing soldiers will be replaced.

For example: you choose dropship 1 and the soldiers jump out. Then you go back and choose the dropship 1 again. The dropship lands and the ones that are already on the field disappear. you can still choose for dropship 2 (the elites).

I know it would be better if you could spawn additional combines, but I didnt change it because you could fill the level with combines and I'm trying to prevent that.

Watch out for the poison headcrabs, I died mostly because they attached me, and then a zombie attacked me. Also, be sure not to drop a bomb to close to yourself, for example, you launch a grenade with a smg1, and suddenly a fastzombie jumps up, resulting in the grenade exploding in your face.

I tried to do my best on this level and i like it. I have tested it fairly good, so you shouldnt expect a lot of errors (thats why I put it in completed maps). It is optimized, so you should expect a good fps rate. I compiled it on fast mode with the hammer compiler, it took half an hour.

If you do encounter errors, please let me know.

If you have eny questions on how I did things in this map, ask me.

Put the .bsp in your c:/programfiles/steam/steamapps/username/half life2/hl2/maps folder, and run the game. In the console, type map zombidity

Map screenshots:
Loading embedded content: Map #3257
Re: [map] Zombidity Posted by Riven on Thu Dec 24th 2009 at 5:56am
Riven
1640 posts
Posted 2009-12-24 5:56am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
I had a chance to play this the other day, and I think it's quite impressive what you pulled off here with the logic entities. The environment itself is nothing to sing praise about, but certainly the fun arcade-style gameplay you've setup with the whole buying system is pretty original.

I've seen this buying system implemented before in different ways for other Source games, but this one, with all the different options there are, is really the most impressive I've seen. One could really sit here and play this map for hours ... and hours; for me it was too overwhelming. I wanted to see some of the cool features you implemented but without all the time to involve with it, so I decided to cheat and turn on god mode and add 'impulse 101' as a hotkey and go around shooting an infinite number of rockets at zombies in order to rack up the points faster. I'm not sure what kind of individual will sit there and play the entire map for longer than an hour with the intended non-cheat method and still have fun. I think for the system to keep the attention of more players, you should reward bigger scores for zombie kills earlier on in order to allow players to obtain more interesting killing devices earlier, -but that's just me.

Nevertheless, this map was quite fun to play, and I enjoyed a lot of the cool unlocks. If anything, I would have turned this map into a kind of more coherent setting, rather than with seemingly random open rooms with zombies spawning behind your back; perhaps give reason to each space, and make it look like it belongs somewhere. I suppose I would have added some kind of empty stadium around these rooms (add it in a 3D skybox for performance) and make it seem like a life or death game in the world of HL2. Perhaps add some non-accessible buildings in the distance, or somehow give relevance to the places.

Either way, the map was still pretty fun, and it held my attention for a good 45 minutes, even though I cheated :p. I still had a lot of fun anyway.

Keep up the cool feature-mapping :D
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: [map] Zombidity Posted by snipercup on Wed Feb 10th 2010 at 3:48pm
snipercup
2 posts
Posted 2010-02-10 3:48pm
2 posts 160 snarkmarks Registered: Nov 22nd 2009
Hi, thank you for the comment on my map. I am glad you enjoyed the map. For me, it was as fun to play as it was to make. And both were very fun and I enjoyed it.
for eny questions or comments email to snipercup@gmail.com