SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Phobos on November 15, 2011, 05:41:00 AM

Title: Ideas For Zombie Maps In SWBF1
Post by: Phobos on November 15, 2011, 05:41:00 AM
This thread is for people to post ideas they have for potential zombie mod maps. I will start development of any of these maps once there is enough substance to the idea/draft.

Ideas for zombie maps

I don't know how to make water/lava flow but maybe an animated texture could simulate the effect. If you have any ideas, descriptions, requests, useful assets, or map drafts for zombie maps in SWBF1 you can post them here.
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: Unit 33 on November 15, 2011, 10:14:09 AM
I do like the Motel idea...
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Ffarm1.static.flickr.com%2F119%2F251088637_7e902d7292.jpg&hash=b6bded00df2befc5307b28d81f25844ef06a2fae)
Something like that would be perfect!
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimages2.fanpop.com%2Fimages%2Fphotos%2F4300000%2FThe-Lost-Room-the-lost-room-4349282-600-330.jpg&hash=5ba3f77cdff8da7ffe8fd9ad875f22f132b301d4)
You could always have a Motel next to a volcano or in a forest.
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: tirpider on November 15, 2011, 11:05:51 AM
Forgive the randomness, I'm currently swimming in GUIctrlID's to flesh out my msh editor, so I'm unable to push mapping right now, but I can offer some ideas.

I dig the zombie bespin map as single player, is it online compatible?
If not, then there is idea 1.

2. A destructable (not capturable) zombie spawn point. (cave in to stop/slow the flow of zombies,  or a large explosion that effectively ends the zombies, the source of the zombies, the player(s), and map)

3. since zombies vs droids doesent make sense (no brains to eat) how about giving the zombies HealthType = "droid" so zombie specific damage can take place. (anti-zombie flash grenade,  anti-zombie bullets/bolts, anti-zombie arc zapper thing.)

4.For locations, you got all the bases covered. Anything else would be a variant.

5. Zombie Hero. Any chance of 'special' zombies that do more than creep and kill? Like a Zombie Jedi / undead witch doctor that could still wield force pull or something simular.

6. custom zombie sounds. grunts, gurgles, mumbles and the sound of meat dragging.

I'm tapped for the moment.
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: Dbiz on November 15, 2011, 06:33:51 PM
i like the idea of defending something not nessisarily a castle just any thing with a destructible
gate/door and a capturable cp.

if the gate or door is vulnerable you should be equiped with a fussion cutter to repaire it,
and lots of mines to be placed in strategic places
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: Phobos on November 19, 2011, 05:24:22 AM
Basic fortress defense type map started
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fs%2F119431581-4.jpg&hash=4113ddceeafcb383558df8d58e0613baed5d990d)
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: {PLA}gdh92 on November 21, 2011, 08:48:26 AM
I don't know if you're still taking ideas but would it be possible to convert any of your killed teamates into zombies (the other team) so that the game got gradually harder for you.
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: Snake on November 21, 2011, 01:27:06 PM
I like the defend the castle idea. I also suggest a storyline type thing where youre commandos in a ghost star destroyer or something and zombies have taken over the ship! :D
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: Phobos on November 22, 2011, 04:48:48 AM
Quote from: SnΛke on November 21, 2011, 01:27:06 PM
I like the defend the castle idea. I also suggest a storyline type thing where youre commandos in a ghost star destroyer or something and zombies have taken over the ship! :D

storyline in a space station with zombeis (and aliens), exactly the concept for my new map. Good idea snake, as Bamdur has created a zombie hunter comamndo model that will be used.  I am taking volunteers to help. I do not want to give anythign else away except to developers.
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: Snake on November 22, 2011, 07:57:50 AM
I can do some unit modding if youd like. Thats about all I can do :/
Title: Re: Ideas For Zombie Maps In SWBF1
Post by: Phobos on November 23, 2011, 03:50:55 PM
I have been extremely silent about the new mod map. Construction will take place on many levels. All will be revealed as created, but I view this to be very important and has a lot of potential for fun. The hardest part of any mod map is to make it fun to play many times over. It must be fun and that is the primary emphasis. It must also be a work of art and so that is the medium it will be developed through.

I do need some help making more zombie skins so if you have any or can produce any you would like to share I greatly appreciate it.

The map will (hopefully) have holograms for all 39 alien species. The idea is 3 factions, human alien and zombie. The setting will be a laboratory on an alien moon space station. The rest is a surprise.

On a related note, is anyone familiar with the work of Stanley Kubrick? His work will have a significant influence on the upcoming mod map.
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