Team project
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Team project
I know, I know, alien concept to us and all that but hear me out!
From what bubbles was saying about making a map for L4D I thought that sounded like fun, and i've had a couple of ideas but I know that there is no way that I would complete a whole campaign on my own.
Which brings me onto my next point:
Should be team up and make a 5punky campaign? I.e. make a section each? That way it stands a half decent chance of being finished sometime and as there are a few people who have made maps so we have some expertise to call on
WHAT SAY YOU?!
From what bubbles was saying about making a map for L4D I thought that sounded like fun, and i've had a couple of ideas but I know that there is no way that I would complete a whole campaign on my own.
Which brings me onto my next point:
Should be team up and make a 5punky campaign? I.e. make a section each? That way it stands a half decent chance of being finished sometime and as there are a few people who have made maps so we have some expertise to call on
WHAT SAY YOU?!
While it sounds interesting, I don't think I can offer anything other than an obsessive knowledge of zombie culture (that's the culture around zombies, they don't really have their own) and experience of writing scripted events from my tabletop RPGs.
If that's useful to you, and you can live with my lack of time to actually do anything, then count me in.
Otherwise I'll sit back and opine, and hope that you can carry it off.
If that's useful to you, and you can live with my lack of time to actually do anything, then count me in.
Otherwise I'll sit back and opine, and hope that you can carry it off.
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Code: Select all
Locations: City, Country side, military installation
Events to happen: Blow up a building to clear the way, lowering a lift bridge
Other things: I'm wanting to put a suspension bridge which is nose to nose with cars etc (some of which are alarmed of course!)
Start Point: Bunker of some type, crashed railway car
End Point: Cliff top, top of a building (although this has been done a bit already in the existing campaigns)Locations:
Some classic zombie story locations - prison, mall, missile silo, island, stadium, warship, lighthouse.
Events to happen:
Fuel power generators, close gates (prison/mall/silo), turn on lights (lighthouse/stadium), warship arrives
Adding some of Fab's ideas to some of mine, how about this:
Stage 1:
Players start out holed up in a prison on an island, Alcatraz-like. This is a fairly common zombie setpiece - prisons are usually very secure and well stocked, and writers love the irony of having them become bastions of humanity. In this case I like the idea of the campaign being set after when most films would have ended. Power fails, zombies start pouring in, survivors have to abandon their sanctuary and fight their way out. Safehouse - a railcar on the outside.
Stage 2:
Fight to the mainland over a two-level rail/road bridge. The survivors need to skip between the levels to avoid unassailable obstacles such as crashed trains, trucks, and holes. Stone stantions could contain a few indoor sections (I think some old bridges had these, but I've not researched it). Possibly raise part of the bridge to stem the flow of zombie from the island. Safehouse - building at far end.
Stage 3:
At some point over the last few levels a ship can be seen out to see, fairly close by. A lighthouse is a little further down the coast. Survivors make their way to the lighthouse and restore power by refuelling the diesel generator, then possibly ascend to the top and manually activate it. Ending at the top means the path down would have to be retraced though, so maybe activate at the bottom and make the saferoom a higher floor.
Stage 4:
Ship signals to meet at a dock. Survivors possibly leave lighthouse through crashed ship, across docks, and to waiting warship. Survivors must hold top deck while ship sets sail again before the navy will let them inside.
Just a quick spew of ideas to begin with.
Some classic zombie story locations - prison, mall, missile silo, island, stadium, warship, lighthouse.
Events to happen:
Fuel power generators, close gates (prison/mall/silo), turn on lights (lighthouse/stadium), warship arrives
Adding some of Fab's ideas to some of mine, how about this:
Stage 1:
Players start out holed up in a prison on an island, Alcatraz-like. This is a fairly common zombie setpiece - prisons are usually very secure and well stocked, and writers love the irony of having them become bastions of humanity. In this case I like the idea of the campaign being set after when most films would have ended. Power fails, zombies start pouring in, survivors have to abandon their sanctuary and fight their way out. Safehouse - a railcar on the outside.
Stage 2:
Fight to the mainland over a two-level rail/road bridge. The survivors need to skip between the levels to avoid unassailable obstacles such as crashed trains, trucks, and holes. Stone stantions could contain a few indoor sections (I think some old bridges had these, but I've not researched it). Possibly raise part of the bridge to stem the flow of zombie from the island. Safehouse - building at far end.
Stage 3:
At some point over the last few levels a ship can be seen out to see, fairly close by. A lighthouse is a little further down the coast. Survivors make their way to the lighthouse and restore power by refuelling the diesel generator, then possibly ascend to the top and manually activate it. Ending at the top means the path down would have to be retraced though, so maybe activate at the bottom and make the saferoom a higher floor.
Stage 4:
Ship signals to meet at a dock. Survivors possibly leave lighthouse through crashed ship, across docks, and to waiting warship. Survivors must hold top deck while ship sets sail again before the navy will let them inside.
Just a quick spew of ideas to begin with.




