Posted: December 17th, 2008, 15:48
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Not very descriptive I know but you can use your imagination if you've seen the film. That's the 1985 version.fabyak wrote: Locations: Underground Military base
Stage 1: Starting in the darkened tunnels. The survivors have to fight their way through to the zombie-proof gate.
Stage 2: Through the research area, offices, labs, etc. Say "hello" to Bub.
Stage 3: Call down the big lift thing. Zombies pour down from above, some from corridors. On the way up the fight hordes from below, some from above. Wait for the chopper, more zeds.
Dog Pants wrote: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.
Not sure I'm understanding but isn't that a given?fabyak wrote:Berk also made a good point of starting off with the safe rooms at the end of each map so we know where to start from
The missile silo was inspired by Day, although I don't think that's what it actually was. A chained up Bubba setpiece would be fun.spoodie wrote:Dogpants made me think of Day of the Dead. Now if I remember the layout of the complex in the film...
Not very descriptive I know but you can use your imagination if you've seen the film. That's the 1985 version.
It would be time to learn then, old padawan.Lateralus wrote:I picked Wolf 3D as its maps are so basic compared to what we get these days, just to properly put in context how bad I would be at any mapping project.
Given that I don't have much time for gaming these days, I'm not even going to pretend I'll have the time and the inclination at the same time so as to get involved in this. I'm not saying I wouldn't like to, just that it'll never happen at the moment I'm afraid.Baliame wrote:
It would be time to learn then, old padawan.
Have the ship's crew rob the fuel from the prison's generators, or crash into a pylon or something, might be easier to makeDog Pants wrote:Ooh, additional to mine - opening the bridge to stop the zombies lets the ship out to sea. Gives them a reason to let the survivors on board (I feel a need to tie these things together. Still need a reason to tie in the power failure coinciding with the ship).