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Team project

Posted: December 15th, 2008, 20:38
by fabyak
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?!

Posted: December 15th, 2008, 20:44
by Dog Pants
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.

Posted: December 15th, 2008, 20:45
by Dr. kitteny berk
Could be fun, and I'd certainly enjoy flexing my hammer gland again, but it'll probably be a complete bastard to organise

Posted: December 15th, 2008, 20:52
by fabyak
Whatever you can spare doggers!
Even if you don't make any bits we still will need ideas and stuff! (I've never made anything like this before so mine would take a while to sort out too!)

Posted: December 15th, 2008, 21:13
by Mr. Johnson
wouldn't it be a better idea to assist baliame with his campaign?
he's already putting the final bits on the first part, but i'm sure be the 3 other parts could use some 5punky input, and this way we won't get bored of it halfway through and quit it all the same.

Posted: December 15th, 2008, 21:13
by Gunslinger42
*looks at the ten or more maps he never finished in hammer*

mmmm. I never seem to finish maps, I always kind of lose interest in the idea for the map or I get frustrated with some minor mongy bits and give up

also it's a shame I didn't finish bonneville for css before css died

Posted: December 15th, 2008, 21:16
by Grimmie
I can probably do something ideas wise, but I'm a knowledge void when it comes to building stuff.

Posted: December 15th, 2008, 22:14
by Stoat
Gunslinger42 wrote:also it's a shame I didn't finish bonneville for css before css died
CS:S doesn't die; it hibernates.

Posted: December 15th, 2008, 22:51
by shot2bits
i would be happy to help out with this once i have l4d since i wont be able to configure hammer for it before then

Posted: December 15th, 2008, 23:09
by Baliame
Merry Werdmas indeed.

Posted: December 15th, 2008, 23:59
by HereComesPete
I went with werdmas. You are all bees.

Posted: December 16th, 2008, 0:17
by Baliame
Grimmie wrote:I can probably do something ideas wise, but I'm a knowledge void when it comes to building stuff.
You're creative. YOU HAVE TO LEARN IT.

Posted: December 16th, 2008, 1:51
by FatherJack
I never manage to finish any maps I start, big on grand ideas and sweeping themes, not so good on execution. It's also ages since I did anything, the last being a q2dm8 conversion for PS07's HL1 Surprise mod.

Posted: December 16th, 2008, 8:05
by Lateralus
Werdmas for me. My skills, patience and imagination would probably just about stretch to a simple Wolf 3D map.

Posted: December 16th, 2008, 14:56
by Baliame
Lateralus wrote:Werdmas for me. My skills, patience and imagination would probably just about stretch to a simple Wolf 3D map.
I wouldn't even call it a 3D. Its maps are describable by nothing more than a couple of 2D grids. 3D is an infinite number of 2D grids.

Posted: December 16th, 2008, 22:59
by Lateralus
:lol: 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.

Posted: December 17th, 2008, 14:42
by fabyak
Looks like we have enough for a campaign then if everyone takes one section (If need be you can pass it on to someone else if you can't finish or can't be arsed!) so now we need ideas!

Locations:

Events to happen:

Other things:

Start Point:

End Point:

Lets have suggestions!

Posted: December 17th, 2008, 14:48
by fabyak

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)

Posted: December 17th, 2008, 15:28
by Dog Pants
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.

Posted: December 17th, 2008, 15:32
by Stoat
Dog Pants wrote:some things
I rather like the sound of that.