Author Topic: Mapmaking logistics hell [halp?]  (Read 58 times)

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Offline Travelsonic

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Mapmaking logistics hell [halp?]
« on: February 21, 2011, 05:16:41 PM »
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About a week or so ago while playing on Zombie Survival I got the idea to make a map replicating Sonic the Hedgehog's Scrap Brain Zone.

There are some ideas I am having regarding this map that are, logistically speaking, driving me a bit nuts.

I admit I haven't really made maps since Half-Life 1 [PRE-SOURCE HL1 too], and my limited SUCCESSFUL dabbling in HL2 mapmaping was almost 3 years ago, but being a computer science major who has to learn things on the fly (and rapidly to boot), I don't think the changes will be too hard to adapt to in the end.

How difficult would it be to make a trigger that played music ONLY for the user who hit it [as in not broadcasted across the map for everyone], where the user can trigger the music starting / stopping the music for himself at will [without affecting other user's choice or lack therefore]?
 
I was thinking about making this option where if you wanted to hear the level music while playing without disturbing everybody with micspamming the song or forcing them to voice chat over it, you could - and turn it off for yourself, it sounds like it is do-able, but what would be the best means of achieving this?

2nd thought:  When the map loads initially, would it be possible to do something, maybe a LUA script, where the level loads and does a title card thing like in the actual Sonic the Hedgehog game?
[As seen in this Youtube video]

« Last Edit: February 21, 2011, 06:14:21 PM by Travelsonic »
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Offline Rocket50

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Re: Mapmaking logistics hell [halp?]
« Reply #1 on: February 21, 2011, 05:18:28 PM »
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Oh god. From just looking at the video I can tell the map you are making will be like deathtime/lab.

Dont do it. Make some other innovative map that both zombie and human will enjoy.

Offline Travelsonic

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Re: Mapmaking logistics hell [halp?]
« Reply #2 on: February 21, 2011, 05:24:56 PM »
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Oh god. From just looking at the video I can tell the map you are making will be like deathtime/lab.

Dont do it. Make some other innovative map that both zombie and human will enjoy.

Relax, the map most likely won't be as deadly as the actual Scrap Brain Zone [for one, most of the hazards from the actual level would probably be just for show - inop buzzsaws and sparing probe thingies] - and exploration wise would be kinda interesting the way the tunnels/covered areas in Act 1 could translate over to a 3D environment.  Dare I say the level layout could actually prove to create a good balance between zombie and humans accessibility wise, as opposed to what a lot of maps I've played on ZS had, where humans could cade themselves in easily and just stay in their makeshift bunkers for X period of time in the game.


« Last Edit: February 21, 2011, 05:34:25 PM by Travelsonic »
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Offline Mr. Franklin

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Re: Mapmaking logistics hell [halp?]
« Reply #3 on: February 21, 2011, 10:33:21 PM »
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make a map that is rp'ish is what you might be looking for, many players dislike death lab or what ever maps they are, they also they need something even for both zombies and human, so don't make it like a deathrun map.
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Offline Travelsonic

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Re: Mapmaking logistics hell [halp?]
« Reply #4 on: February 22, 2011, 06:07:15 AM »
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It, right now, is looking more and more like the last part of Chambers layout wise.   Look, the Genesis level is infamous for easy death, that doesn't mean I need to make the map as hazardous as opposed to more explorable an expansive.

Perhaps later, when I'm at home, I can provide a screenshot of my work so far.
« Last Edit: February 22, 2011, 06:43:09 AM by Travelsonic »
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