Items for a Zombie map, I can't think.
Post #1 BloodyZombie117 Feb 3 2012, 11:49 pm
Post #2
Tempz
Feb 4 2012, 12:46 am
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What a caterpillar calls death a master calls a butterfly.
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Herbs... Like Re Style
Green herb (heals X amount of Life) Red Herb (when combined with green increases amount of heal life) Yellow Herb (Increases max amount of life when combined with green herb) Rotten Food/Dirty water (Depends on the monster/animals you have in game) Rotten Flesh - Zombie? Rat Meat, Wolf Meat, Spider Meat (Etc) It effects the amount of max hp the player has so it forces the player to use it when they are low on hp and desperately need to heal Or perhaps it lowers you exp rate temporaily... or permanently until you find a heal station or something like that. Medical Kit/First Aid Kit/First Aid Spray/Healing Potion You can make these severally rare but these heal both the effects of rotten food and heal makes the player hp constantly heal temporarily or heal everyone around the player... List Of "Food" Ideas (atleast ones you probably haven't thought of) Purified Water Bacon Grass (gunslinger book ftw) Mines Place a mine... pretty simple could be a spider mine, you want to be careful with scarabs... a Infested Terran also works you have more control but the splash damage is higher so you should make the enemy hp low and the player hp high so this doesn't affect gameplay unless of course you want it to. Batteries/Flashlight If your game has a flashlight feature this could be a possible item idea... everyone hates being blind so maybe make it so you can see all other players until the batteries run out. Flare Basically drops a marker so the player can see that area temporally (Should be a item like a Psi Emitter or a Crystal) Adrenaline shot/Virus Suppressant (call it what you want) Something that revives yourself or a party member of course make this obscenely rare or cost a ton of cash I know you said not to put any op'd items but its not really op'd as long as they are made so rare that they are treasured like alot of survival maps that is the point. This post was edited 4 times, last edit by Tempz: Feb 4 2012, 1:07 am. ![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #3 BloodyZombie117 Feb 4 2012, 1:23 am
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Good idea, but I'm using a level system to increase health, plus I don't have vHP in this map to help with specifics. (Regen-X is the common healing item anyways)
This would most likely cause the zombies to have locations over them to drop items upon death... Great idea for a map with vHP zombies (Like the one I was working on) and if I go back to it, or make a different version, I can use this. Plus it would take up more units, something I can't really do since you have a small item pack (4 spaces in the beginning and 8 once you acquire a better pack) Again, I already have a common healing item, and I may make the medic class use the area effect heal... But that kind of steals from Hazard Zone, and I guess one more can't hurt. Ideas should be shared, not privately owned by a single map. Good, if I wasn't limited with units and spacing. But I've already gotten most of the things handled, except for the effects of the items, so it'd be a waste to change what I have now... Could be useful for later maps. I like the idea... Easy to include, and another way to deal with zombies. Good thing I have locations following only the specific units the player owns. (Hazard Zone had a good use of Scarabs, and I read that it doesn't hurt any player allied with the player)[/quote] If I knew how to make flashlights, it would be a good possibility... But since my map is more of a top-down view, it'd make some things that are hidden more easy to find... (The map may look square-y, but its the best to get the most space for a zombie game... I don't like little space with big maps.) Amazing idea, since the players are blinded... Just how would I go about making it so you can't see EVERYTHING around the thing... Since as I stated above, I don't want them looking into places they can't realistically. I have options to include a respawn system... Plus I don't really want to work with a poison system... Until I make a map that would deal with it. But I doubt that very much... Good stuff, very good for anyone looking for ideas... The two I find that I really want to add are mines and flares. Thanks, and hopefully someone makes a topic for ideas like this to help mapmakers get good ideas on what to include on their maps for added fun. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #4
Tempz
Feb 4 2012, 2:26 am
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What a caterpillar calls death a master calls a butterfly.
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-When the rotten flesh can be detected via death trigger and obtained automatically?
-Flashlight is easy just create a burrowed unit under the player (of computer) with shared vision with the player that constantly move under the player... more effective with inverted location + hypers. This post was edited 1 time, last edit by Tempz: Feb 4 2012, 2:33 am. ![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #5 BloodyZombie117 Feb 4 2012, 2:43 am
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It would also use up more units, which I can't really do... But basically that's what food spoilage does in the map. You just don't know that you have spoiled food, until you eat it and find your stomach rejecting it.
And that burrowed unit option would most likely slow down the players, which I don't want to do. Plus I need to keep locations open to make room for additional quests to do to get rewards like food, gun keys/parts, and money. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #7 BloodyZombie117 Feb 4 2012, 2:51 am
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At this state creating a flashlight would be more of a hassle. I've figured a flare should be sufficient enough. Its meant to be an exploration kind of map, where nothing is the same (Except the terrain and shops) to add more re-playability to the map. And the flashlight would give away too much... Even though it is a 256 x 256 map, it still feels way too small.
But thanks for the idea... Maybe I can work on making a map in the future with that feature. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8
Tempz
Feb 4 2012, 6:45 am
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What a caterpillar calls death a master calls a butterfly.
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I was playing so re and thought how about a knife...? (animation is killing a kakaru over the player (Bird thing from critters section)) This insta kills any unit near the player? (of course this doesn't apply to bosses unless the boss has vhp)
Food rotting is a great idea but how about some items like drugs that heal could give you drug dependance...? This post was edited 2 times, last edit by Tempz: Feb 4 2012, 1:32 pm. ![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #9 BloodyZombie117 Feb 4 2012, 3:04 pm
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The knife would be OP, unless I make it so that way it breaks after a couple uses... Kind of like Dead Rising there.
And basically I have a drug dependence on the booster shot. You can black out, lose max health and hunger. And that'd be either random or something... Then the only way to cure it is to visit the hospital, or get a specifically designed medicine to cure it. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #10
lil-Inferno
Feb 4 2012, 4:32 pm
Post #11
JaFF
Feb 4 2012, 5:48 pm
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You can get away with only a few locations for almost any number of zombies if you really wanted to. Unit Death Detection
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Post #12
UnholyUrine
Feb 4 2012, 10:02 pm
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I choose you!.. um.. if that's alright with you...
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I am totally ripping these from my own map Alpha Marines.
- C4 Alternative to Mines. It lays a burrowed unit Use it again to create an explosion @ burrowed unit. Capacable of killing heavier units (if you have any). (In order to create an unburrow-able unit that's burrowed, you create one that is burrowed for the computer, and then give it to the players, who has their burrowed ability disabled) - Barricade builder **Depends on your map.. If your maps are full of rooms/corridors, this will be good. Problem would be that AI is stupid and won't attack the barricades, making them too game-breaking Creates a Probe Probe can build pylons, which becomes machine shops. - Pipe Bomb If you have d-web or dark swarm free, you can use them as a "target". As long as you make sure that all players can only use 1 at a time. Create corsair/defiler with energy to d-web/dark swarm. D-web/dark swarm becomes the target A scourge or air unit spawns (can make it allied computer unit or P9-12 to make it not share vision) from you and moves towards the target, attracting zombies into it (with 2 locations on the scourge, ordering units to move into it) ??? Boom - Decoy Creates a hallucination. Good for scouting and defending. - Chainsaw Shameless plug, but go ahead and play Alpha Marines and check out the chainsaw there. Basically acts as a limited power-up (similar in L4D), where the chainsaw rips through everything but only lasts for like 10-20 seconds. Again, depends on the type of map you want. If you want bloody/gory, you can probably put this item spawn (make it so that it spawns very rarely). If you're going for strategic/always near-death gameplays, don't go for this lol... |
Post #13
Tempz
Feb 5 2012, 12:53 am
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What a caterpillar calls death a master calls a butterfly.
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I got the idea of sight
Motion sensor -Blind detector unit perhaps sci vessal or ob Search light -In certain areas maybe have turret to share vision in places that are way to open the melee weapon really should be added... chainsaw for time, knife for several uses, i think you start working on what you have before your list gets too long lol... ![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #14
JaFF
Feb 5 2012, 6:39 pm
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One thing to note: you can set as many bombs as you wish and have control over their individual detonation. Have the bomb represented by a burrowed hydra without the unburrow ability but with a lurker upgrade ability. Once you try to morph into a lurker, you can detect it (can't remember if you can detect morphing eggs; if not, have another comp owned burrowed unit with your unit to be able to cycle a location through them and detect if there is no player-owned hydra). The only problem is that you may have bits of vision of the map you don't want the player to have.
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Post #15 BloodyZombie117 Feb 6 2012, 12:19 am
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Most of the stuff I have already implemented in the map. The biggest problem I'm having so far is with weapon switching. Basically the only things I have to do to make this game complete is zombie spawning and quests.
And not everything is going to be added. I only have a limited number of units that would be good size for the backpack. Basically, I have almost everything I need for items... Just got to think of what the perfect small item would be. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #16
Tempz
Feb 6 2012, 3:45 am
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What a caterpillar calls death a master calls a butterfly.
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well you could use the resource items and smaller non units such as psi emitters... lings, dts, (don't use neutral units like usardons since the tend to move unless they are activated by barracks/dropship... if you using a dropship then look at the 1 space units first...
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
Post #17 BloodyZombie117 Feb 6 2012, 8:21 pm
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Resource units can't be created or loaded into dropships... I have it so there is an option to enable the items to respawn.
Plus, I got to thinking about how some games are. They have too much in them and they get confusing. The stuff I put in was used to fill a space for buying the items. I don't want this to get out of hand. I want it to be a replayable zombie map that everyone can enjoy time and time again. Also having units off to the side will interfere with the unit limit, since the map will be populated with buildings. So it wouldn't feel like your running through a town that had a chance to pack up everything and escape. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #18
Tempz
Feb 7 2012, 1:36 am
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What a caterpillar calls death a master calls a butterfly.
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I agree the best game philosophy is easy to pick up and play hard to master. anyways gl with the map.
![]() ![]() ![]() ![]() ![]() ![]() Truth hurts. Maybe not as much as jumping on a bicycle with a seat missing, but it hurts.
- Drebin (Naked Gun 2 1/2) Pm me for terrain requests (Jungle mostly) |
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