Park Life [5 Players, Badlands, 128x192]
Park Life is a 5 player survival/role-playing map. Your goal is to survive by keeping quiet, traveling by day, boarding up by night, looting buildings, completing quests, etc. Hopefully you and your buddies can stay alive long enough for a convoy to arrive, which is rumored to pass through the city you're in. Although a zombie map is nothing new or innovative, the systems and gameplay I'm planning to implement will more than make up for that. Because zombies are attracted to noise, players are encouraged to use strategies and weapons other than their handy rifles and machine guns.
Storyline/Setting
In the early 21st century two large air conditioner manufacturers were founded. Blort Air Control Inc. and Total Conditioners Inc. These two corporations became in constant struggle and competition with one another. Often times, on a normal day, you might see an employee or inspector from Blort Air Control authorizing the removal of a Signature tan colored Total Conditioner, and vice versa. This sort of activity went on for many years, with each corporation never really gaining the upper hand... Until.
One year, a young and very bright executive working at Blort Air Control had the brilliant idea of expanding the company into a defense and weapons manufacturer. BAC began researching and preparing to start this new expansion, with the goal of finally gaining an advantage over Total Conditioners. But nearly at the exact same time, Total Conditioners had started researching an extremely interesting prospect; weather control. With these new ideas and innovations, the two corporations became very recognized with BAC influencing the citizens with
things like robotically enhanced limbs, short range teleportation devices, implanted micro chips, etc. Meanwhile, Total Conditioners had been working in cooperation with the government and the military, conducting experiments on the Earth's atmosphere and launching numerous expeditions into space. Eventually, all of these things that TC and BAC were doing, came down and affected the people of Earth.
You, your brothers and sisters, your mother and father, your friends, your cousins and everyone else.
In the year 2034 Blort Air Control finally released their patented "Infant Hazard Elimination Nano-fluids" or iHEN. With this new technology caring parents could inject iHEN into their children and have complete control over their limbs and general motor functions thus eliminating hazards these children could get themselves into. At the same time, Total Conditioners had basically become part of the government itself and therefore had no bounds or limits when it came to wreaking havoc on the Earth. Unfortunately, despite the good intentions of the two corporations, the things they were doing produced a lethal mixture for inevitable chaos. Which arrived soon after iHEN was released to the public. Because of the state of the general Idiocracy that people were living in, iHEN seemed to be left up to a bunch of uneducated monkeys. These uneducated monkeys began enslaving one another and doing generally very disgusting and horrible things. One day, while a Lightning Cannon station in Northern Canada was blasting electrical beings out of the upper atmosphere, it mis-fired and fatally hit a human being injected with iHEN. Strangely enough, the body stood up and began walking. It felt very hungry.
The Overworld [About two thirds complete. 23 buildings.]
The Overworld is where players will probably spend most of their time. The city is torn and ruined by a decade of destruction and chaos. In many places there are craters and broken pavement where the action has gotten especially heavy. On the outside the city may look abandoned, but if players are lucky they may run into wandering survivors. The Overworld is especially dangerous at night when the undead leave their hiding places to embrace the darkness. If you happen to see a black helicopter fly over, it would be wise to find a hiding place.
Gameplay
Combat: All players are equipped, by default, with a simple (A+Click) instant kill rifle. Although because gunshots make a lot of noise, players are encouraged to use alternate weapons like a knife, baseball bat, basically any blunt object that doesn't make too much noise. Not to mention ammunition is fairly scarce. Players will encounter two different groups of enemies; obviously hordes of zombies but also the much more organized and dangerous government/military presence.
Looting: Players have access to a fairly large city and mostly all of the buildings interiors. Loot is randomly generated all over the city and in the buildings at map start, which players may find difficult to survive without. Looting provides a few risks as well as benefits. Some buildings will have mini-bosses and special events hidden inside. Everything in Park Life has a use. From cans of cola to loose pieces of wood.
Survival: Besides fighting and looting, players should be wary of their vitality. Drinking too much filthy water or eating unpackaged food may cause infection and death. Players can suffer injuries which must be treated in some way or they will become crippled and unable to move and perform actions properly. Cripples may turn into zombies themselves and lose control of their bodies. Besides vitality, survival also depends on making decisions, especially when it comes to interacting with other survivors. Park Life is filled with risks, many of these can be avoided by sticking together and helping each other out.
Systems
VITALITY SYSTEM
The vitality system is simply a meter affected by 3 main things. Consuming food/drink affects the regeneration rate of your vitality. Injuries reduce your maximum vitality depending on the injury you're suffering from. You regain this loss of vitality once the injury is taken care of. Injuries tie into the cripple/revive system. Sickness makes your vitality slowly degenerate until death, this varies. You can avoid sickness by having a full vitality meter. Sickness can be treated in various ways, mostly by drugs.
ZOMBIE SPAWN SYSTEM
Zombies spawn in waves. A few variables affect the amount/frequency these waves come in. Players directly affect the noise variable, which in turn affects the different spawn levels. During the day, spawning happens every minute and 30 seconds. During the night, spawning happens every 30 seconds. Check below for details.
Code
Level 0 - Rare event.
On a very good day, players may encounter no zombies at all.
Level 1 - Wandering, minimal sound/combat.
This is the default spawn level, wandering players will usually only encounter this.
day: 1-2 zombies per spawn
night: 2-3 zombies per spawn
Level 2 - Looting, average sound/combat.
Players will probably stay at this level most often during day time.
day: 3 zombies per spawn
night: 4-5 zombies per spawn
Level 3 - Looting, engaging most enemies, more sound/combat
This level will be normal for most nights.
day: 4 zombies per spawn
night: 5 zombies per spawn
Level 4 - Looting, engaging most enemies, using vehicles, lots of sound/combat
Players will only reach this level if they antagonize/provoke most enemies and drive vehicles
around.
day: 6 zombies per spawn
night: 7-8 zombies per spawn
Level 5 - Looting, engaging most enemies, using vehicles, obnoxious/loud sounds/explosions
This is the max level. Players will only reach this level if they're overly loud, especially at
night.
day: 8 zombies per spawn
night: 10 zombies per spawn
On a very good day, players may encounter no zombies at all.
Level 1 - Wandering, minimal sound/combat.
This is the default spawn level, wandering players will usually only encounter this.
day: 1-2 zombies per spawn
night: 2-3 zombies per spawn
Level 2 - Looting, average sound/combat.
Players will probably stay at this level most often during day time.
day: 3 zombies per spawn
night: 4-5 zombies per spawn
Level 3 - Looting, engaging most enemies, more sound/combat
This level will be normal for most nights.
day: 4 zombies per spawn
night: 5 zombies per spawn
Level 4 - Looting, engaging most enemies, using vehicles, lots of sound/combat
Players will only reach this level if they antagonize/provoke most enemies and drive vehicles
around.
day: 6 zombies per spawn
night: 7-8 zombies per spawn
Level 5 - Looting, engaging most enemies, using vehicles, obnoxious/loud sounds/explosions
This is the max level. Players will only reach this level if they're overly loud, especially at
night.
day: 8 zombies per spawn
night: 10 zombies per spawn
Post has been edited 17 time(s), last time on Aug 14 2012, 8:32 pm by samsizzle.
None.