Skip to content

Latest commit

 

History

History
234 lines (179 loc) · 9.21 KB

DammedIdeas.md

File metadata and controls

234 lines (179 loc) · 9.21 KB

EXTERIOR:

Design:
- Dominating Dam wall/scenery like this. https://i.imgur.com/sl0C3KC.jpeg
- Work on terrain/decorations around helicopter.
- Design it like an Obstacle Course.
Bridge Reference Images:
1. https://steamcommunity.com/sharedfiles/filedetails/?id=2110820127
2. https://steamcommunity.com/sharedfiles/filedetails/?id=2110819856
3. https://steamcommunity.com/sharedfiles/filedetails/?id=2110819575
4. https://steamcommunity.com/sharedfiles/filedetails/?id=2110820757
Bridge Design:
- Metal girder SM can be reskinned, scale it bigger, use as bridge beams.
- Design stone buttress/support things with bsp + texture.
- Possibly better skin.
- top level of the bridge with bsp too.

STALKER ARENA:

Heavy, dark, oppressive atmosphere
(the atmos we had going on without fog was actually better from recollection).
Stalker Sex Dungeon:
- 25% chance to spawn grafitti on the cell at the very end of each intersection. (Abandoned Idea)
- 4-way cell cross.
- Other corridors could look like repurposed store rooms or caves (more cages?).
- Put stalker spawns in the roofs of all the cells? (vent/hole)	
- Porn shoot room might want a filming equipment storage room or closet.

CRAWLER PIT:

Progression = Hive style industrial walkways -> foreman office -> toilets -> Air Ducts -> canteen ->
	      extension room -> Hazard Room -> offices/Air Duct 2 -> Tilted room -> End.
General Design:
- Top level = https://i.imgur.com/yKUe5lB.jpg
- Lower flooded level = https://i.imgur.com/uQSQ8tf.jpg
- Brighter lighting, experimental dust/halo mesh spanning almost entire level.
- Locker room at start with weapons + armour. 1-way small drop into **main area**
- Regular wave level with some parkour. (holes in floor/broken catwalks)
- Top level has regular early wave spawns.
- Lower level = knee-high murky water + FULL of crawlers.
- Katana on lower level.
- Elevator for lower->upper level access.
Toilet corridor:
- Draft 2 = Thicker corridor, double doors at end, trap for noobs.
- ventilation shaft to the left (foreshadowing). 
- Repurpose fusebox decorations.
Hazard Room:
- Decorated with pipes and grating.
- Full of acid environmental damage (will change to electrical).
- Requires careful navigation or objective to deactivate.
- Wave of zeds.
Tilted Room:
- Water pump obj - you could put a floating obj marker when you get near it.
- Delete otherwise.	
End:
- Broken stairwell, through locked door.
- Requires getting past a scrake and operating keypad.

TIGHT FP:

- 3 levels worth that progressively get harder.
- Use the narrow pipes in floor to bump at crucial seconds. (2-3)
- Aim = Frustrate Sharpshooters
- Add broom closet to FP level 1
- Extend roof at 3rd level end, railings + ladder + raised corridor for surprise Mario FP.
Tight FP Stair transitions:
- https://i.imgur.com/coiUCTL.jpeg
- Each stairwell, 7 flights of steps.
- Each platform would have classic barricade/burning doorway for zed spawn.
To do:
- Central pillar on both stairs is just 1 bsp, So delete it.
- Replace pillar with metal grill/fence meshes that you can see through.
- Decorate with lots of vertical pipes surrounded by mesh.
- Water drops/rushing water sounds.
- Make all the spawn points in the stairs proximity-based? (fp stair waves retriggerable?)
Inspiration:
- KFO-RE-Mansion FP Basement.
- The Long Dark - https://steamcommunity.com/sharedfiles/filedetails/?id=2110823863
		- https://steamcommunity.com/sharedfiles/filedetails/?id=2110823587

TURBINE ROOM:

Design:
- https://c7.alamy.com/comp/E5BG8M/hoover-dam-turbine-room-E5BG8M.jpg
- Progression = Checkpoint -> Lower Turbine -> Traverse Wall -> Upper Turbine.
- Turbine room BSP = 1200 height, 4000 width, 800 breadth (Add more breadth).
Lower Turbine:
- Loose combat wave (lower turbine). 
- zeds jump down from side entrances, mostly focused on opposite end.
- Upper Turbine area is restricted by some means (rubble?).
- Timed (FP) Door bursts open to wall so lower turbine is hold or die.
- Few obstacles, but lotsa pipes and wiring for the turbines.
- Maybe part see-through turbines? -> https://steamcommunity.com/sharedfiles/filedetails/?id=2110822682
				   -> https://steamcommunity.com/sharedfiles/filedetails/?id=2110822936
Upper Turbine:
- Defined walkway.
- Spawns should hopefully get really intense so it needs to be wide.
- obj = "Turbine Start-up Procedure: Stage 1/3"
Notes:
people get lost on foundry & kfo-west because it doesn't make sense at all.
Loud sound effects should clue you in at least. Sound design will be key.
Even with obvious HUD people will ignore it :c (official maps work 'coz voice-overs)

Use engine sounds.
Stack more as it powers up further
Maybe make some lights on it (dynamic lights).

DAM WALL:

Design:
- Spawns falling from top of wall, in front and behind.
- Plenty husks, sirens, fp, scrakes, bloats to knock off into the abyss.
- Burning city skyline art in background, or whirling blizzard.

Found equipment: Dwarfs Axe, ZED Blower, Seeker Six.

TLD Dam wall Preview = https://youtu.be/eRCB_8Cf0aQ?t=170

PATRIARCH:

Design:
- Helicopter on roof (via upper turbine -> dam wall access?) 
- It may get blown up. D'oh.
- Players escape via train cutscene KFO-Transit style.
Train:
- Accessed via one last elevator or something fancy. 
- Underground train station.
- Pre checkpoint and respawn before ofc.
- Train obj = power/fuel/weld
- Players have to work together and hold out.
Boss:
- When acheived, they escape via train and cutscene. 
- Kevin reveals himself as a stowaway.
- Players teleported to checkpoint secretly mid-cutscene.
- Now aboard "moving" train (repeating scenery).
- Players teleported to checkpoint secretly mid-cutscene.
- Jump air resistance can be represented by horizontal PhsyicsVolume gravity.
Inspiration:
- Taken from KF-Train, but improved, without shitty scaling on meshes and other visual bugs!
Sidenote:
Myrmuz did once suggest blowing up the Dam on the escape cutscene Half Life style.
    rip budget, wait a minute, what budget? When do I get paid?

GENERAL IDEAS:

Waterworks:
- Helicopter crash has big horizontal smoke emitter.
- various windows in the interior have a bright light with a similar smoke emitter.
- Colour the smoke whitish? (frosty air)
WestLondon:
- swirl emitters in the air.

TO DO:

- reviewing installed lighting.
- extensions + decorations for vent shafts.
- Tight FP stairs spawns.
- Tight FP 3, Mario corridor.
- Tight FP 1, Broom Closet.
- Check all zone portals.
- Hazard room needs reviewing, electrical and such.
- Dumb lever obj for the pump (HUD icon or delete)
- Review puter room/call elevator objective too.

GARBAGE/DESCRIPTION TEMPLATE:

Boss Arena: [h1][b]General Information[/b][/h1] This remake fixes some nasty original map [b][i]features[/i][/b]. [spoiler]for more info spam comments section[/spoiler] [list] [] Patriarch's spawn in tested, delayed intervals (usually as pairs). [] Built-in voteable Hard Mode. [] Amounts of dosh given feels more balanced. [] There's a second level, with planks, cover and all your wildest dreams. [] Additional armour and high tier weapon pickups (with consistent spawn % for all difficulties). [] Scripted pipe bombs near blocked off Patty spawns. [] Addressed zed pathing issues. [] And more fun additions such as a replacement for the siren wave. [/list]

[h1][b]Whitelist Status[/b][/h1] [list] [] Dedicated server: all clients will level up, get achievs. [] Listened server: all clients will level up, get achievs. [*] Solo: (and you guessed it) Still whitelisted. [/list]

[h1][b]Technical Information[/b][/h1] ① This is simply a map, no embedded mutators or whatever. To edit/remove pipe bombs search for the tag "PipeSpawner" in the actor class browser and delete or navigate to the scripted triggers -> AI Script. ② 'SkipWave' event command will skip to next trader (but use at own risk on normal mode). ③ The optional Hard Mode features pat spawns without timed intervals, for the classic BossArena experience. ④ Pat spawns are storymap style, so if the probability works out (and you're a lucky bastard) you could have all of the patriarchs spawn in the same room.

[h3][b]Game Mode[/b][/h3] [code] Objective [/code]

[h3][b]Download Link for evil people who refuse to like and subscribe, or admins[/b][/h3] https://www.dropbox.com/sh/1zuch8rcbo6addy/AACmRci6wVgyAGQbvRzhtVeda?dl=0

[h3][b]Credits[/b][/h3] Pathing, debugging - [url=steamcommunity.com/id/NikC-]FagC[/url] Testers - [url=https://steamcommunity.com/id/mukanshin0/]Shino[/url], [url=https://steamcommunity.com/profiles/76561198114455061/]Myrmuz[/url], [url=steamcommunity.com/id/naksiloth/]Naksiloth[/url], [url=steamcommunity.com/id/NikC-]FagC[/url], [url=https://steamcommunity.com/id/WARIOXD]WarioXD[/url] and more. Test server permissions - Heller's egocentric bindspammer server, 108.61.112.65:7707