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DammedIdeas.txt
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DammedIdeas.txt
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==========================================================================================================
EXTERIOR:
==========================================================================================================
• 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 Plan:
• 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 the earlier versions was actually better from recollection
^Was without fog)
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.
Plan:
• 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 all weapons from previous level. 1-way small drop into main level:
• 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 with metal grill/fence meshes that you can see through.
Assuming we put decorations there and everything...
• maybe 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:
==========================================================================================================
Plan:
• https://c7.alamy.com/comp/E5BG8M/hoover-dam-turbine-room-E5BG8M.jpg
• Checkpoint -> lower turbine -> Traverse wall -> upper turbine.
Current Turbine Room Dimensions:
• 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:
==========================================================================================================
Plan:
• 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:
==========================================================================================================
Plan:
• 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.
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