• MvM_Dustbowl - An idea
    9 replies, posted
[highlight]Yes I already posted this in Mapping, but it seems no one goes there and no one was responding so I'm putting this here. Sorry if that break some rules[/highlight] I'll start by making this clear. I haven't done any mapping in Hammer for ages, probably more than 3 years. My Hammer skills aren't exactly amazing, particularly in regards to triggers and all the other background stuff that goes into a map. [b]So my idea:[/b] Take CP_Dustbowl and convert it into a MvM map. Except it will be a little different. As Dustbowl is a staged CP map you'd need to take that into consideration. My idea was to break up the 3 stages of 2 CPs each into a 5 stages or "lives" (if you want to call them that). Basically you'd have 5 chances to defend yourself against all the robot hordes. If you lost in one game, you'd move up to the next area and try to hold that are for as long as possible, when you lost that one you move onto the next and so on. Eventually you'd either have killed all the waves and won, or you'd reach the last area and lose (the last CP, final area), thus losing the game. Because of the size of this, their would be quite a few waves, maybe 20 or more. This will probably take several hours to play. There would also need to be easy, hard and insane difficulty mission choices As each CP area is divided up by a series of small tunnels (such as the tunnel network between the first and second CP), not large enough for tanks, they would be the targets for the bombs. The bomb would explode, turning the tunnel into a large gaping path so tanks and such can roll on forwards. This all probably sounds rather confusing so I made a nice picture (Yes, it's in paint, and yes it looks like shit) [thumb]http://i.imgur.com/pF770.jpg[/thumb] Inaccessible - Can't get into these areas in CP, won't be able to get into them for MvM either A - Starting spawn area for the attackers. In MvM this area would be completely levelled so tanks and the giant robot troop carrier things can roll up forward. Should be made to look like it was bombed or something S1 - First defensive area. Is the first CP are in CP mode. Area would be slightly modified for MvM, I was thinking along the lines of a ramp so you can get onto of the shall shack next to the side tunnel, and opening up the top floor of the CP building so it is actually useful in this game mode B1 - First bomb target area. When the robots blow this area up it would be cleared enough so tanks can get through. When this happens a new round would begin so the defenders can reinforce their new defensive area in S2. At the start of the next round after the bomb goes off, the area would become the new spawn area S2 - Second defensive area. Is the second CP in CP mode. I'm not quite sure what changes to make B2 - Like B1, the area would open up when the bomb explodes so tanks can pass through, becomes new spawn area. S3 - Third defensive area of MvM. First CP area of stage two in CP mode. I was thinking you could open up the second floor of the northern left building, or at least put windows in it. Include a ramp so you can get to the second floor of the southernmost building B3 - Same as B1 and B2 S4 - Fourth defensive area of MvM. Second CP of stage two in CP mode. Large rock would need to be removed so the tanks can pass. Area outside defenders spawn would need to be widened so tanks can pass B4 - Just like B1, B2, and B3 S5 - Fifth defensive area of MvM, First and Second CP of stage 3 in CP mode. Not sure if this should be borken up into two stages or not, but I can't think of any area to blow up besides the very last CP. The path between the first and second CP would need to be widened a lot, or some other alternative thought of, so the tanks can pass. Other than that it won't need to much work B5 - The CP would just be replaced with a bomb hatch I guess Spawn room changes - New spawn rooms would need to be put in so you can get to the battlefield more quickly. I was thinking for S1 you could put a spawn room in the tunnel far north of S2, or the far south end of B1. S2 already has a spawn room. S3 you could use the building at the southern end of S3 or the tunnels in B3. S4 already has a spawn room. S5 already has one plus the shortcut route to the first CP area. [b]Cosmetic changes:[/b] As the leaders of Blu and Red are now dead, I was thinking the area should look like it's fallen into disrepair. This provides and easy explanation for why the buildings have changed (exploded) So when you pen up the top floor of a building you just remove the top and make it look liked it was bombed or something. The giant robot troop carried could move up to the next area as you lose areas. So when you're defending S2, the carrier would have moved into S1 and so on. [b]Tank and robot paths[/b] Here is another shitty MS Paint drawing: [thumb]http://i.imgur.com/E4eZU.jpg[/thumb] Red is robot paths, orange is tank paths, of course this could be changed [b]So?:[/b] Honestly, anyone can give this a go if they want. I was thinking I'd take a shot at it when I have my uni summer holidays. If I take a shot at it though, I'll need someone who is pretty good with all the triggers and background stuff involved in mapping. I'd probably also need someone who's half decent at modelling, maybe animate the bomb blowing things to high Hell and a few other little bits and pieces. So, any tips, suggestions, criticisms? Want to tell me I'm a moron? etc [editline]20th September 2012[/editline] I'm getting even less suggestions here than in Mapping...
niggaupload isn't showing the images for me
[QUOTE=gooooooooooogle;37734580]niggaupload isn't showing the images for me[/QUOTE] That's strange. Have you tried clearing you cache or simply cutting and pasting the links?
[QUOTE=download;37734652]That's strange. Have you tried clearing you cache or simply cutting and pasting the links?[/QUOTE] Just upload it by [url]www.uppix.net[/url] or [url]www.uppix.com[/url]
[QUOTE=download;37734652]That's strange. Have you tried clearing you cache or simply cutting and pasting the links?[/QUOTE] tried both, didn't work [editline]20th September 2012[/editline] internet explorer doesn't show them either
Seems Niggaupload is down atm... I'll reupload
[QUOTE=coverop;37734666]Just upload it by [url]www.uppix.net[/url] or [url]www.uppix.com[/url][/QUOTE] Imgur's better.
Images should be fixed now
Perhaps instead of 20 waves total, it's 2 waves per zone - 10 waves total.
[QUOTE=vexx21322;37734794]Perhaps instead of 20 waves total, it's 2 waves per zone - 10 waves total.[/QUOTE] That would defeat the point of falling back after losing an area. Anyway, waves aren't coded into the map, people will increase the size, number and strengths of wave to their choosing, like they currently do in MvM
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