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[WIP] mp_deathrun_village

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Hi, this is my new map I'm currently working on called mp_deathrun_village. This map is based on a dark and dreary town.


DOWNLOAD: http://www.mediafire.com/download/ne231mx9ei7d072/mp_deathrun_village.rar
Difficulty: Hard
Map Length: Pretty long, (could be compared to dragonball or islands)
traps: 9

1. Moves radiation zone randomly throughout the first pathway
2. Giant earthquake that lasts about 30 seconds

3. Spins some brushes 360 degrees forever

4. Sinks some of the platforms in the water, causing it to be very difficult.

5. Spinny floor in the water, nothing special

6. Part of the construction zone breaks

7. Some more of the construction zone breaks

8. A really hard trap, with 3 brushes that move crazily.

9. Moves some brushes up and down, makes the 8th trap even more difficult to time.

Secrets: There will be quite a few secrets, I would say 10 or so, and a big easter egg/secret. (lots of explorable area, this is why there are so many secrets.)

Pictures


iPIie.jpg
i4liN.jpg


nkjtK.jpg

wCopk.jpg





I may still add a tornado to the map :)

Please report any bugs, biggrin.png

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the gaps on the bridge looks awfully awkward and massive buildings in a village, wut?

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the gaps on the bridge looks awfully awkward and massive buildings in a village, wut?

 

Lol, I just came up with the name randomly, it can always change :) As for the gaps, I can add more detail to make the bridge look like it's actually been destroyed. :P

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I'd say, make it look like the bridge is broken, something like this:

900max_final-destination-5-096.jpg(From Final Destination 5)

 

And I'd love to see more detail on the bridge in general. ;)

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I was really getting pumped looking at the screens but I saw the whole secrets thing.

Please, PLEASE don't spend time on the secret!! You'll end up trying to make the secret better than the actual map. Treyarch did this with bo2 and focused on easter eggs in nazi zombies. Yea... that didn't turn so good, the maps felt rushed. Also, people will do the secret instead of the map because if you make a codjumping secret or something like that where you don't die, everybody will take that easier route and waste 3 minutes of precious time.

But yea the map looks really epic!

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I was really getting pumped looking at the screens but I saw the whole secrets thing.

Please, PLEASE don't spend time on the secret!! You'll end up trying to make the secret better than the actual map. Treyarch did this with bo2 and focused on easter eggs in nazi zombies. Yea... that didn't turn so good, the maps felt rushed. Also, people will do the secret instead of the map because if you make a codjumping secret or something like that where you don't die, everybody will take that easier route and waste 3 minutes of precious time.

But yea the map looks really epic!

 

I get this, it's my fault for not explaining myself. This will in no way be a codjumper secret, or a way to pass the map easily, what I was going for here was a sort of ''scavenger hunt'' type deal. Basically, with all of the open parts that I'm adding to this map, It would give players a reason to explore the map and find cool little funny easter eggs. So no, this will not be a normal boring gay codjumper secret in a deathrun map, it will be a secret to have a nice laugh, and to keep playing the map!

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This looks alot like the unreleased map 'mp_dr_bridge' by AoD'Banaan, probably because you're using exactly the same prefabs

 

A block of flats in a village?...

 

UPDATE: Added some more of the pathway thumbsup.png

dpqiB.jpg

 

 

I'd really recommend shying away from using so many prefabs

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I'd really recommend shying away from using so many prefabs

 

I've changed most of the prefabs, and as I said previously, I doubt the name will stay as it is.

 

I also need some unique trap ideas and a new name for the map :/

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Maybe make it so it is not to explorable. The last thing we want it people camping and fucking around... wasting time. I think i speak for everyone here... I HATE watching people fuck around just to be the last jumper.

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Maybe make it so it is not to explorable. The last thing we want it people camping and fucking around... wasting time. I think i speak for everyone here... I HATE watching people fuck around just to be the last jumper.

Could add a moving "danger" that follows you from spawn at a very slow rate. This way, a map can be explored but only for so long. The "danger" can be anything from a tornado to a floating penis etc. Use your imagination ;)

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Hmm, I may add something like that, so great thinking as I too do not enjoy people messing around ;), I like the tornado idea aswell, but how fast should it move? :P

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Hmm, I may add something like that, so great thinking as I too do not enjoy people messing around ;), I like the tornado idea aswell, but how fast should it move? :P

As unnamed said it will take a lot of play-testing to find the right number ;)

I'm still 'balancing' things in twitch like wait times, move times, speed, etc. to better suit gameplay.

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Updated first post, added the crashed helicopter, fixed a few bugs and added a construction zone area as part of the main course. Pics coming tomorrow

:) .

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Sorry for double post ^^

____________________

 

I seem to be getting an error

 

HkzN5.jpg

 

 

I will show you the full script if you add me on xfire, synd555. Please help! D:

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 player setPlayerAngles( jump.angles );
                    player setOrigin( jump.origin );
                    player takeAllWeapons();
                    player giveWeapon("m40a3_mp");
                    player giveWeapon("remington700_mp")
                    if( isDefined( level.activ ) && isAlive( level.activ ) )
                    {
                            player freezeControls( true );
                            level.activ freezeControls( true );
                            level.activ setPlayerAngles( acti.angles );
                            level.activ setOrigin( acti.origin );
                            level.activ takeAllWeapons();
                            level.activ giveWeapon( "m40a3_mp");
                            level.activ giveWeapon( "remington700_mp");
                            level.activ giveMaxAmmo( "m40a3_mp");
                            level.activ giveMaxAmmo( "remington700_mp");
                            level
                            wait 0.05;
                            player switchToWeapon( "remington700_mp" );
                            level.activ switchToWeapon( "m40a3_mp" );

 

 

Here is part of the script i'm using, thanks again to Unnamedplayer :wub:

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player setPlayerAngles( jump.angles );

                    player setOrigin( jump.origin );

                    player takeAllWeapons();

                    player giveWeapon("m40a3_mp");

                    player giveWeapon("remington700_mp");

                    if( isDefined( level.activ ) && isAlive( level.activ ) )

                    {

                            player freezeControls( true );

                            level.activ freezeControls( true );

                            level.activ setPlayerAngles( acti.angles );

                            level.activ setOrigin( acti.origin );

                            level.activ takeAllWeapons();

                            level.activ giveWeapon( "m40a3_mp");

                            level.activ giveWeapon( "remington700_mp");

                            level.activ giveMaxAmmo( "m40a3_mp");

                            level.activ giveMaxAmmo( "remington700_mp");

                            level

                            wait 0.05;

                            player switchToWeapon( "remington700_mp" );

                            level.activ switchToWeapon( "m40a3_mp" );

 

 

Here is part of the script i'm using, thanks again to Unnamedplayer :wub:

you're missing a semicolon where i've marked red.

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you forgot the semicolon at player giveWeapon("remington700_mp");

 

Edit: Darmuh was faster :c

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Ahh I figured it was a noob move like that, just couldn't spot it :facepalm:

 

Ty guys

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Yeah getting another error that I can't find the fix to..

 

cKpB1.jpg

 

 

 

Here is the script:

 

radiation()
{
rads = getent("radzone", "targetname");

for(i = 0; i < rads.size; i++)
rads thread onEnter();
}


onEnter()
{
while(1)
{
self waittill("trigger", player);
player shellshock("radiation_low", 3);

if(isdefined(player.radcount))
player.radcount++;
else
player.radcount = 0;
if(player.radcount >= 80)
{
player suicide();
player.radcount = 0;
}

wait 0.5;
}
}

 

(it was working before, then all of the sudden getting errors :s )
 

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