Escape De Teoria De Zombies Para Zombie Mod

Páginas: 12 (2941 palabras) Publicado: 23 de octubre de 2011
This theory is for the Counter Strike: Source's zombie escape mod. This is intended to high a headlights to anyone interested in making a zombie escape map.

Introduction

I (Motanum) have made 3 (Almost 4) zombie escape maps, I have mapped for a year, and I take a close look at my maps. This tutorial contains information, which I hoped I had known when I started mapping for Zombie Mod. Iwill use some maps names as example. I am sorry if your map is mentioned, but instead of ranting about how bad my maps are, take a deep breath, and maybe realize there is something you could change about your map to make it more enjoyable.
Always keep in mind the objective of a zombie escape map which is the escape. The simple way to divide an escape map is in three: the beginning, the middle andthe end. Simple, but some maps fail to follow this rule. And as a consequence they are messy, hard to follow, and/or end up in a rage votemap.
The Beginning

I cannot stress this enough. The beginning is the most important part of a map. It is where the players first spawn, until they need to run away to escape. If you do not have a good start, then the map will fail very early, and will bedeemed as impossible or annoying by players.
There are many ways to make a beginning. You can have many places where players spawn, and have them converge, or start all at the same time and converge later in the intermediate part. It does not really matter, feel free to choose one. What you must do, is to make sure you follow this set of rules, so that you have a strong start.
-Add more than 72 spawnentities
-Make players escape individually by themselves for about a minimum of 30 seconds before the first mini-survival.
-Make alternative paths, which must not have a maximum difference of 5 seconds.
-No, terrorist filter activated stuff
-Make it easy to follow.
It is very frustratingfor players to not be able to join a team because there are not enough spawn sites. Usually servers have alimit of 64 players. But I have seen some servers (Not zombie servers) which are up to 72. Just add more than 72 spawn sites incase one of them is corrupted. Also ensure to lift them a bit so players do not start stucked!
You must make them run for about 30 seconds, because some servers do not bring the selected zombie back to the spawn zone. The first zombie is chosen no later than 30 seconds,so if you place a mini-survival before that, there is a good (more like bad, for humans) chance that the lead humans will turn into zombies, and the map will culminate in a fail run. As fun as this might sound, this is very frustrating, gives the feeling the map is broken. By making alternative paths, you decrease the chance of all humans being turned into zombies. If you have 3 paths, and 1 isturned into zombies, you would still have 2 human groups for them to survive.
Please no terrorist-human activated stuff. I mean no barriers that will block a team. You might think that you are stopping zombies, but if the zombie has not been chosen, then there is a chance that you are stopping innocent terrorists. Keep the filters for after the first mini-survival.
Make the path easy to follow,people should get an idea of where to turn on the first run! Do not waste their time trying to find a path. More on guidance later.
Worst offenders for a start
-ze_stargate_missions, at the spawning time, it can get very complicated to follow on the first run, and the first rounds are annoying. Most of the time, people spend it been lost. -ze_lotr_helms_deep, the start is buggy, the right sidespawn zone, is shorter, and if a zombie is chosen there first, there is a chance it will screw up many people, not to mention that gate will open at the time humans are running.
The Middle Run

This is a simple part of the map, the escape run. Try to make it gentle and nice. Do praise the fastest humans, but without punishing the last human. Keep these points in mind, when planning your map....
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