Planetary Battlegrounds Z
Beta 00
Yes
http://ift.tt/1GtzYHN
http://ift.tt/1wI0ldK
http://ift.tt/1wI0ldS
http://ift.tt/1wI0ldU
http://ift.tt/1wI0ldZ
http://ift.tt/1wI0iPe Queeg
http://ift.tt/1GtzWzK spoiler
http://ift.tt/1GtzYYf
http://ift.tt/1wI0j5E
http://ift.tt/1GtzYYi Boot
KFO based off my Zim's Home-Base map
Credit to JustFilth for some decorations used off of Filthscross in front of lowest trader.
Also used some sounds from an old game called Dark Colony. Map has influences from Monty Python, Red Dwarf, Empire Strikes Back, Dragonball Z, Dragonball Z Abridged, Team Four Star, and last but certainly not least Invader Zim.
Player enters house, short info and money given then trader. There is no "build up" and I didn't want money to be a factor since the players are expected to deal with FPs and Scrakes etc first attack wave. 10k is given at the start and no other bonus is given until after 5 battle sessions, then one last bonus before the triple Pat.
Player enters house, info. Roof Trader. Go to, then defend computer area... room is larger than area player needs to be in for timer.. 2 mins
Trader time <no bonus> then go to and defend another area.. area is smaller and timer area is whole room this time. 2 mins also but room features 6 teleports and one entry.
Open Departure Lounge by pressing button on wall, text indication and bright signs for switch. Enter area for Information then a Trader <no bonus>
Trader floor has been dropped down so players are trapped in trader.. this was the only way I could figure out to make a reliable teleport work for the team, stragglers are teleported if not in trader.
The next is a series of Gauntlet type situations where the player has to run through a whole spawn of zeds to shut them off and kill the rest.. the zeds spawn instantly and respawn instantly... once you have reached the location you finish off the zeds and get a Pat... No Trader until AFTER the Pat for each of the three worlds. Each world has a different set up but the gauntlet situation is the same... third planet is very hard, but once cleared the pyramid opens up and players enter to go back to Earth.
Next is an alternate way to win, lottery type.. or it could be in a team of 6 you can win if you sacrifice all the other players.. unsure how it will react in that situation. What I did was, I placed a Trader zone and six teleports... 5 of the teleports are death chambers while the sixth <and furthest away> causes a win.
This choice can be left to time out and you then get the final trader with bonus and a Triple Pat spawn...followed by a fourth comedy Pat spawn for the win.
Testing: Had some people in Alpha tell me the share cash mutator caused the map to fail at the third planet before the player could reach the trigger start for the zeds, also some indication issues were noted. He has a heavily modded server and found when he took out the share cash one the map worked perfect.
Other issues, I don't really understand how to get the players to where I want them. And respawns of dead players when I want them... I tried putting a delay in the doors for the world traders but the player still delays in respawn if dead... also the teleport stragglers seems rough in some spots... I have no idea if these zones can be triggered off when needed or what the logic is behind them... Im kind of amazed I was able to get them to work at all.
Another issue is the what the Pat spawns when he heals... it seems he does spawn stuff but it is random where on the map they get placed. The KFO actors use the zombie zone tags to keep the spawns local but the Pat seems to not know what zone he is in... not sure if I need to set up manual triggers for his helpers or if there is some volumes I can use as "zones" the pat will recognize. I know they are getting spawned because I had to put in a kill off for each pat since I was finding random frozen zeds all over the map. With the kill off the random zeds are gone but I still would like them in the zone with the Pat.
Thanks and enjoy, any feedback is always appreciated
DL Link - http://ift.tt/1GtzYYk
Size 22 megs
Beta 00
Yes
http://ift.tt/1GtzYHN
http://ift.tt/1wI0ldK
http://ift.tt/1wI0ldS
http://ift.tt/1wI0ldU
http://ift.tt/1wI0ldZ
http://ift.tt/1wI0iPe Queeg
http://ift.tt/1GtzWzK spoiler
http://ift.tt/1GtzYYf
http://ift.tt/1wI0j5E
http://ift.tt/1GtzYYi Boot
KFO based off my Zim's Home-Base map
Credit to JustFilth for some decorations used off of Filthscross in front of lowest trader.
Also used some sounds from an old game called Dark Colony. Map has influences from Monty Python, Red Dwarf, Empire Strikes Back, Dragonball Z, Dragonball Z Abridged, Team Four Star, and last but certainly not least Invader Zim.
Player enters house, short info and money given then trader. There is no "build up" and I didn't want money to be a factor since the players are expected to deal with FPs and Scrakes etc first attack wave. 10k is given at the start and no other bonus is given until after 5 battle sessions, then one last bonus before the triple Pat.
Player enters house, info. Roof Trader. Go to, then defend computer area... room is larger than area player needs to be in for timer.. 2 mins
Trader time <no bonus> then go to and defend another area.. area is smaller and timer area is whole room this time. 2 mins also but room features 6 teleports and one entry.
Open Departure Lounge by pressing button on wall, text indication and bright signs for switch. Enter area for Information then a Trader <no bonus>
Trader floor has been dropped down so players are trapped in trader.. this was the only way I could figure out to make a reliable teleport work for the team, stragglers are teleported if not in trader.
The next is a series of Gauntlet type situations where the player has to run through a whole spawn of zeds to shut them off and kill the rest.. the zeds spawn instantly and respawn instantly... once you have reached the location you finish off the zeds and get a Pat... No Trader until AFTER the Pat for each of the three worlds. Each world has a different set up but the gauntlet situation is the same... third planet is very hard, but once cleared the pyramid opens up and players enter to go back to Earth.
Next is an alternate way to win, lottery type.. or it could be in a team of 6 you can win if you sacrifice all the other players.. unsure how it will react in that situation. What I did was, I placed a Trader zone and six teleports... 5 of the teleports are death chambers while the sixth <and furthest away> causes a win.
This choice can be left to time out and you then get the final trader with bonus and a Triple Pat spawn...followed by a fourth comedy Pat spawn for the win.
Testing: Had some people in Alpha tell me the share cash mutator caused the map to fail at the third planet before the player could reach the trigger start for the zeds, also some indication issues were noted. He has a heavily modded server and found when he took out the share cash one the map worked perfect.
Other issues, I don't really understand how to get the players to where I want them. And respawns of dead players when I want them... I tried putting a delay in the doors for the world traders but the player still delays in respawn if dead... also the teleport stragglers seems rough in some spots... I have no idea if these zones can be triggered off when needed or what the logic is behind them... Im kind of amazed I was able to get them to work at all.
Another issue is the what the Pat spawns when he heals... it seems he does spawn stuff but it is random where on the map they get placed. The KFO actors use the zombie zone tags to keep the spawns local but the Pat seems to not know what zone he is in... not sure if I need to set up manual triggers for his helpers or if there is some volumes I can use as "zones" the pat will recognize. I know they are getting spawned because I had to put in a kill off for each pat since I was finding random frozen zeds all over the map. With the kill off the random zeds are gone but I still would like them in the zone with the Pat.
Thanks and enjoy, any feedback is always appreciated
DL Link - http://ift.tt/1GtzYYk
Size 22 megs
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