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Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 7:32 pm
by Magyk
I have decided to sell my soul to GtkRadiant and make a siege map. But I have extremely limited knowledge of radiant (i've poked around with it a little in jk2, but that was yeeeaars ago) and so I have decided to build up to a siege map by making a zombie map first.

Here are a few different choices, and they all sound exactly like what they would be.

Zombie Rooftops: Early on in the SP, there is a level where you jump around on the Nar Shadaa roof tops. Think of this map like that. Very easy to fall to your death, and maybe a few super-distant buildings to demo launch to (I'd have to find a way to make these zombie-accessible) Maybe teleporters between different buildings on the map.

Zombie Stadium: This map would be like a sports arena/Colosseum. Think like Desert arena area, but much bigger and more futuristic and less deserty. You'd be able to run around on the arena floor, in the seats, press/VIP boxes, and underneath the stands would be concession-type areas to run around in.

Zombmusment Park: Zombmusement park would be a an amusement park-themed map, think like Pacific Playland from Zombieland. It would have waterslides and stuff to slide down (one thing I actually do remember how to make from jk2) and triggerable rides like drop towers (would be a freefalling elevator) and rollercoasters (if I could figure out how to make them) - this would also have different areas like a house of mirrors/haunted house, etc.


Zombie Sulon: Possibly the most adventurous suggestion, for those of you who played JK1:DF2 back in the day, you know you go to Sulon - Kyle Katarn's homeworld, and you investigate his Father's house. This level in Jk1 always had a really creepy vibe, what with the old house being run down and stuff. In this map, I would aim to recreate Moran Katarn's farmhouse and the surrounding area.

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 7:45 pm
by GUARD!AN
The moving rail train level in JKA SP is by far my favorite level and I would jizz my pants if anyone actually made a siege map based on that (looking @ you too J3rk, Mike the Dragon, Duo)

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 8:44 pm
by Magyk
GUARD!AN wrote:The moving rail train level in JKA SP is by far my favorite level and I would jizz my pants if anyone actually made a siege map based on that (looking @ you too J3rk, Mike the Dragon, Duo)



This is why our threads always get derailed.

But I agree.

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 9:30 pm
by Turquoise Dragon
Agree with Guard, but I've got something else up my sleeve at the moment.

As for zomburbia, I don't think that would be really practical, as there is a view distance limit, past which your map won't compile. What killed my siege_castle map.

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 9:35 pm
by CHEW
I am decent at design, but i know nothing about setting it up for siege.

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 9:36 pm
by Magyk
Turquoise Dragon wrote:Agree with Guard, but I've got something else up my sleeve at the moment.

As for zomburbia, I don't think that would be really practical, as there is a view distance limit, past which your map won't compile. What killed my siege_castle map.


Removed that option.

This is precisely why you/jerk are going to be my mapping contacts. And maybe Chew can help consult too^

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 10:27 pm
by j3rk
I believe the rooftops idea is probably the most realistic balance of what you can accomplish with decent FPS in-engine while being a decent map to play Zomb0rz on. My real vote is an option that you didn't have list: a mall. That's what I started to do with Atrium but didn't finish the rest of the building. Maybe I should do that one day. But yeah, let me know if however I can help... I'll do what I can.

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 10:51 pm
by Magyk
j3rk wrote:Maybe I should do that one day..


This.

And I'll definitely be in contact, since you're the map master 'round these here parts. I'm sure I'll come up with a question or two. ;)

Edit:

I don't know how many of you ever played Twisted Metal for PS1 back in the day, but the rooftop level I plan on creating was/is inspired by that. Of course, it will be more reborn boss Academy and Zombified.

Re: Zombie Ma(p)gyk!

PostPosted: Wed Apr 11, 2012 10:56 pm
by Ramshi
how about a circus? with freaky clowns 'n shit

Re: Zombie Ma(p)gyk!

PostPosted: Thu Apr 12, 2012 6:58 am
by Maximus
The Corellia tram level and Coruscant rooftop level are my least favorite from SP (well maybe that and the Blenjeel sand worm mission). In short anything that involves more jumping than running. Mostly because SP has the annoying acceleration "feature" that doesn't exist in MP, which makes accurate jumping more difficult (maybe it's easier to yews on consoles?).

Maybe I'll dig out my discs for this - oh wait, I don't have them anymore. Never did play zombie in jka; I played it some in CSS; didn't find it too interesting. Gungame was more fun.