Posted: Fri Feb 26, 2010 11:45 am
So here are my thoughts, I only really had a quick think about it, but well they are ideas.
So I was thinking how awesome this map is and how it could still be a hit even as a relatively short co-op mission.
The start would have a barricade of some sort at the tunnel entrance from rebel spawn that only the jalopy can break forcing players to go through the mine first to access the map (barricade would be something similar to that currently at base main entrance).
Jalopy cannot be driven until a gas/fuel can is found and returned to the jalopy, which would be found in 1/16 places at the otherside of the base/map (as far as possible from spawn) also the main base second/back door/entrance (furthest from spawn will be closed permentaly, with a strong metal reinforced unbreakable door).
So to get to the gas can you are forced through the mines (looks like they either already are or can be hint brushed away from the rest of the map). So the mines is a good place for the first battle encounter, and I'd recommend zombies,fast,poision and zombines <- a mixture of all to be placed lying about in the main area of the mine (the main vis_leaf that is hinted away from the rest of the map) could even have them laying down on scripted sequences so as you get near them they stand up.
Hopefully most of the zombies will be dead before the players can make it through the mine, if not once all players exited the mine you could lay the zombies that are still alive back down with a ssequence just to conserve what npcs are moving about in the map.
So out into the main area, so players will have to go from the mine south all the way around the base to find the fuel can (to get the jalopy up and running and consequently access the main base eventually.
Npc placement out side the base really you only need npcs to occupy the battlements, four priority ones would be maning all four of the machine gun turrets. then I'd probably have another 4 snipers.
Also the combine mortar cannon (seen in brokenescape2a) is always nice to have where you have your mortar emplacement, so if players hang around too much or venture somewhere you dont want it'll rain down ion's from above.
Basically to make moving around the map as tough as possible. I'd have very little other combine outside whilst players are searching for gas can. Hopefully if the only weapon the player has is a pistol then the npcs should be firmly rooted for quite sometime. That's a total of 8 things going on, if the npcs die then perhaps a maker can replace them from time to time (If you have room fps wise for more other combine one or two normal combines with smg1s & with ability to throw grandes then even better). Also I like the idea of using the antlion thumper to get the antlions attacking you/whatever combine are about. Also bugbait would be a cool weapon to find so once assaulting into the base players if so wish can take the antlions into the bas, perhaps bugbait could be given once inside the outside base area or if map is too tough just bugbait from the beginning and have the antlions friendly to players with an env_global.
Once players gain access to the base you can upon the door breaking, either kill the mg's (theory is they are replaced by close combat weaponed npcs given their base is compromised) and stop their npc makers from making anymore of those two classes. Whilst allowing new classes to spawn in the base. But still shotgun soldiers and smg1 combine mainly. Could have one hunter aswell or save that for seperate encounter inside the base.
Base doors I thought would be cool to have buttons that require hacking? player must hold a button 30 seconds, and I'd add vent shafts near to those doors from where manhacks would spawn whilst the door computer is being hacked. once open stop hacks spawning. (so here players have to have bodyguards from other players whilst they hack). A bit like in co-op_wardogs.
Only combine elite inside the base and with shotgun or ar2 only. But I'd use the model inwhich they dont fire the ar2 alt fire. then you can have hunters inside too along with the elites, also some turrets that need to be taken down, more of the floor turret, ground turrets and ceiling turrets.
Then I'd use romka's female combine assassins and have them use the elite model that does fire the ar2 alt fire.
And I suppose at the end, no-one has tried getting an advisor into the game yet maybe they could be worked into the map. you could have it spin metal around, if not have a nice assassin hunter finale.
Oh and give the map 2-3 lives for player. No bonus lives.
So basically its just an awesome combine themed ep2 map with tough assault gameplay. weapons come available at stages through out the map starting from the weakest.
I think you could have a fairly good map just using those said npcs (no need for gunships,striders or heli's).
I think the map can have npcs you just gotta put some thought on what you want alive in the map where and at what time.
Oh and add a mine laying strider camera thingy outside when players are searching for fuel or/and driving jalopy<---seriously uder used npc in obsidian.
So I was thinking how awesome this map is and how it could still be a hit even as a relatively short co-op mission.
The start would have a barricade of some sort at the tunnel entrance from rebel spawn that only the jalopy can break forcing players to go through the mine first to access the map (barricade would be something similar to that currently at base main entrance).
Jalopy cannot be driven until a gas/fuel can is found and returned to the jalopy, which would be found in 1/16 places at the otherside of the base/map (as far as possible from spawn) also the main base second/back door/entrance (furthest from spawn will be closed permentaly, with a strong metal reinforced unbreakable door).
So to get to the gas can you are forced through the mines (looks like they either already are or can be hint brushed away from the rest of the map). So the mines is a good place for the first battle encounter, and I'd recommend zombies,fast,poision and zombines <- a mixture of all to be placed lying about in the main area of the mine (the main vis_leaf that is hinted away from the rest of the map) could even have them laying down on scripted sequences so as you get near them they stand up.
Hopefully most of the zombies will be dead before the players can make it through the mine, if not once all players exited the mine you could lay the zombies that are still alive back down with a ssequence just to conserve what npcs are moving about in the map.
So out into the main area, so players will have to go from the mine south all the way around the base to find the fuel can (to get the jalopy up and running and consequently access the main base eventually.
Npc placement out side the base really you only need npcs to occupy the battlements, four priority ones would be maning all four of the machine gun turrets. then I'd probably have another 4 snipers.
Also the combine mortar cannon (seen in brokenescape2a) is always nice to have where you have your mortar emplacement, so if players hang around too much or venture somewhere you dont want it'll rain down ion's from above.
Basically to make moving around the map as tough as possible. I'd have very little other combine outside whilst players are searching for gas can. Hopefully if the only weapon the player has is a pistol then the npcs should be firmly rooted for quite sometime. That's a total of 8 things going on, if the npcs die then perhaps a maker can replace them from time to time (If you have room fps wise for more other combine one or two normal combines with smg1s & with ability to throw grandes then even better). Also I like the idea of using the antlion thumper to get the antlions attacking you/whatever combine are about. Also bugbait would be a cool weapon to find so once assaulting into the base players if so wish can take the antlions into the bas, perhaps bugbait could be given once inside the outside base area or if map is too tough just bugbait from the beginning and have the antlions friendly to players with an env_global.
Once players gain access to the base you can upon the door breaking, either kill the mg's (theory is they are replaced by close combat weaponed npcs given their base is compromised) and stop their npc makers from making anymore of those two classes. Whilst allowing new classes to spawn in the base. But still shotgun soldiers and smg1 combine mainly. Could have one hunter aswell or save that for seperate encounter inside the base.
Base doors I thought would be cool to have buttons that require hacking? player must hold a button 30 seconds, and I'd add vent shafts near to those doors from where manhacks would spawn whilst the door computer is being hacked. once open stop hacks spawning. (so here players have to have bodyguards from other players whilst they hack). A bit like in co-op_wardogs.
Only combine elite inside the base and with shotgun or ar2 only. But I'd use the model inwhich they dont fire the ar2 alt fire. then you can have hunters inside too along with the elites, also some turrets that need to be taken down, more of the floor turret, ground turrets and ceiling turrets.
Then I'd use romka's female combine assassins and have them use the elite model that does fire the ar2 alt fire.
And I suppose at the end, no-one has tried getting an advisor into the game yet maybe they could be worked into the map. you could have it spin metal around, if not have a nice assassin hunter finale.
Oh and give the map 2-3 lives for player. No bonus lives.
So basically its just an awesome combine themed ep2 map with tough assault gameplay. weapons come available at stages through out the map starting from the weakest.
I think you could have a fairly good map just using those said npcs (no need for gunships,striders or heli's).
I think the map can have npcs you just gotta put some thought on what you want alive in the map where and at what time.
Oh and add a mine laying strider camera thingy outside when players are searching for fuel or/and driving jalopy<---seriously uder used npc in obsidian.