Title... I need a hobby lol. I have this idea for an objective/progression map cooking in my head for about a week now based off an old game design doc that I made but never finished; and theres no way in hell I'd be able to make a game on my own. Now that KF2 has an objective mode, I really wanna see if I can make this idea into its own map(s) with an arcing story, characters, and unique locations. I dont want to spoil the story because I think it would be the map's strongest point but I think what I got in mind is unique and fun. I also need to teach myself how to make maps but...
I need to know if my idea is doable in the first place:
1. Does there HAVE to be a trader inbetween waves? This honestly made me consider making my idea in KF1 because it seems like objective mode could have its own pacing vs KF2 which seems wave based. I want players to find their weapons in the first few waves since it would make more sense based on the setting (think of a dieselpunk WW2 bunker/lab) and I think it would be a fun way to mix up the core gameplay (I used to be a DM and i prefered if I had my players find their stuff or go to traders with limited inventories rather than just 'go to town and buy anything')
2. How big can a map be before the engine cant handle it? What I got in mind is comparable to a L4D campaign in length and I think splitting up the map into multiple seperate maps would kill some of the magic
3. Can zeds be pre placed or do they HAVE to be spawned in via waves? I was thinking inbetween main objectives the players need to get from area A to area B with zeds along the way.
4. Can music in KF2 work the way in KF1? (each wave and trader wave had its own dedicated song that would loop) I want to be able to control the tone and atmosphere of the map and as much as I love metal, it wouldn't fit the map
5. How hard would it be to make a map with its own trader voice and pod skins? I figure it can be done based on Steam Fortress with lockhart, I want something similiar with its own guide being the objective giver and trader voice
6. What is the wave max on Objective? I want 3-4 main areas with maybe 15ish 'waves'... I want to make a longer map where players start with tier 2 weapons and have more time with tier 3-5 weapons (I always wanted a quickstart mode in KF2 where players spawn with like 2000 dosh and get into the action right away rather than build up)
Any help is appreciated.
I need to know if my idea is doable in the first place:
1. Does there HAVE to be a trader inbetween waves? This honestly made me consider making my idea in KF1 because it seems like objective mode could have its own pacing vs KF2 which seems wave based. I want players to find their weapons in the first few waves since it would make more sense based on the setting (think of a dieselpunk WW2 bunker/lab) and I think it would be a fun way to mix up the core gameplay (I used to be a DM and i prefered if I had my players find their stuff or go to traders with limited inventories rather than just 'go to town and buy anything')
2. How big can a map be before the engine cant handle it? What I got in mind is comparable to a L4D campaign in length and I think splitting up the map into multiple seperate maps would kill some of the magic
3. Can zeds be pre placed or do they HAVE to be spawned in via waves? I was thinking inbetween main objectives the players need to get from area A to area B with zeds along the way.
4. Can music in KF2 work the way in KF1? (each wave and trader wave had its own dedicated song that would loop) I want to be able to control the tone and atmosphere of the map and as much as I love metal, it wouldn't fit the map
5. How hard would it be to make a map with its own trader voice and pod skins? I figure it can be done based on Steam Fortress with lockhart, I want something similiar with its own guide being the objective giver and trader voice
6. What is the wave max on Objective? I want 3-4 main areas with maybe 15ish 'waves'... I want to make a longer map where players start with tier 2 weapons and have more time with tier 3-5 weapons (I always wanted a quickstart mode in KF2 where players spawn with like 2000 dosh and get into the action right away rather than build up)
Any help is appreciated.