Hello world, hello forum.
...Hi Zeds.
Been messing around with the Editor for a bit now, and a spur-of-the-moment-shenanigans, decided to throw together a old log-cabin style building, and thought to myself whether or not making a map that focused on a relatively small, dense area where players are tasked with holding a single building during the Attack phase and scavenging outside in the Trading phase.
Wanting to know if people may be interested in this as a idea, as such, seeking constructive/general feedback, ideas, suggestions, free hugs, etc.
Alrighty, using a Red-Yellow-Green light system for safety's sake.
Red; The Main doors, and thus main entrance points.
Yellow; Wide Windows, Specimens/Zeds/Party Crashers can enter here.
Green; Thin Windows that Zeds cannot enter, but can be fired through - by both human and non-humans with ranged attacks.
Notes:
1] I intend to make this a moon-light, fairly dark map, only the House will have good lighting, and may be linked to a Generator outside.
2] The External Double-Doors will be fairly strong and made of metal.
3] Internal Double-Doors are wooden.
4] Internal Single-Doors are weaker-wooden.
5] Trader Pod may be located inside one of the rooms inside the house, or outside in a damaged 'out house' to pull people around.
6] I do intend to place down structures around this house, but they will be intentionally open to attack from all angles - don't be there.
Some questions I'd like to put to the mappers with the know-how;
1] Would it be possible to create some form of weaker 'barricade' in the form of a static mesh or a group of small meshes, functionally they can be doors without the 'use' function, may/may not be welded, that is attacked and destroyed by Zeds, I would like to use them on the Wider Windows.
2] How would I go about increasing or decreasing the priority given to certain path-nodes? I'd like to have the Zeds go for the doors first, then the Wide Windows.
3] How would I go about linking the lights/electrical systems to a Generator mesh, so that if the Generator is damaged, all electrical systems fail, i.e the lights, etc. Would it be possible to have the Generator/lights flicker and weaken randomly?
I'll think of some more asap, but hoping this does gather some interest, thank you for reading this far. ^^
...Hi Zeds.
Been messing around with the Editor for a bit now, and a spur-of-the-moment-shenanigans, decided to throw together a old log-cabin style building, and thought to myself whether or not making a map that focused on a relatively small, dense area where players are tasked with holding a single building during the Attack phase and scavenging outside in the Trading phase.
Wanting to know if people may be interested in this as a idea, as such, seeking constructive/general feedback, ideas, suggestions, free hugs, etc.
Alrighty, using a Red-Yellow-Green light system for safety's sake.
Red; The Main doors, and thus main entrance points.
Yellow; Wide Windows, Specimens/Zeds/Party Crashers can enter here.
Green; Thin Windows that Zeds cannot enter, but can be fired through - by both human and non-humans with ranged attacks.
Notes:
1] I intend to make this a moon-light, fairly dark map, only the House will have good lighting, and may be linked to a Generator outside.
2] The External Double-Doors will be fairly strong and made of metal.
3] Internal Double-Doors are wooden.
4] Internal Single-Doors are weaker-wooden.
5] Trader Pod may be located inside one of the rooms inside the house, or outside in a damaged 'out house' to pull people around.
6] I do intend to place down structures around this house, but they will be intentionally open to attack from all angles - don't be there.
Some questions I'd like to put to the mappers with the know-how;
1] Would it be possible to create some form of weaker 'barricade' in the form of a static mesh or a group of small meshes, functionally they can be doors without the 'use' function, may/may not be welded, that is attacked and destroyed by Zeds, I would like to use them on the Wider Windows.
2] How would I go about increasing or decreasing the priority given to certain path-nodes? I'd like to have the Zeds go for the doors first, then the Wide Windows.
3] How would I go about linking the lights/electrical systems to a Generator mesh, so that if the Generator is damaged, all electrical systems fail, i.e the lights, etc. Would it be possible to have the Generator/lights flicker and weaken randomly?
I'll think of some more asap, but hoping this does gather some interest, thank you for reading this far. ^^
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