Unnamed Story map [Suggestions]

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slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
I'm in the process of making my first "Story" map. As it is my first, I would like suggestions on how to make it fun but challenging.

Setting

You start off in a garage/loading area in doors. The large room is illuminated by dull yellow warehouse lighting. There are two[2] military trucks that you arrived in. Take a quick look around and there are weapon crates unloaded to equip your team. Behind you is a window, you look outside and you see snow covered mountains, a helicopter, large metal container crates. You might be in Siberia but who knows. ;)

More Planned:
Starting Cargo Area Surface Level/Warehouses Surface Buildings & Industrial Descend Into Labs(Might model it off Wolfenstein X Labs fashion) ??? → Profit.


I do like KF-Candlesmoke but I prefer to map with less monsters and instead, build tension using sounds, lighting(darkness) and creative pawn placement. Not to say I won't add some intense firefights but I like those "Omfg, I just soiled my self *Scared*" Moments that so many games lack these days.

I plan on using a few ideas I don't think anyone has used yet. One of them is: Floor spawns

Say you are walking down a dark hall with a metal grated floor, you can see that there is space under the metal floor but it fades off into darkness. There are some spots that are sorta torn up but the player will just walk over them. Then, a few crawlers jump up from the dark hole in the grated floor and lunge at the player from behind.

After the players kill the ambushing crawlers, next thing they know is that crawlers are crawling out of every hole and crack in the wall/floor ahead of them and down other halls. *Fire Fight Ensues* Then other low tier zeds come out to join the fight.

I also may try to make the map have some re playability by having it have some "Split Paths". The players can take other halls and will end up taking paths to the same or perhaps a different ending but each path will be one way at the place where they split. Paths may each have their own way or they may eventually intertwine and then split again. Might be something worth attempting.

Last idea that may or may not be good for the map depending on how I make it. Not every player gets a medical syringe. This would require some good balancing but would make those small, short encounters worth watching out for knowing you can't heal yourself in a moments notice.


Any input/ideas would be welcomed.

Also: This WILL be a survival horror map. Darkness(Not pitchblack at all times but good use of lighting/darkness) will rein supreme here. The whole map isn't going to be guns blazing like KF-Candlesmoke but I'm going to attempt to make it so there enough action to keep the players happy and enough "Scary" to make some people jump if they play it in a room with the lights turned off.




 

slavek

Grizzled Veteran
May 4, 2006
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UnrealEd: Viewport #1
Just posting some of what I have so far. Just been playing around with some effects and architecture. Most of the map is going to be BSP based like the good old days in UT99/Unreal1 ;). Time to put those oldschool skills to work.

Note: Bloom made my Red/White coronas really bright, Bloom will be accounted for later.

A View Outside


Garage - Where everyone starts at first.


Pipe Steam : Emitter produces steam that collides with world and lingers to create a cloud.


Just another hall. Area under floor fades off into darkness. Maybe something might climb up from underneath . . .
 

slavek

Grizzled Veteran
May 4, 2006
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943
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UnrealEd: Viewport #1
A warehouse area. The cargo container(Mover) on top of screen loops so everyone and then, you see it go from left to right as if more than 1 container were being moved. Sorry, I'm a special effects whore. :D
I plan on adding more ambient moving items to increase immersion and make the level feel like it is real and not just "Dead(Still)".

Shot00038-3.jpg
 

slavek

Grizzled Veteran
May 4, 2006
3,075
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UnrealEd: Viewport #1
Mapping since 1998(Unreal 1) Rawr!:D I still remember when I made my first map using only the cube brush and no skybox D= . . . I was so proud of my hideous creation that was then, . . . beautiful tr;dr.
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
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0
Gold Coast, Qld, Australia
My name idea is KF-Urban Assault/Infiltration/Coverup
Or something with the name Urban in it since you've got an industrial theme going.

For story map inspiration don't forget to look at Damnation the sequil to Candlesmoke. And my map KF-RE1-Mansion-Story (in beta forum at the moment) - if there's anything in Mansion that you want to know how I did it just ask me. And KF-TheHiveV2 - it has a hell of a lot less zombies then my and Fel's maps, which you hint at is the direction you want to take.
 

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
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bwhgaming.com
yeah i used to do tons of duke nukem3d mapping (build engine), only tried doomed for a little bit, and then when blood came out that was a whole lot of fun to make maps for (also build engine, but better)

i used doomed to make a bunch of hexen maps. didnt really bother with heretic though.

then came quake, quake2, half-life.
then life hit me and i had to get a job, so havent mapped until just these past few months.
 

slavek

Grizzled Veteran
May 4, 2006
3,075
943
113
UnrealEd: Viewport #1
The pics remind me of those alien based levels in ut99, mostly in monsterhunt.
Maps back then were win.

Man I miss monsterhunt now, wonder if there are any servers still up.

Oh, if anyone doesn't know about it already, http://www.unrealsp.org/ is THE place for Unreal style bsp based story maps. Their work is amazing. If you have UT99, I highly suggest you try Xidia & 7 Bullets.