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Zombie Grinder is the debut game of TwinDrills, an indie game development duo made up of Tim 'Infini' Leonard and Jordan 'Jordizzle' Chewning. It's a multi-platform (windows, mac, Linux!) (also Free!) cooperative multiplayer arcade game, reminiscent in style and gameplay of retro games like 'Zombies Ate My Neighbors' and 'Super Smash TV!', but with the added benefit of some newer game mechanics - achievements, ranking, player-customization, rpg style stats and so forth. The game sports a variety of different game modes, from co-operative 'campaign' style levels, to wave maps and even the classic 'pvp' style game modes - deathmatch, capture the 'bag' and so forth. All of these mods are bristling with a variety of weapons and items, all lovingly displayed in Jordan's classic quirky pixel-art style.

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[Team Deathmatch] Maze (Games : Zombie Grinder : Forum : Modding / Map Design : [Team Deathmatch] Maze) Locked
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Feb 3 2013 Anchor

Version 2: Completed Feb. 4 2013
As it stands, this map is now considered FINAL - I'm shelving this map despite the fact that I feel that something can be improved on it. Unless someone comes out with something practical with actual examples, this map is, for all purposes, complete.

Changes / Accomplishments:

  • I've set up three random weapons on each side - each time the map spawns, it will be different! They are in the same location though.
  • I've also set up a random weapon pickup near the middle - this changes location per map creation!
  • Secret teleportation pads!

Shelved stuff:

  • Map layout - I've actually thought of creating more mazes and causing players to spawn in different mazes per map creation. However, I've thought long and hard about it - and when I realize that not a lot of people play Team Deathmatch - well, why waste my energy?
  • Map size - Charles gave me a very good suggestion to create barriers / change the map depending on the number of players that are on the map. But there are 2 major factors that I simply can not answer: A) What will happen when players disappear from the map? This does not resolve the size issue, and I do not want to trap players. B) How on earth do I script this? Just because I know how to read the code does not imply I know how to create code. So - yeah.


Version 1: Completed Feb. 3, 2013

Goals / Accomplishments:

  • I managed to get Team Deathmatch to work!
  • And I also managed to use a custom script AND get it to mod correctly! Yay! This script strips you of your weapons.
  • I made a maze out of nothingness... took me too long

Things that I need to do:

  • The weapons. Since TDM requires 50 kills, Nikki correctly points out that pistols alone will take too long and be too unfair. At the moment, I've placed 3 extra shotguns on each side, but made them take a long time to spawn. My question to everyone is - what other weapons do you want to see? Or better yet, should I even keep the script?
  • The maze layout. If you open this map in SDK, you can tell that I've built this maze bottom up - to be honest, I feel that I could have done a better job making this maze at the bottom. But... I don't know WHAT I can do to make it better.
  • The maze size. I've only managed to play with up to 4 people - and this maze feels too big for it. Yet I don't know how it would be when I get more people (say... 10). Should I change the size?

Things I want to do for this map:

  • I do want to make more secret passages. But the small size of this maze makes this impossible. Yet... with very few people, this maze as it stands is too big....
  • I want to set this up so that players are less likely to spawn in the same spots. Because of the coding of PVP, players spawn in the spot furthest from opponents. The way that things are set up at the moment, players will be very likely to spawn in the same location. I want to change this.
  • Teleport pads! Why not? Teleport from one dead end to another!

Edited by: sudzzuds

Infinitus
Infinitus Developer
Feb 4 2013 Anchor

Map size - Charles gave me a very good suggestion to create barriers / change the map depending on the number of players that are on the map. But there are 2 major factors that I simply can not answer: A) What will happen when players disappear from the map? This does not resolve the size issue, and I do not want to trap players. B) How on earth do I script this? Just because I know how to read the code does not imply I know how to create code. So - yeah.


GetClientCount() = Gets the number of players in the game.
FindEntityByName(name) = Can get an entity by the name you give it in the editor.
DestroyEntity(entity) = Destroys an entity/barrier.

As for resizing the map when players are not in game, you could work out distances from entities to see if they are in a given zone or not before creating new barriers. Dunno really. I would be careful about dynamically changing maps, its unnatural to the player and will confuse people.


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Feb 5 2013 Anchor

Infinitus wrote:
As for resizing the map when players are not in game, you could work out distances from entities to see if they are in a given zone or not before creating new barriers. Dunno really. I would be careful about dynamically changing maps, its unnatural to the player and will confuse people.


I've given what you said a lot of thought - and I realized that I was trying to needlessly over-complicate a map that is completely functional. I mean - I've done on this map stuff that I would have never imagined myself doing 3 weeks ago when I started to learn mapping (basic scripting and basic triggers was quite a hurdle for me). Sure, it might not be the best - but it's definitely better than I've ever imagined. _|""|o

Long story short, I'm now more comfortable with saying "I'm done with this map" and ready to numb my mapping brain with some actual ZG action. Someone buy me some (virtual) beer, we can all have a (virtual) drink and say "job well done".

During this drink, I might let slip on the fact that my next map, whenever I do start it, will be a wave map. And don't worry, no Night Mode :) But I am going to use the "weapon null" script again. XD *runs away before people throw (virtual) beer bottles at me*

Edited by: sudzzuds

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