View Full Version : Brainstorming - 'I have an idea...' (L4D1/2)
Okay, I've had this idea for for some time but wanted some input and brainstorming to whether it would be possible or not, purely as an exercise to see if collectively, we could come up with a way of achieving it.
Additionally, it's not just self interest, as we have enough experience and interest to make this a useful way of exploring ideas as a group.
So, my idea is this:
I keep thinking of a runaway train level/event where the survivors find a train station and start a train, board it and then have to fight off the ensuing hoard on board until they reach the next destination.
That's the basic idea, so what do you guys think of:
a) the technical aspects within hammer
b) expanding on the basic concept to make it interesting
i) It's a railway track - bends and cambers, tunnels & bridges
ii) It's a locomotive - different carriages, containers and so forth
iii) The landscape/scenery will be going by quickly, but requires a depth of immersion
iv) What events would enhance/maintain the immersion and/or tension?
I have a few ideas, but I'm interested in what you guys think of this as a tool for expanding your own ideas for your own creations and how we have the potential to help each other.
Over to you...
lmao! Me and smog have been working on a project just like this for a month now. We where about 2 weeks away from showing people what we where working on. I will post our full project and what we are doing (screens and all) Friday night. We are currently looking for someone who is experienced in scripting and programing. If you are interested you can contact me at NathanWangler18@gmail.com
I think this idea has some real potential, and look, someone else is even doing it, too.
It would be more practical to have the train move slower(unless you know how to give the level some type of blur effect) and have to make a few stops because of debris or obstacles in the way. The players would have to leave the safety of the train to clear the debris, or open a gate, or something along those lines. Each stop could be it's own little level.
Smokers are still in L4D2, right? If that's the case then you have to take into consideration if they should be allowed to pull people off the moving train. That would make the level extremely difficult for the humans. Maybe towards the end of the map, the carriage doors could blow off to increase the difficulty.
It would be neat for the players to explore through the train, moving through freight cars, then passenger cars, finally making their way to the engine to start it up.
There's my two cents. What kind of train is it? What types of areas are we moving through?
Not sure if you knew this, but you can use
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Like Keith said, making the train stop would be cool.
Maybe get it to pull in to train stations and then have to push a button to start the train again. you could trigger the panic when the train pulls in to the station or when the button is pressed to start the train off again.
Maybe consider setting it on the underground? Black tunnels with flickering lights would add to the atmosphere.
Great idea BTW.
Yup, starting slower would be useful - starting the train causes an event drawing a horde and is slow enough for them to climb all over the train. Additionally, how about uncoupling cars to increase speed?
Also, parallel tracks and switching lines could offer whole different route & set of sub level stops as well as introducing say... oh, I don't know, oncoming/passing trains. :twisted:
Debris & Obstacles, level crossings, bridges, tunnels, sidings, goods yards, industrial sites, stations, signal boxes, urban, suburban, rural areas and would there be a final stop? Would it be terminal (ho ho) or something else?
I love the idea of the stops and sub level idea - a similar concept to CC's generator restart or L4D2's Hard Rain fuel run comes to mind.
There are 16 separate rail cars, not including the caboose which requires building and has no interior walls and also the subway carriages. Using flatcars as a base it's possible to build some additional ones I guess, as well as duplicating box cars etc would increase the length of the whole train (getting from start to finish without camping in one car is something to consider)
Technical considerations & limitations
How to deal with the lack of inertia when jumping, being static while the train moves forward?
Setting speed/velocity at a rate which is immersive yet playable
Length of track, time taken to complete whole circuit without introducing sub levels (more on this later) and size of map - limited to Hammer maximum map size.
Cramped conditions within or on top of train cars needs due consideration.
Smokers would be a pain in the arse, especially starting out. However, adjusting the nav mesh to compensate for this would help. Smokers on the side of the track could be avoided with similar jiggery pokery :) Hunter pounces could take a survivor off the train as could tanks; think of No Mercy hospital or railway bridge in Blood Harvest as examples.
This would mean of course that spawn closets would be required - rail carriages would need to be scratch built to accommodate this. Waiting for the next stop could make players impatient! :mrgreen:
Digging around and cannibalizing the official campaigns for the railway assets and levels would be useful as a framework to build round and expand on as well as the zoo_rural gallery.
Gordon Freeman's train ride will be nothing compared to this :lol:
FPSBanana CS:S Prefabs
NY subway prefab
That is a really awesome idea and everything. Maybe you should put some Machine gun on there. So when your riding along someone can just hope on there and fire outside while you pass the zombies. Or wait till you reach the end of the train while there a machine gun mounted on the rail or something as the train slows down to a stop or to a station fight zombies with some power as well propane tanks throwing them in the air and blowing them up. Keep us updated on it nexusdog just reading it im pumped.
Smog & Nathan are already working on just such a campaign, here's the link:
Ah alright cool thanks.
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