View Full Version : zp_pumps / zpo_pumps
Steely Glint
09-20-2005, 09:25 PM
I've been kicking around an idea for a ZP:S map involving some sort of pumping/industrial facilicy, and I'd like to see if I can more fully develop the idea by discussing it on the boards before I start working on it.
The basic premise is that the map is slowly filling up with water. Or maybe just the bottom half, which has several key weapons and connecting routes. There are various machines that can be activated to lower the water level by a few feet. Of course, it would be good if zombies were able to ignore the effects of drowning so they can hide underwater.
I've figured out how to do most of the entity work, possibly including lights that short out when the water moves over them, turning them off and leaving them sparking.
I'm wondering what people think of this idea, especially considering how much water there would potentially be. This could be problematic, both from a performance and gameplay perspective. Also, does this map sound appropriate for an objective map? If so, what kind of objectives should it involve?
Drakenoid
09-21-2005, 12:20 AM
I like the idea, always wanted to be trapped in a builing, slowly drowning from a water pipe. Yeah, I saw you could lower water in hl1, if you played blueshift. I think the objective would be to turn on a generator and fill the basement with water to shock the zombies to death. Or how about shooting flares on the roof to call a chopper to pick you up, before you drown or get your brains eaten.
Yokai
09-21-2005, 10:39 PM
Originally posted by Steely Glint@Sep 20 2005, 09:25 PM
I've been kicking around an idea for a ZP:S map involving some sort of pumping/industrial facilicy, and I'd like to see if I can more fully develop the idea by discussing it on the boards before I start working on it.
The basic premise is that the map is slowly filling up with water. Or maybe just the bottom half, which has several key weapons and connecting routes. There are various machines that can be activated to lower the water level by a few feet. Of course, it would be good if zombies were able to ignore the effects of drowning so they can hide underwater.
I've figured out how to do most of the entity work, possibly including lights that short out when the water moves over them, turning them off and leaving them sparking.
I'm wondering what people think of this idea, especially considering how much water there would potentially be. This could be problematic, both from a performance and gameplay perspective. Also, does this map sound appropriate for an objective map? If so, what kind of objectives should it involve?
Quoted post
Though it may seem basic, i remember a discussion on interlopers.net about how to make it come up (the water) and it wasnt as simple as teh old days as i may recall. You have to use some tricky entities and stuff. Though i dont think it will harm your map at all, you just need to look into it cause its not very simple if i remember.
Now as for the idea itself, i needs to have a very good layout in order for it to work, or atleast a theme of some sort. One thing i do not understand is (in both HL2 and Maybe in this map) why is there something to controll the water? If its a sewer system it wouldnt be used much, and a place like black mesa doesnt have any logic for having water located in it. Maybe if it was like a flood based map, that would be cool if the water was rising bit by bit and you had to beat the clock before all the water drowns you.
Hastings
09-21-2005, 10:43 PM
Hurricanes.... WITH ZOMBIES!
Yokai
09-21-2005, 10:50 PM
Originally posted by Hastings@Sep 21 2005, 10:43 PM
Hurricanes.... WITH ZOMBIES!
Quoted post
That wasnt what i was getting at, i was thinking more titanic sinking style. :( now i feel bad.
Steely Glint
09-22-2005, 12:08 AM
I actually wanted to make a map based in a sinking ship a few years back, but I never got around to it. I'm not sure how well it would work, considering the available textures. Also, big metal ships tend to sink pretty quickly once they start to go down.
Maybe I'll just make a map that uses changing water depths in a few areas... like big cooling pools that can be drained or something.
Mantrid
09-22-2005, 05:27 PM
But won't the water eventually be so deep that zombies could just hide at the bottom indefineatly, meaning that the humans could never reach them and kill them?
Yokai
09-22-2005, 05:32 PM
Originally posted by Mantrid@Sep 22 2005, 05:27 PM
But won't the water eventually be so deep that zombies could just hide at the bottom indefineatly, meaning that the humans could never reach them and kill them?
Quoted post
huh, never thought of that, well humans could always camp at the very top. Then you make it so that they can just camp up there.
SuperNubb
09-22-2005, 09:15 PM
Hmmm, with some tweaking, this idea would be pretty good. Having sections that get flooded after a certain amount of time would be cool beans.
UnclePaul
09-23-2005, 08:16 AM
Originally posted by Drakenoid@Sep 21 2005, 09:20 AM
I like the idea, always wanted to be trapped in a builing, slowly drowning from a water pipe.
I can think of better ways to spend an afternoon :P
TheBoyWithTheThing
09-23-2005, 08:23 PM
It could involve some kind of nuclear reactor. The objective is to shut off the water flow before it reaches the core, otherwise...
The only way to shut it off is to restore power to the doors (airtight). Perhaps the plant is on emergency shut down, but the zombies messed up the final step and the humans are there to fix it. There may be a small dam that provides emergency back-up power. That might explain the flooding.
Another idea: itcould also be some kind of underwater laboratory and the humans want to power up and escape in a mini sub.
Steely Glint
09-23-2005, 10:50 PM
My momentary inspiration for this idea seems to have burned itself out... I probably won't be making this map in the next month, though perhaps I'll work on it some other time. I appreciate everyone taking the time to comment.
There are several problems with the rising water entity that I don't see being fixed anytime soon. Primarily, it just doesn't look as good as the normal water type. The lighting is difficult to do right and there's a complete lack of water-fog (both under it and looking into it from above). I've also been having a mental block regarding what kind of architecture to use.
Anyway, I've got one element I'd like to see in a map (whether I make it or not). Derived from the idea of lights going off as the water rises, is the idea of proximity lights that are only on when a player is near them. In a long hallway or on a catwalk, this creates a cool effect as a player moves down it... lights ahead of him turn on and lights behind him turn off.
Knights
09-25-2005, 06:39 PM
My momentary inspiration for this idea seems to have burned itself out... Dont worry about it.. :D Keep us updated on your other map zp_church its really a great map..... I could definitly see that map being in the release...
Steely Glint
09-25-2005, 07:35 PM
Dont worry about it.. Keep us updated on your other map zp_church its really a great map..... I could definitly see that map being in the release...I've talked briefly with Twilight about that, and it's a distinct possiblity. I just wish I was better at making terrain. :P
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