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New Resident Evil Map Need ideas

01-18-2005, 07:03 PM#1
Guest
I'm working on this new Resident Evil map, and I want to know what you guys would like to see in it. The map is going to have many weapons that will be like items, therebye changing the units attack and such. The ammo system in pretty standard, but you will be warned when you are running low etc.
I need to know what you want to see for abilities, items, quests etc.
Also, what could set it apart and make you want to play it?
01-18-2005, 09:32 PM#2
GreyArchon
Custom music. Resident evil is 50% atmosphere. Having the happy standard war3 music would be an atmospheric downer. You'll need something... silent.

Gloomy.

Dark.

Paranoia-inducing.



Something......... evil.
01-18-2005, 11:48 PM#3
Metal_Sonic64
Perhaps some kind of adrenaline rush system that occurs when you are nearly dead, a big boost in speed or something. Enemies should have status affecting attacks, like poison, and broken limbs and open wounds occur sometimes, realism is a key thing in these type of maps
01-19-2005, 09:40 AM#4
Guest
Thanks, those are great ideas, let me share with you one of my new 'twists'.
As soon as you are dealt damage by a zombie you receive the 'infection' buff. Any unit that has this buff starts regenerating mana at a rate according to the percent health of the unit. For instance, if you have 75% health you would gain less mana per unit time than someone with 30% health.

I also had ideas like you said to randomly generate inuries according to Percent health of a unit and damage being dealt. For instance, Concussions, Sprained Ankle, Broken Bones, ETC.

Thanks fo yout ideas. Do you have any more?

P.S. Music was a good idea, do you know any good music loop websites?
01-19-2005, 01:32 PM#5
Perfectwingzero
If you making a resident evil map actually make one with a story that has a plot not some Notd type map. Go along with gameplay like the game with cutscenes and everything.
01-19-2005, 05:44 PM#6
oNdizZ
About the music, but I don't really know if this is what you are looking for but:
01-19-2005, 06:39 PM#7
mikekan13
Im also currently working on a undead like title. I was wondering if perhaps you wanted to join forces. So far I have about 60 % of the terraining done and it looks like a real city with real road lines and street lights ect. I also have a complete weapon system designed that is very neat. a player clicks an item that is a weapon in ther inventory and it equips it to them. Then when ever they press the letter s on the keyboard it will fire the currently equiped weapon in the direction the unit is facing. It is very neat cause it adds to the effect they have to aim and shoot. the reload system is also in it. and the current weapons are: shotgun, semi automatic, desert eagle, mini - gun, and a sniper rifle that acts like a real sniper rifle. The user has to aim it using a recticle and then fire. If your interested in teaming up with me then please send me an Email or reply here. My email is [email protected]. Together I think we can make something even far better than NOLD2
01-19-2005, 06:54 PM#8
Guest
I am actually already working with someone on this project, I would however like to help you. You can message me on battle.net (I use this same name). Well, what do you guys think about the mana system?
01-19-2005, 08:40 PM#9
Metal_Sonic64
How about a system where the more damage you receive, you receive a stat decrease. If you were injured would you be running around like nothing was wrong? I doubt it. Your units should also have a low line of sight, but if you have street lights, make them rescuable when you get near so they give a high line of siht, but it dissapears when you leave the area.
01-19-2005, 10:46 PM#10
Guest
Sonic I am implementing a random-injury system that gives your unit injuries like sprained ankles, concussions, etc with the proper disadvantages of course. Good idea about the street lights.
02-03-2005, 03:15 AM#11
Guest
HI...i started making one...its a FPS and it has 2x zoom sniper rifle if you want it just ask me.
I would apreciate it if sumbody would liven it up.
02-03-2005, 06:38 AM#12
SentryIII
I was originally trying to do something like this when I was making S3 Marine Corps. Work on the gameplay mechanics first (ammo system, health system, monsters) before you start stuff like cutscenes, objectives, and other finer details.

You should try doing things that haven't been done before, and make it fun. Part of making a great map is playing around with things and ending up with something that you like.
02-03-2005, 11:58 AM#13
imwithsstupids
Most resident evil type maps are like NOTD, impossible to beat and just masswaves of zombies. if you try to have that aiming system like mentioned above you cannot have that many zombies. noobs will problably keep missing then give up and never play again, so only give them a couple zombies to kill at a time.

As for music, this can quickly up the size of your map. i would not suggest doing it. there is a betterway. Use warcraft sounds! just click use as sound then edit its propertys and make the pitch like .60 or .70 of the origenal. It will lower it and slow it down. witch can make some things sound spooky. UndeadDefeat can sound pretty cool at .60 and UndeadVictory at 1.70 sounds like a cult meeting. and just about all the sounds at .10 sounds like trees moaning in the night wind (like the walking trees in LOTR the movie) One last thing about sounds if you make it to low allot of the cheaper speakers cannot play that blow and sound nice at the same time.

It is all about the atmosphere so add fog :) use colored water. fire can add a nice touch if use properly but can cause lag just experiemtn and post screenshots somewhere