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Quest map ideas needed for PR1.3

Discussion in '[L4D2] Points Reloaded' started by CrazyRabbit, Jul 31, 2012.

  1. CrazyRabbit

    CrazyRabbit Game Server Moderator

    I need some custom Quest map ideas for PR 1.3. If you have an idea, draw it on some paper and scan it or make an image in Photoshop (MSPaint works too) and post it up in this thread. Doesn't have to be fancy, but a general layout and some text describing it will help!

    Best map ideas will be selected and created for the quests in PR 1.3. The more info you provide or details you can add to your images, the quicker I can create them. (top down views work best, also add labels like "Police Station", "Taxi Depot", "Medical Clinic", "barricade", "panic event crescendo", etc)

    If you come up with specific quests for the maps that might be even better. If the maps are custom made for the quests, you'll no longer have to interact with random TV's but the actual item you're searching for will be the prop you find! (snacks will actually be snacks, etc).
     
  2. lukemurawski

    lukemurawski Senior Member

    Considering these quests will be played by Guilds and at times against Guilds, they need to be obnoxiously difficult and sometimes competitive. One idea I had a while back was a linear race though a forest-like environment. Imagine some forest map in a racing game you've played; the only difference is that the map is linear with the finish line far away from the starting point. Both guilds start behind the starting line and they race. The goal is for 1 member of the guild to finish before 1 member of the other guild. The first person to cross the finish line is whose guild wins. Guild can shoot each other, pick up rotating boxes which contain items (kind of like Mario Kart), etc. all while battling infected. Anything that needs code can be left to me. The other idea I had was a simple hill. Guilds start on opposite corners and attempt to have an uphill battle to gain possession of the hill (King of the Hill). Leave the code to me. These are just ideas :)
     
  3. MarksmanR

    MarksmanR MG Donor

    Mario Party gave me this idea:

    There's 6 or 7 different coloured platforms raised over water or lava, all but 1 colour will sink down, players need to stand on the safe colour to survive. The pace increases every round, thus increasing the difficulty.

    Maybe there could be an identical set of platforms adjacent to one another, so each guild don't slaughter eachother on the same platforms - however they will be able to shoot eachother across the distance.

    To spice it up, randomly witches could drop down, CI, SI, maybe a tank. First guild to all die loses.

    [video=youtube_share;aB82oPmWsdk]http://youtu.be/aB82oPmWsdk[/video]

    edit: A big TV screen on a pole changing it's screen colour could tell the players the next safe colour. There could be a TV showing randomly different colours for each guilds' set of platforms, so it's not the same colour for both guilds.

    Gravity could be slightly lower than normal so players can jump ~30% higher than normal.

    When a guild wins (at least 1 person alive - while the other guild are all dead) the platforms all become raised and stop moving, all random zombies stop spawning and any alive are automatically slayed, then Virgil's boat arrives 100m in the distance. Then a 100m long bridge from Virgil rises up and connects to the winners' platforms. A para tank drops down and the winner guild must run to the boat to actually win. If they don't make it, it's a draw. :D

    edit 2: The para at the very end, could be controlled by a player of the losing guild. The losing guild votes which player will be the para tank as soon as they all died. The vote will be decided before the bridge rises. The moment the tank spawns and the moment the bridge connects to the winning guilds' platforms should be coded so that the tank has a chance to catch up to slow survivors - but if the survivors make a clean immediate run (with maxed sprint upgrade and tank-presence adrenaline buff) they should actually be successful.
     
  4. CrazyRabbit

    CrazyRabbit Game Server Moderator

    All good ideas, but I thought it was going to be to do with the actual current quests... "Find water for so and so etc". Your guild quests seem more like mini-games in a competition format. Is that what I'm sposed to be looking at?

    I thought the idea was to link several maps together where you complete quests which you accept in the saferoom. Each map will have different quests to complete before finishing the map. Not all items will be found on that map, so selecting your quests will be subject to what map you'll be playing. I noticed people telling me where to find "weed" when I was playing, which means the randomness in the current quests doesn't really exist. Items would spawn randomly on the map, so it's never in the same place each time you play.

    The point of a custom map, is to make it work for the current quest system, but also giving them something new to play through. We should make it available to everyone in a coop format, not just for guild players.

    Perhaps Guild map mini-games can be made separately from this idea as they don't seem like they would require as much work.
     
  5. lukemurawski

    lukemurawski Senior Member

    So basically quests that can be completed on normal maps but also dedicated quest maps? In other words, if they are having trouble finding "Weed", they can play through a difficult quest map with others to find the item at the end?
     
  6. CrazyRabbit

    CrazyRabbit Game Server Moderator

    Weed quest was an example. I'm thinking we'd make some new quests that require multiple items to find per map, separate from the Valve maps. Due to the fact we can place props as the quest items, we can make the quests more specific than clicking on random TV's. Using the grab function, a player could pick up the item and actually have to bring it to the storage container, removing their ability to shoot while holding the item. If you die you don't lose the item completely, but it gets dropped on the ground and someone else could pick it up and carry it to the respawn room for you.

    One example is rebuilding a car, perhaps to escape. Similar to how you fix the cars in DayZ, where you need gascans, 4 tires, windshield glass, toolbox etc. During the map, you could potentially find all those items, but you need to bring them to the vehicle. Maybe an added challenge is to use the tire on the car as a timed button. Think of it like a scavenge quest in order to escape. Someone will always need to perform the quest in order for everyone to escape, so that quest would always be used on that specific map.

    Guild maps will be designed like you say, King of the Hill or the Descending Platform mini-game.
     
  7. atreyucore

    atreyucore Senior Member

    since were talking about quests, can you fix darwins friend 2.