Mapping with Zombies

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Revision as of 05:02, 20 April 2009 by Arturus - SDK (talk | contribs) (New page: == Mapping with zombies == To start off, Zombies should: *Not appear in a place that the player can directly see. *Should be at a disadvantage, ( Height, Flames, Small numbers .ect ) *...)
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Mapping with zombies

To start off, Zombies should:

  • Not appear in a place that the player can directly see.
  • Should be at a disadvantage, ( Height, Flames, Small numbers .ect )
  • Should be very manuvourable.

The Art of Spawning

The player should never be able to directly see where the zombie came into existance. Another good idea, is to use something eye - catching to make the player look the wrong way. Zombies, when used best come unexpected on the player, but always give a hint, a blood decal or the odd moan, coming from around a corner. Played from an ambient_generic


Lighting

Lighting can always be used to tell the play that something's wrong. But you should always give the player a rest. Safe areas are normaly well lit with yellowy lights. Where as Gloomy areas which contain zombies should use blue, or even no light! for more information on lighting, go to Intermediate_Lighting


Disadvantages

when confronted with a horde of zombies, the player needs an edge, be it hight or an area blocked off by fire. Sometimes the best disadvantage can even be in the form of a door, or drainpipe. Creating chokepoints can feed zombies to the player one at a time, making it alot more managable.


Manoverability

Zombies are always at their worst, when they can leap around. It adds to the experiance if you come up against zombies crawling across drainpipes, and leaping fromone building to another. Think about Left4Dead. The hunter is always pouncing from high roof-tops towards his prey. Just remember, you don't want too may fast zombies pouncing on the player, it's easy to get overwhelmed!