User:Jksgoten/Campaign Experiment
This is jksgoten's experimental campaign project page.
Project Goals
Realism
-Heavy focus on using melee weapons
-VERY few guns
-Found guns limited ammo(usually one clip)
-Creating a safe area that must be barricaded
-Exploring map to find items(weapons, ammo, healthkits, food, barricade materials)
-Realistic placing of items
-Food must be collected(similar to gascans in scavenge mode)
Nonlinearity
-Players will be able to move back and forth between maps
-No distinct path to follow
-Exploration rewarded as well as punished
-Multiple saferooms
-Dynamic map
New Features
-Barricade creation system
-Food collection system
-Day/Night System
-Injured Players have a chance of turning into Infected
-Nonsurvivor NPCs
-Dynamic map
Changes to Infected
-Mix of slow and fast common
-Common killed only by headshots
-Less special infected
-Witch startled MUCH faster
-Epic Tank
Gameplay
-Scarcity of time and multiple goals encourage splitting up
-Scarcity of weapons encourages teams to stick close together
-Exploration highly rewarded
Realism
Melee Weapons
NEEDED: Weapons that destroy themselves after a certain amount of uses
Players are stripped of their pistols and equipped with melee weapons at the beginning of the map.
Ideally, I want to make tables and chairs breakable and you would pick up pieces of wood for melee weapons. And these would break after a certain amount of hits. Finding stronger, longer lasting melee weapons would be one goal for the survivors, but can always create more by destroying props. However I'm unsure if it's possible to make melee weapons that break after a certain amount of use.
Weapons
NEEDED: Weapons that start with only one clip and Ammo piles with limited supply
Weapons are found very rarely. Ideally, all players will have primary weapons only by maybe level 4.
Found weapons will only have one clip in them. Meant to be used out of desperation, not all the time.
There is a script for L4D1 that changes the amount of ammo in each clip. I believe somewhere there is something I can change to make guns carry less total ammo through use of either a script or plugin.
Placement
Cabinets, dressers, fridges open to contain items. Houses must be extensively searched.
Nonlinearity
Map Changing
NEEDED: Testing of changing maps
I believe switching back and forth between different maps is possible by using a button in the starting saferoom that disables the ending saferoom and enables the starting.
Multiple Saferooms
NEEDED: Further testing and tweaking of Director AI
I made a simple map that had two different checkpoints. Although the bots did not work properly, after killing them and entering each safe room separately, I successfully changed levels to two different maps.
However the Director, I'm sure, will not function properly without a single escape route(or so I think). I will either need to figure out a way to control the Director, or perhaps take the Director out of the picture completely and set up my own random spawns(This would take a LOT of work to make maps nonredundant).
Dynamic Map
NEEDED: How to use global entities and their limitations
What is meant by "Dynamic" map is a map that will:
1. Be different each play through. For example, sometimes a tanker has exploded and blocks a street, or an entire building will be located somewhere else(This will be a noteable change as supplies will be found in certain places like hospitals and stores).
2. Changes during gameplay. For example, a tanker crashes into a building and blocks a previously accessible pathway. Buildings fall apart, catwalks fall, etc...
New Features
Barricades
NEEDED: Everything
There is a rather impressive mod that enables the user to place a wide variety of objects anywhere they want in the map. I may tweak this a bit if breakable barricades can be constructed as well as a way to limit how many barricades can be made based on found materials.
If that fails to work out, I may just make planks of would collectible