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 Post subject: Campaign Stage 6: Inferno
PostPosted: Fri 12 Feb 2016, 03:05 
Geneshift Creator
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I thought it might be fun to post daily updates as I make a brand new campaign map. Now is a good time as I've just started making the 6th stage which is based on Inferno. I will try and update this post every day to show all the amazingly slow progress I'm making :D

The first thing I did was plan the map. This involves planning the story, gameplay and route. Thinking of what events would occur, what fun gameplay you'd experience, where all the item unlocks would be discovered and how you would make your way through the map. The main thing is thinking of a simple and intuitive way to make the map linear. This was fairly easy to do with Inferno but required the adding of a few walls here an there. Here is my horrible handwriting sketching some ideas up:

Image

The basic story of this map is that you're going deeper underground and are on a mission to rescue your fellow scientists who have been captured by the Rebels. I'm going to code in a way for text zones to award you cash when certain conditions are met. This will be used to award you bonus cash for every Scientist you successfully escort to safety. Kinda like rescuing the hostages in CS! Anyway There will be a few other fun mechanics and events in the map but I don't want to ruin the surprise. Anyway here is how the map looks after the changes I've made today:

Image

The main thing I've done today is just made the map linear. You can see up the top left I've added a pathway, this is where you'll start the round. I've put the start up there in the top left because you leave Asylum (the previous stage) in the bottom left. It makes the most sense here I think. I've then placed a few key walls and boxes which force you to travel clockwise around the outside of the map before you can eventually enter the centre area to rescue the hostages. I've also added a few 1-way situations which will play an important role with vehicles:

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A ramp no more! These sort of 1-way elements can't exist in the PvP version of the map but they'll be very interesting and useful in the campaign mode. That barrier next to me in the screenshot is new as well and at 3m tall you are unable to jump over it. Thus forcing you to keep exploring around the outside of the map. I've also made a rather drastic change to the centre of the map, incorporating both a vehicle jump as well as the exit of the map which will lead out to Stage 7 - Filtration. I've added water to lead nicely into the water theme of Filtration, and the water in this map will be made super steamy to go with the water+fire theme of Inferno.

Image

Anyway that's all for today! Mostly just planning and reworking the map to make it nice and linear. Tomorrow I'll get started on Stage 1!

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 Post subject: Re: Campaign Stage 6: Inferno
PostPosted: Fri 12 Feb 2016, 06:28 
Gobbling Turkey
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I like the idea of saving hostages for bonuses. The map changes seem pretty typical for Stealth gameplay, but I'm curios if as a player using a vehicle would be more enjoyable than frustrating.

Also, what resolution are you using? I have to zoom firefox all the way out just to see that first picture.
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 Post subject: Re: Campaign Stage 6: Inferno
PostPosted: Fri 12 Feb 2016, 07:55 
Walking Encyclopedia
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^ I'm using a 1920x1080 widescreen with 90% zoom on Subvein forum pages in Chrome. No pagestretch problem for me even if I shifted to 100% zoom.

Don't really get the handwritten plan, but looks cool so far! A little weird to see water coming out in a place where you'd expect fire & brimstone everywhere, but my main concern is that there doesn't appear to be a way to escape the finish area if you accidentally fell into it or simply advanced too far ahead.

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 Post subject: Re: Campaign Stage 6: Inferno
PostPosted: Fri 12 Feb 2016, 15:24 
Geneshift Creator
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Aster the I'm using 1920x1080. What about you? The forum should auto scale the image size anyway. What browser?

As for driving vehicles I've made these 1-way section on both sides of the map so you (and the enemy guards you'll be chasing) are forced to move in a clockwise rotation. The good thing about Inferno is it's a circular map with a looping road, so hopefully I can make it so players get a big long driving session down. THe idea will be that the rebels start to flee with full sprinting speed, and you'll hunt them down with Knickers killing them with the SAW :D

As for the water pit in the middle I'm going to put a whole bunch of Steam there, kinda like a cooling off section or something. And it won't be possible to get into the middle area until you are able to. It's a bit hard to see in the screenshots but that wall on the road up the top right is too high to jump over, so you have to loop all the way around first.

Will post more updates soon!

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 Post subject: Re: Campaign Stage 6: Inferno
PostPosted: Fri 12 Feb 2016, 17:51 
Gobbling Turkey
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I'm using 1920x1080, Firefox 44.something, Windows 8.1 on a Lenovo laptop. This has always been a minor issue sometimes, but nothing a little zoom adjustment didn't fix. Until just then.

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 Post subject: Re: Campaign Stage 6: Inferno
PostPosted: Sun 14 Feb 2016, 03:07 
Geneshift Creator
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Did lots of good work today (and yesterday but I didn't have time to post). I've finished the first 2 bombs for all difficulty levels. I'm averaging about 1 bomb per day it seems. But this is with designing, developing, testing and also adding of cool new features. Just today I added the following map editor features:

1) The ability for text zones to award cash.
2) The ability for text zones to enable other text zones.
3) The ability for text zones to require other text zones to be enabled/disabled to work.
4) The ability for text zones to be triggered when a guard dies.

Number 3 is probably the most useful yet the most abstract. But it allows you to create complex conditions for when text zones operate. For example if I want Knickers to say something if and only if all 5 enemy guards are killed I can now do this. I would create a text zone that says something like "Yay we did it sir, we killed those 5 guards!". But this text zone would have a requirement that 5 other specially made text zones were all disabled before it would work. These 5 text zones would be triggered when each of these 5 guards dies (using the new feature added). So that only after all 5 guards are dead will all 5 intermediate text zones be triggered and the final text zone be allowed to work. Prettty cool!

Image

Anyway here is the map editor so far. You can see the green line which shows the general path you'll be taking through the map. Starts up the top left and spirals inwards clockwise. You can also see all the guard and text zones I've added - god damn it takes a while! I've already put in the custom hardcore/insane text bubbles and I'm quite proud of them for this map! I've also added most of the secret unlocks and jumps too.

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This is bomb 1, where you get the Flare Gun. Also a bit of story stuff. Those poor prisoners are in a tough situation! Also notice the boxing on the left with the ramp providing 1-way movement. There will be some sweet vehicle jumps off that ramp!

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And here's a part of bomb 2, after you get the SAW. I've got a few vehicles lying around for sweet explosion action. You could just start shooting these guards or do some trickery with noise to get stealth kills - but there's a far better way to kill these guards stealthily... I'll let you figure that out on your own though ;)

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 Post subject: Re: Campaign Stage 6: Inferno
PostPosted: Sun 14 Feb 2016, 03:31 
Walking Encyclopedia
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bencelot wrote:
1) The ability for text zones to award cash.
2) The ability for text zones to enable other text zones.
3) The ability for text zones to require other text zones to be enabled/disabled to work.
4) The ability for text zones to be triggered when a guard dies.

Number 3 is probably the most useful yet the most abstract. But it allows you to create complex conditions for when text zones operate. For example if I want Knickers to say something if and only if all 5 enemy guards are killed I can now do this. I would create a text zone that says something like "Yay we did it sir, we killed those 5 guards!". But this text zone would have a requirement that 5 other specially made text zones were all disabled before it would work. These 5 text zones would be triggered when each of these 5 guards dies (using the new feature added). So that only after all 5 guards are dead will all 5 intermediate text zones be triggered and the final text zone be allowed to work. Prettty cool!

Neat!
I have one little problem for number 3. I'd like to be able to make an incremental text zone trigger. So if I save 1 guard, it'd say 1 guard saved. 2 guards, it says 2 guards saved. But it seems the way it is designed, it may cause texts like these to overlap, causing to say both "1 guard saved" and "2 guards saved"(useful in some situations), sometimes even in the wrong order! Any way to play around with priority?

Still waiting for a text zone that doesn't require a guard to be around to be spoken or an option to make a text linger. The idea is that after killing a guard, the dying guard himself utters a final dying word. Would be neat!

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