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Author Topic: The Sanctuary Map  (Read 7635 times)

nonSENSE

  • September 2011
  • 1365 Posts
    • STEAM_0:0:11953676 STEAM_0:0:11953676
« March 06, 2014, 10:43:15 PM » #11119
In this post I'll try to give some information about what kind of map we are looking for. As we have already mentioned, this map will be used in our upcoming gamemode, called Sanctuary.

What is Sanctuary about?

The gamemode is a 2D-sidescrolling shooter with NPC mobs. The players can only move left and right (using WASD) and aim using the mouse cursor. There will be lots of loot, weapons, monster level scaling and 4 different difficulty levels.

All players work as a team to clear as many waves of monsters (and bosses) as they can, by fighting off the hordes from within a Sanctuary; this is basically a safe-zone, protected by a simple barricade. The space outside of the Sanctuary is not safe (dark, full of rot and death) so the players are urged to stay behind the barricade at all times (unless there is an intermission between waves, where players can collect loot).

What kind of map is needed?

The map itself is extremely simple; since the camera position and the player's movement are fixed, the main walkway (which the NPCs will use to get to the barricade) is not complex. For testing and development, we use a very simple map with a straight path and clips to restrict the players movement. This is a screenshot of the current map (annotations are explained below):



This image should give you an idea of what we are looking for:



1) Foreground:
  • This area, along with the background, is not accessible to the player and its main purpose is aesthetic.
  • Since the main theme of the map is a dark apocalyptic environment, the foreground could feature props like burning oil-drums, abandoned vehicles, smoking rubble, etc.
  • Props and scenery in the foreground should never obstruct the player's view!

2) Walkway:
  • This is the path the players can actually walk on. It should be mostly straight, except for a little slope at the very beginning of the monster spawn (1-2x the height of a player) in order to prevent players from shooting straight at the mob spawn.
  • This area is actually quite narrow, to prevent monsters or players to not be on the same Y axis (players can only aim up and down).
  • The walkway is separated from the fore- and background through player clips.

3) Background:
  • Just like the foreground, the background is purely cosmetic and not interactive.
  • Fitting background scenes would be for example:
    • A dark alley with tall buildings or chain-link fences
    • Collapsed buildings, crashes vehicles, etc

4) The Sanctuary
  • This is the barricade which should protect about 4-8 players inside.
  • It is important to note that the sanctuary should be 1 level only (no stairs, ladders, etc)
  • The area itself should be indicative of being a safe-zone; a collapsed building with the frontwall (in foreground) removed, or a fence spanning into the background would be examples
  • The Sanctuary area ends to the left in a pit (drop into trigger-hurt)
  • The main barricade prop will be positioned on the walkway and will be placed via Lua (no need to worry about that

Example VMF:
This is the map we currently use for testing purposes; the spawnpoints for both monsters and players are perfectly aligned on the y-axis (requirement) as well as being limited by the 2 clips.

Click here to download the example map (.vmf)



If you wanna give it a go, feel free to do so! Good maps will be rewarded with exclusive items!

Thanks for reading!

« Last Edit: March 06, 2014, 10:52:55 PM by nonSENSE »

0Fox

  • November 2012
  • 28 Posts
    • STEAM_0:1:40124487 STEAM_0:1:40124487
« March 06, 2014, 10:48:07 PM » #11120
It's gonna be awesome ;_;

Kmasht

  • February 2013
  • 169 Posts
    • STEAM_0:0:28843654 STEAM_0:0:28843654
« March 06, 2014, 10:53:19 PM » #11121
Ill have a go in the morning, look easy. Bet its not :P Night
Very Important for you to read this. Next time you see me say FPAICEE

Master Mark

  • October 2013
  • 259 Posts
    • STEAM_0:1:16156095 STEAM_0:1:16156095
« March 06, 2014, 10:54:48 PM » #11122
Nothing to see here.

« Last Edit: November 10, 2017, 12:08:34 AM by Master Mark »

Willdy

  • September 2011
  • 2276 Posts
    • STEAM_0:0:22970989 STEAM_0:0:22970989
« March 07, 2014, 04:07:33 PM » #11128
This looks amazingly fun yet amazingly simple - not just the concept but even the map making. With that in mind, I'm sure I'd still do terrible. I don't know if this is something which has already been considered but themed maps would be really nice.

Obviously as maps are made, they'll have different background images but perhaps add different monsters to kill on specific maps. So, you could have a graveyard themed map where you kill zombies, a sewer map where you have to kill different types of Antlions with the giant one as a boss, etc. If you considered adding custom models, you could have a science lab themed map with zombified versions of Kleiner (Green? Missing body parts?)! The posibilities are endless with a gamemode of this style.

Stebbzor

  • September 2011
  • 521 Posts
    • STEAM_0:0:13707575 STEAM_0:0:13707575
« March 07, 2014, 06:05:59 PM » #11130
Relax, it's not very simple just finding models for zombies or getting a modeler or making models, gonna have to finish everything else first before thinking about that. Also we don't like custom models very much if you haven't noticed, we use tf2 for hats.
x1

snowi

  • March 2013
  • 268 Posts
    • STEAM_0:1:23118475 STEAM_0:1:23118475
« March 07, 2014, 11:54:06 PM » #11139
Looks interesting..
Ill have a go at it.  ;D

Taux

  • March 2014
  • 2 Posts
    • STEAM_0:1:15908445 STEAM_0:1:15908445
« March 08, 2014, 01:03:13 AM » #11140
hey babe, i did a thing.


No barricade or anything yet. But an environment non the less.

http://touu.ch/e4SZXjQ
x2 x1

レオ✪

  • March 2012
  • 221 Posts
    • STEAM_0:0:37841413 STEAM_0:0:37841413
« March 08, 2014, 07:05:44 AM » #11141
Ello all, I can have a go at making a map for the game-mode, I do have a decent amount of experience with Hammer.
x1

Jaythorpe

  • This user has no personal avatar.
  • March 2012
  • 176 Posts
    • STEAM_0:1:16042495 STEAM_0:1:16042495
« March 10, 2014, 08:39:07 PM » #11157
definitely Going give this go got so many idea's which can make this amazing.

Sorry i haven't been on active just with work taking most days up and feeling tired after dont get much of chance to play games much but going try be more active now.
x2 x1

Keyes

  • February 2013
  • 102 Posts
    • STEAM_0:1:44681461 STEAM_0:1:44681461
« March 22, 2014, 03:29:46 PM » #11256
I think this could be a very unique gamemode! I haven't seen anything like it.

I'm working on a sanctuary map at the moment and I should have it up today.

2014 looks good for Moronyard :)
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One does not simply, get 60 items per day (you know who you are)

Waabbit

  • April 2013
  • 147 Posts
    • STEAM_0:1:41453322 STEAM_0:1:41453322
« April 04, 2014, 07:17:30 PM » #11375
Nice idea, nice maps :D If somebody can point link me/message me a guide to setting up hammer for gmod I will be eternally in their debt. Used to do some mapping but not for gmod, this was ages ago. Reckon I could make something nice and atmospheric though.

Keyes

  • February 2013
  • 102 Posts
    • STEAM_0:1:44681461 STEAM_0:1:44681461
« April 04, 2014, 08:01:21 PM » #11376
Nice idea, nice maps :D If somebody can point link me/message me a guide to setting up hammer for gmod I will be eternally in their debt. Used to do some mapping but not for gmod, this was ages ago. Reckon I could make something nice and atmospheric though.
Hey Wabbit, if you want I can add you on steam if you want help with getting hammer started.

« Last Edit: April 04, 2014, 08:06:01 PM by Keyes »
x1
One does not simply, get 60 items per day (you know who you are)

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