Resident EviL: OUTBREAK
Yet another Resident Evil map you say? That may be true but i'm trying my
hardest to not make this map suck. Basically I have my own characters in it and
it takes place at the first half of OUTBREAK Scenario 1. Then it branches off into
my own original story. To help me test this game, USEAST Foley(U)
Progress
-Ideas[progress]100[/progress]
-Terrain[progress]64[/progress]
-Unit placement[progress]62[/progress]
-Triggers[progress]68[/progress]
Specifications
-Players• Features 3 Players.
• Each player has vHP and will bleed when bitten.
• My own unique ammunition system.
-Map tileset• Ice
-Map size• 192x192
-Enemy vHP• Enemies have virtual hitpoints so that each time
you shoot them, you will hear the actual gunshot.
• Featuring a special boss at the end with a unique way
of killing it.
Storyline / Introduction
• Players will be pitting their willpower to the test against
a city of the undead. Stick together, conserve ammo
and share items.
Features
-Player Interface• Each player controls a member from the R.P.D.
• To pick up items/use keys, simply use your 'action'
button.
-What's new in your map that others have not done before?• Pretty sure my ammunition system... though I could be wrong.
Details
-Characters• Justin M. Foley - Officer 1st Class of R.P.D.
Age: 24
Height: 5'11
Weight: 168
Blood Type: O
• Erik Stephen Vavro - Private (First day on duty.)
Age: 21
Height: 5'9
Weight: 157
Blood Type: AB
• Tiffany Nichole Flint - Private (Also first day on duty.)
Age: 22
Height: 5'5
Weight: 128
Blood Type: B
-Weapons• Standard Issue 9mm Glock
-Items• Green Herbs (Cures 30%)
• Red Herbs (Cures 60%)
• First Aid Spray (Cures 100%)
• Ammo Box (10 bullets)
• Keys/Special Items
Screenshots
Made with Production Template (keep this link to help propagate this template or you get smitten!)[right][snapback]558856[/snapback][/right]
Well...as long as it's fun, people usually won't mind if it sucks. As for your features, how will the vHP system work? I mean, I know how to do it, but will there be multiple lives for them?, or do they die on the spot? And how does the bleeding thing work? I mean, you can't modify health, unless you use death counters or something, but there's absolutely no way of detecting the amount of health you started with before you were bitten.
Now, that's complicated.
. The ammunition system gives a feeling reality. So, I now have three reasons to play this map.
Like everyone says, try to make this as close to the game as possible, and decent. If not, your map will suck, and noone will play it.
And how will you cure by percentage? I'm sure you CANNOT detect health at all. Unless of course you must use many possibilities with death counters and the vHP system of how many units are left before you die?
Really man, you make it sound interesting, but this sounds so complicated, that it seems you can't do it, no offense. But if you can REALLY DO IT, then congratulations. I'll be waiting for this map, and your future projects.
Good luck and have fun.