Idea: Non-linear campaign

Non-linear campaign for l4d?

By zero rogue 4 years ago

I was just thinking about this idea and i want to see what you all think of it. If enough like it (and are willing to help) We may be able to get it going.

The idea comes from the concept of left for dead. To have a re-playable campaign that hardly ever gets old. now Left 4 dead did this nicely however Its still going from point A to point B on a map that doesn't change.

The idea. Escape from (name to be determined) city. A campaign of about 10-15 maps that instead of going in a straight line go more like the area of a city. Where each map is a part of the city. There are multiple entrances and exits for each map all leading from/to different maps.

Instead of having a single goal(escape) There are multiple goals, such as defend a group of survivors. Defeat a smoker "nest", escape a tank herd. All of these secondary goals help the team access special area and extras. Basically trying to show whats really happening to the city and its citizens as the city turns to chaos.

One thing I was hoping to add in is carry on info between maps, where if the survivors complete an objective in one map it can help out in another. Such as a bunch of military survivors have been held up in a store with a cache of Gatling guns. If the survivors can defend them through finale level panic attack. they will place Gatling guns thought the map and nearby maps.

The Primary mission would be very hard to complete(something to brag about) and require the group to go across the city to get various things and finally survive the mother of all finales.

suffice to say this is one big task I'm thinking up, much for than what I can do myself, (well without finishing after l4d 2 comes out. ^_^) Anyways that's the idea, feel free to give your suggestions on it.

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  • d4rth hijack's Levels
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    Posted 4 years ago

    The idea sounds really great and I think most of it is possible, though I don't know if you can pass information of a trigger onto another map. But I don't know if you can have multiple loading zones to multiple maps.

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  • scarecrow9421's Levels
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    Posted 4 years ago

    You can have multiple loading screens and maps and you can pass info over to maps its quiet easy. I would help you but im working on a project atm. But it is possible dont give up hope.

    Pwning u noobs
  • zero rogue's Levels
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    Posted 4 years ago
    Posted by d4rth hijack The idea sounds really great and I think most of it is possible, though I don't know if you can pass information of a trigger onto another map. But I don't know if you can have multiple loading zones to multiple maps.

    Yeah that's what I have to figure out. I have high hopes its possible, I did find an "trigger_transition" that's supposed to bring over entities from one map to another as long as the player is in it on map change.

    I do know you can have multiple loading zones, however it looks like each zone has to be entrance or exit.

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  • Jeffers's Levels
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    Posted 4 years ago

    Everything is good on paper.

    One big flaw is making everything seam together nicely. In a zombie apocalypse, not much is going to be occupied, leaving large, open areas that will cause a huge choke on even high standard PCs. Another flaw is the multiple loading points, having 10 for a single map is a bit of overkill, isn't it? Most players would get lost and go in circles for a while before rage quitting. Really, the only way to stop this is to cut off old parts of the campaign, but that would really kick the idea of a "free-roam city" right in the giblets as you'd expect to be able to back track to collect supplies that you may have missed. That brings me to another point, no campaign is meant to have players re-playing the levels, so supplies would be randomly generated because the maps would reset after the survivors leave that map.

    It's not impossible, but it's pushing the boundaries of the engine. L4D was not made for this kind of thing, large maps will most likely crash systems and screw over computers. Think about optimising it a bit before trying anything that is any different/larger than what is currently made.

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  • Starzky+Hutch's Levels
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    Posted 4 years ago

    This is a great idea but it could easily turn into what you were trying to aviod in the first place.

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    omnia romae venalia sunt!
  • zero rogue's Levels
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    Posted 4 years ago

    Posted by Jeffers

    Everything is good on paper.

    One big flaw is making everything seam together nicely. In a zombie apocalypse, not much is going to be occupied, leaving large, open areas that will cause a huge choke on even high standard PCs. Another flaw is the multiple loading points, having 10 for a single map is a bit of overkill, isn't it? Most players would get lost and go in circles for a while before rage quitting. Really, the only way to stop this is to cut off old parts of the campaign, but that would really kick the idea of a "free-roam city" right in the giblets as you'd expect to be able to back track to collect supplies that you may have missed. That brings me to another point, no campaign is meant to have players re-playing the levels, so supplies would be randomly generated because the maps would reset after the survivors leave that map.

    It's not impossible, but it's pushing the boundaries of the engine. L4D was not made for this kind of thing, large maps will most likely crash systems and screw over computers. Think about optimising it a bit before trying anything that is any different/larger than what is currently made.

    Ive always been one to go against the Status quo, so this is no diffrent for me. ^_^

    Anyways, I dont plan to have 10+ safe zones per map, more like 4-6 The idea is that you cant go from one map to all others, each map has about 2-4 maps that link to it.

    A "escape route" map in the safe room should allow players to get some headway. However the general idea is to explore the map. Find the secret routes, secondary objectives, ect. Not to mention if there's no zombies down a route its a clear sign you've been that way. ^_^

    As for size I don't plan to make each map any larger than the current maps. I do plan to block off areas, (no zombie apocalypse is good without it.) however I'll give more routes than on currently l4d maps. Simply drawing a path between each entrance to exit should make the map diverse enough.

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  • TheSniperFan's Levels
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    Posted 4 years ago

    Hmmmm nice idea and I would help, once i finished my Portal Mod. I thought about something like this too, but it would not be as much fun as you think. Have you ever played Portal or Half Life 2? If yes, you know how annoying it is to wait for the next map to be loaded, while in combat. Imagine this in online mode with 4 players. Suddenly appering and dissappearing people, because you won't enter the same area (that loads the next map) the same time and maybe other computers load them faster slower. I really like the idea, but the Source Engine wasn't made for big open areas like in GTA IV or Crysis. Once I'm back I show you how I planned my campaign, to make it feel like yours, even if it isn't! ...

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  • Fibbs's Levels
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    Posted 4 years ago

    Great idea. Only problem I can see right now is that people will most likely find the easiest/most profitable route and take that one all the time, essentially making it linear again. It's nice to have the choice though and I still think this is worth a try.

  • TheSniperFan's Levels
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    Posted 4 years ago
    Posted by Fibbs Great idea. Only problem I can see right now is that people will most likely find the easiest/most profitable route and take that one all the time, essentially making it linear again. It's nice to have the choice though and I still think this is worth a try.

    That's another problem. I have thought about a linear campaign wich let's you decide much thinks so that it doesn't feel linear. An example: Linear: You have to get to point X. You can decide wich door you open and through wich you go through. BUT: You're still in the same building.

    My Idea: The same situation, BUT before even entering the building, you acn decide, if you go through it, over the street or somewhere else. You can change the way you're going every time, because the building is mapped 100% and every room has it's things that make it worth going through it. It would be great, because you can choose different way's everytime. And if you make multiple savehouses, you can make multiple ways that lead into multiple maps.

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  • Viscupelo's Levels
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    Posted 4 years ago

    escape a tank herd tank herd herd of tanks

    Fund it.

    GAME OVER MAN, GAME OVER!
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