Escape from the city is possible...via the Nether!
There will be a partially done portal in a lab somewhere, you need to find the other piece(s) of obsidian, rebuild it, and flee into the nether. The use another portal inside the Nether to get out of the city.
I was looking at the screen shots, and i love the idea... but i think the starting room looks really good. but (this is just an opinion...) the rest of the city doesnt LOOK like a city to me... if its all just stone at the bottom, its pretty plain, add stripes or something... and add windows, not so much huge sides of a building made of glass... But i love the idea! but to ME... the scenery just looks dull... Sorry
I was looking at the screen shots, and i love the idea... but i think the starting room looks really good. but (this is just an opinion...) the rest of the city doesnt LOOK like a city to me... if its all just stone at the bottom, its pretty plain, add stripes or something... and add windows, not so much huge sides of a building made of glass... But i love the idea! but to ME... the scenery just looks dull... Sorry
My plan was to make the buildings first, and then edit it some variation to the scenery.
Im gonna add
-Lines in the roads (gold block)
-Iron on the sides of some buildings
-Brick things
-Bridges/tunnels between buildings
-Various decorative items/structures.
Escape from the city is possible...via the Nether!
There will be a partially done portal in a lab somewhere, you need to find the other piece(s) of obsidian, rebuild it, and flee into the nether. The use another portal inside the Nether to get out of the city.
Yes.
That sir is just like nazi zombies. except you win. this also lets you built ZOMBIE CITY TWO!
the nether will link up to this city, which has way more resorces, but 5x the ZOMBIES
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MOD EDIT: You could have left out that last line. User warned for flaming.
Escape from the city is possible...via the Nether!
There will be a partially done portal in a lab somewhere, you need to find the other piece(s) of obsidian, rebuild it, and flee into the nether. The use another portal inside the Nether to get out of the city.
Yes.
That sir is just like nazi zombies. except you win. this also lets you built ZOMBIE CITY TWO!
the nether will link up to this city, which has way more resorces, but 5x the ZOMBIES
%x the zombies is impossible as I plan to have the MAXIMUM AMOUNT of zombies allowed in THE ENTIRE GAME present in this city.
I tried to make a replica using MCedit, Invedit, Minecraft, and MSPaint in singleplayer, but I didn't want two sister projects that would get flames between the posts.
It turned out pretty well, with a "HUB" connecting to the rooftops, apartments, "DOWNTOWN", mall, and sewers,
But I'd think I'd do best helping someone with a real plan.
If you truly are physically incapable of hiring any more builders,
Then I can at least give you some tips like this.
1: Use various redstone splattered about as a "blood" effect. This is aesthetic, but might also interfere with puzzles.
2: Hide buttons and levers in chests that open up new levels. ie, there's an iron door in front of a safehouse, but you have to get to the end of the sewers to get a lever. Inside the safehouse there's lots of survival materials; Maybe that diamond one you were talking about?
3: Don't be afraid to put some puzzles and "challenges" in there. Jumping puzzle on a crashed monorail? Redstone puzzle in the security camera house? Take a look at the "Dungeons" that people are always making. It's a series of fun challenges and puzzles to get to the end of a thing.
4: Study psychology! Make some "reverse psychology" elements rarely, but throughout, some of the levels. For example, a flaming ****ing wasteland with nothing in sight may have a double-chest full of golden apples, while the ritzy manor. is home to a zombie associate's party. Also, maybe some "doublechoice" or "forks" in the path? I was beta tester in a dungeon where there was a doublechoice. "FOOD OR ARMOR? CHOOSE WISELY"; And you could only get one. A "fork" might be like this: "NEWBIE PATH" "EXPERT PATH", for the experience of having fun.
As a game designer, I'd know that the player thinks dying over and over again isn't fun. Hardcore-ChuckNorris mode doesn't always equal fun. That's why most games have an "EASY / HARD" slider. If you're a pro slayer, you take the "EXPERT" path. If you've taken the expert path and hated it, then you can always take the "NEWBIE" path.
5: Use the landscape to your advantage. Want some good "skybox" views? A key in mapping is to have a whole world surrounding the area. If you look at HL2:EP2, there's always big forests, and hills, and crap, to make it look realistic. This isn't that important.
6: Map design is key! A gigantic adminite cube is rather bland, and per se, "lazy". Sorry! :c
Instead, you should have some "QUARANTINE" roadblocks, crashed cars/trains/monorails blocking the road, big rubble, fences, etc. If you've ever played L4D at least once, you'd know what I mean.
7: Boss Battles at the end of said levels. You know, big TNT warehouses full of creepy creepers, subways and sewers full of spooky spiders, and graveyards full of scary skellies.
8: Good building design! Take the time to look at some "Mirror's Edge" walkthroughs of levels. Those eye candy, modern buildings would be perfect for a full-out zombie apocalypse. They also make good "rooftop travel" and that's pretty new to Minecraft.
9: Try to cycle through most of the important "city elements". Farms, firework (TNT) warehouses, apartments, malls, and more. This is just for realism and not too important.
10: Big finales add for fun! Imagine at the end of a level, you're expecting to see a Ghast boss battle, but instead, there lies an overturned Gas Tanker blocking the road. You look around it and see a bit of TNT sticking out of a crack... Hey, why don't you go smack it and hide in that building? *smack* WOAH EPIC. I love this map! Hm, what's that behind it? OH MY GOD GHAST *pew pew pew*
Here's an idea for roads:
If you're open to changing the game textures, you could change the minecart tracks into road "pieces". I just think that having meter-wide stripes in the middle of a road is kind of silly. On a similar note, you could add cars into the game by changing the minecart textures themselves.
Just my two cents. Looks great so far!
And as was said before, you can space out the spawners for maximum zombies! Put one or two near the first building, then space the others out throughout the map. Put them in as decorative grates into the streets or something. If necessary, you could retexture those as well so that they look more like sewer drain covers or something more city-like than a cage.
It would be awesome to play this level!
And I +1 all of TurtleeyMC's ideas, too! :biggrin.gif:
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Make your own "sammich", you base, three-suited, filthy, worsted-stocking knave!
The lines in the road actually dont look that bad...But the problem with obsidian roads is that Im placing exactly three obsidian blocks on the map. (hidden in chests) as part of the game goals. (Rebuild a nether portal). Having a readily available source of obsidian would ruin that..
I cant reskin the minecart tracks either. I need them for the subway system...
The lines in the road actually dont look that bad...But the problem with obsidian roads is that Im placing exactly three obsidian blocks on the map. (hidden in chests) as part of the game goals. (Rebuild a nether portal). Having a readily available source of obsidian would ruin that..
I cant reskin the minecart tracks either. I need them for the subway system...
There's a option in painterly that turns railroads into monorails. Just a idea.
The lines in the road actually dont look that bad...But the problem with obsidian roads is that Im placing exactly three obsidian blocks on the map. (hidden in chests) as part of the game goals. (Rebuild a nether portal). Having a readily available source of obsidian would ruin that..
I cant reskin the minecart tracks either. I need them for the subway system...
There's a option in painterly that turns railroads into monorails. Just a idea.
The problem there is that, in order to have that effect, people will need to download the pack...
Im trying to design a map hat works well with the default textures. The pack I might make is just an added bonus.
HA! Doom...Ah the good ol' days.
Ref to me please and thank you!
Yes.
test didnt go so well. How to fix?
What was the problem?
[simg]http://i52.tinypic.com/rk7h3t.png[/simg]
7 spawners, each spawner is supposed to have 5 zombies apiece eventually.
35 zombies. I had like six.
Need MORE!
My plan was to make the buildings first, and then edit it some variation to the scenery.
Im gonna add
-Lines in the roads (gold block)
-Iron on the sides of some buildings
-Brick things
-Bridges/tunnels between buildings
-Various decorative items/structures.
That sir is just like nazi zombies. except you win. this also lets you built ZOMBIE CITY TWO!
the nether will link up to this city, which has way more resorces, but 5x the ZOMBIES
MOD EDIT: You could have left out that last line. User warned for flaming.
%x the zombies is impossible as I plan to have the MAXIMUM AMOUNT of zombies allowed in THE ENTIRE GAME present in this city.
Space the spawners out :Notch:.
Also nice idea, I'll be sure to play this when it comes out
Over 10 zombies down there.
I tried to make a replica using MCedit, Invedit, Minecraft, and MSPaint in singleplayer, but I didn't want two sister projects that would get flames between the posts.
It turned out pretty well, with a "HUB" connecting to the rooftops, apartments, "DOWNTOWN", mall, and sewers,
But I'd think I'd do best helping someone with a real plan.
If you truly are physically incapable of hiring any more builders,
Then I can at least give you some tips like this.
1: Use various redstone splattered about as a "blood" effect. This is aesthetic, but might also interfere with puzzles.
2: Hide buttons and levers in chests that open up new levels. ie, there's an iron door in front of a safehouse, but you have to get to the end of the sewers to get a lever. Inside the safehouse there's lots of survival materials; Maybe that diamond one you were talking about?
3: Don't be afraid to put some puzzles and "challenges" in there. Jumping puzzle on a crashed monorail? Redstone puzzle in the security camera house? Take a look at the "Dungeons" that people are always making. It's a series of fun challenges and puzzles to get to the end of a thing.
4: Study psychology! Make some "reverse psychology" elements rarely, but throughout, some of the levels. For example, a flaming ****ing wasteland with nothing in sight may have a double-chest full of golden apples, while the ritzy manor. is home to a zombie associate's party. Also, maybe some "doublechoice" or "forks" in the path? I was beta tester in a dungeon where there was a doublechoice. "FOOD OR ARMOR? CHOOSE WISELY"; And you could only get one. A "fork" might be like this: "NEWBIE PATH" "EXPERT PATH", for the experience of having fun.
As a game designer, I'd know that the player thinks dying over and over again isn't fun. Hardcore-ChuckNorris mode doesn't always equal fun. That's why most games have an "EASY / HARD" slider. If you're a pro slayer, you take the "EXPERT" path. If you've taken the expert path and hated it, then you can always take the "NEWBIE" path.
5: Use the landscape to your advantage. Want some good "skybox" views? A key in mapping is to have a whole world surrounding the area. If you look at HL2:EP2, there's always big forests, and hills, and crap, to make it look realistic. This isn't that important.
6: Map design is key! A gigantic adminite cube is rather bland, and per se, "lazy". Sorry! :c
Instead, you should have some "QUARANTINE" roadblocks, crashed cars/trains/monorails blocking the road, big rubble, fences, etc. If you've ever played L4D at least once, you'd know what I mean.
7: Boss Battles at the end of said levels. You know, big TNT warehouses full of creepy creepers, subways and sewers full of spooky spiders, and graveyards full of scary skellies.
8: Good building design! Take the time to look at some "Mirror's Edge" walkthroughs of levels. Those eye candy, modern buildings would be perfect for a full-out zombie apocalypse. They also make good "rooftop travel" and that's pretty new to Minecraft.
9: Try to cycle through most of the important "city elements". Farms, firework (TNT) warehouses, apartments, malls, and more. This is just for realism and not too important.
10: Big finales add for fun! Imagine at the end of a level, you're expecting to see a Ghast boss battle, but instead, there lies an overturned Gas Tanker blocking the road. You look around it and see a bit of TNT sticking out of a crack... Hey, why don't you go smack it and hide in that building? *smack* WOAH EPIC. I love this map! Hm, what's that behind it? OH MY GOD GHAST *pew pew pew*
50 more are on the way.
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< Dragon Cave! (aid)
If you're open to changing the game textures, you could change the minecart tracks into road "pieces". I just think that having meter-wide stripes in the middle of a road is kind of silly. On a similar note, you could add cars into the game by changing the minecart textures themselves.
Just my two cents. Looks great so far!
And as was said before, you can space out the spawners for maximum zombies! Put one or two near the first building, then space the others out throughout the map. Put them in as decorative grates into the streets or something. If necessary, you could retexture those as well so that they look more like sewer drain covers or something more city-like than a cage.
It would be awesome to play this level!
And I +1 all of TurtleeyMC's ideas, too! :biggrin.gif:
Hooray!
And I like your ideas, too, but I'm not sure if you can change the actual model of the minecart with a a simple texture. :c
I'd just use obsidian for roads.
< My Steam Account (add me!)
< Dragon Cave! (aid)
I cant reskin the minecart tracks either. I need them for the subway system...
There's a option in painterly that turns railroads into monorails. Just a idea.
The problem there is that, in order to have that effect, people will need to download the pack...
Im trying to design a map hat works well with the default textures. The pack I might make is just an added bonus.