Mod Concept - Survive and Scavenge

sickre

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Survive and Scalvage
Full HL2 conversion concept plan

Part 1 - The beginning.

Players begin the map in a server just as aliens/evil have invaded a country town. You wake up in one of the many houses in the town. There is no power, and everything is dark - only the light of the moon gives you a limited idea of where you are. The small room you start in has a bed and a few random items, and a locked door. THe one window of the room is open.

Looking through the window, and down the street of the residential area, you can see a bonfire, with what looks like mangled bodies making up the fuel.

[The players with faster computers will have loaded the map earlier and will already be makign their way to the bonfire, awaiting the onslaught.]

As you jump+crouch to the window, you can hear a strange creature attempting to break down the one door of your small room. You are completely unarmed.

[The sensible thing to do is to go to the large bonfire. Other players are most likely already there, and with your limited vision it looks like they have aquired weapons... Of course, the player can remain in the room and be devoured by the zombie. Have fun waiting for the 3 minute respawn time!]

As you make your way down the street, and towards the rest of the players, you pick up a weapon - a piece of piping. You see other players at the bonfire in the middle of the street also have hastily-aquired weapons - crowbars, hammers, common garden items.

[WIth the right weapon system, anything in the Source game world can be picked up by the player - just like in HL2 - and consequently used as a temporary weapon.]

[When the majority of players have gathered at the bonfire - the only source of light apart from the moon - the zombies which broke down your door begin coming out of the houses on either side of the street...]

Your small group of humanity are unaware what to do. The obvious solution is to go out and attack the zombies with your unoffical weapons - so you do it! The more eager players have already rushed out and started swinging at the 30 or so zombies. Eventually, with a few

casualties, the zombies are dead. An old man walks out of a garden shed, with zombie injuries and bitemarks over his arm.

[THe NPC gives out a few maps of the area and briefly explains the context of this map. He tells the players to head to his farm, where they will find his armoury of a few shotguns and handguns. More importantly, they can use his farmhouse as a base of operations - in which to Survive and Scalvage.]

The old man collapses and orders you to kill him, to prevent him from becoming a zombie. You oblige gleefully.
 
interesting. the story could be developed more etc
but it could work.
but i dont think some1 will really make it. mod teams usually like ot make things that are their own ideas generally
 
neptuneuk said:
interesting. the story could be developed more etc
Sometimes its the opposite, a story can be too complicated.

In this case for example, what's the deal with the farm and the old dude? Seems redundant. The player is in a town, I'm sure tons of people have weapons there.

But of course, dont know the rest of the story, if it will have something to do with that farm later.

Scalvage? Not quite scavenging, not quite salvaging? ;)
 
Part 2 - Exodus

The old man lies dead. As players tend to each others wounds with a few conveniently placed health-packs, A horde of zombies become visible down the street - many more than players recently defeated. It seems a few zombies from the houses remained unslaughtered, so they stagger out too. Only one direction is 'free'... North. If players have managed to find one of the flashlights lying around, then it is easier to spot enemies in this dark environment.

[Players will need to make use of a compass and map. Until they find a GPS device...]


[This is where the objective system (one of many imagined systems) comes into effect. An instruction comes upon the screen telling the players to make their way North the barnhouse of the dead man and setup operations there. When players successfully complete an objective, the team is awarded with points. (Yes, if you havn't worked out yet, this potential mod has a co-op focus.) Points can be redeemed in various ways once the players setup their base.]

The players will begin to run North towards hope, peace, safety, and more importantly the promise of guns to shoot the mean zombies. As players pass more houses along the road, the residential area eventually turns to farmland. After a walk of 8 minute which would take 5 if not for the constant enemy hassle, players are confronted with the end of the road. A dense field of corn sits in their path.

[The size of the town and surrounding coutryside are imagined to take the Source engine to its playable limits. Seen the movie "Signs" with Mel Gibson? Remember the alien in the cornfield scene? This is it in the interactive form...]

Movement is visible in the cornfield. It takes no leap of imagination to imagine the evil things within. With no obvious choice but to go through it (The game world is non-linear, like the game "FarCry", but the most obvious solution is the one that will result in the least casualties... usually.) With visibility at almost zero, players have about 200m of Corn and Zombie to wade through. Hope you kept those drainpipes!

Once players have made their way to the other side of the field, the barnhouse is immediately visible. It seems in good shape. There is even a tractor that looks to be in working order. The barn is also well lit by some electric lights which look solar-powered. Unfortunately, the barnhouse is quite small. It is more a single barn, complete with authentic hay, minus the house. Can it physically fit every player?

[The objective 'Make it to the barnhouse' flashes as complete. After a few seconds, the wailing sounds of hundreds of zombies sounds. "Gather your weapons and defend the barn. You will be safer fighting inside." Comes up as the next objective.]

THe more adventurous players have already found the 2 shotguns, hunting bow, and 3 low-calibre pistols,and even the Imperial-era musket, as the old man promised, and set up positions in the barn windows, which give a clear outlook around the barn. The well-lit barn creates an eerie contrast to the murky fields outsides, from which the zombies emerge. The single barn door obeys the physics engine - the more force on the outside, it will open and allow zombies to stream in and eat brains, but if players are pushing against it or barracading it, the longer they will have to wear down the zombies with their guns and thrown objects. Or you can just jump outside, martyr yourself and respawn, but when more players in the team are dead the longer it takes to respawn. WIll you be able to defend old Bess, the cow you found in the barn?

[Like killing innocent cows? WHat if you could obtain a constant supply of milk from them? Have fun shooting chickens in the old version of cs_italy? Eggs are funner. Sure, you could shoot the chicken, or the cow, or maybe drop a brick ontop of it and watch the physics system become a twisted executioner. Then you could pick up the carcass with the 'e' button, move it ontop of a fire, and after a few minutes, Voi-Lah! Fried chicken! Or if you have a sharp knife around, cut off a bit of cow, cook it and eat it. Without eating for more than an hour game-time, you will starve. Shooting, moving, taking damage and general activities use up the food meter. The hungrier or more wounded you are, the slower and less accurate you will be.]

Can you kill the zombies? Will your ammunition run out? Do you wish you got to use the shotgun instead of Bob, and now you have to throw Hammers at scary, brain-eating zombies?

Your hunger meter is getting awfully low...


Next time: Part 3 - Base-building and research.
 
The concepts introduced in Part 2 are awesome, most notably the feeding/eating system. Hopefully you can work this into a mod, looks very promising!
 
I like your design and clear vision.. looking forward to part 3!
 
hey... at least he plans to have a story with his maps and he has a plan!!
GREAT IDEAS there Sickre, that's more than it looks like most of the map makers have planned for their maps. :)
 
dawdler said:
In this case for example, what's the deal with the farm and the old dude? Seems redundant. The player is in a town, I'm sure tons of people have weapons there.

Scalvage? Not quite scavenging, not quite salvaging? ;)

In Australia only people living in rural areas, the miltary and police are really given the oppurtunity to obtain a gun.

No housewifes with magnums in my country!

But since the mod/map is not set in a definite location, would you really want to run into a zombie-infested house to search for a gun in the dark when you have a team of pipe-wielding human players who can barge their way through a group of zombies by pure force?
 
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