[Community Contest] Submissions


The Dream Challenge Community Contest
Submit your designs here!
You can discuss the event here: https://forums.nextgames.com/walkingdead/discussion/42766/community-contest-discussion/
Submissions ONLY. Please make your submissions as detailed as possible!
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Sorry, but couldn't upload my design to the comment since im new on this whole forum thing. Would appreciate if someone replies me how to.
My idea for Central for Disease Control (CDC) from Atlanta on Season 1 got lots of love from you, so I decided to make it something visual.
The map (DECONTAMINATION) is mainly divided to three main objectives, mainly as:
1- Find Jenner
This objective is pretty straightforward. One survivor starts in a corridor blocked by a debris while two starts in a room with a heavy walker. They may have a conversation about why alarms of CDC are ringing and what they should do. They agree on finding Jenner (scientist who works there). I couldn't balance the walkers here, so feel free to comment about it. Objective changes when 2-turn door into main room of CDC with computer frame is opened.
2- Persuade Jenner
First thing seen in this room is Jenner struggling with a normal walker. Walker is no hard challenge to kill, main objective is to drop Jenner to the red health bar for the third objective. One of the survivors must go and initiate a conversation with Jenner. This mechanic works like looting for multiple turns, survivor in conversation will be unable to act for 3 turns while walkers barge into room from 3 access points. Other survivors must cover them, challenge fails immediately when Jenner dies (because of Objective 3). Jenner will talk about how it is futile to escape and they will die out there anyway. Survivor talking persuades him that they should have a chance to live, in 3 turns, and Jenner will try to open the gates, staying behind nonetheless (so he won't be an extra survivor to act).
3- Escape the CDC
As soon as Jenner is persuaded, a countdown will begin for CDC explosion. Jenner will try to open the doors, but he has only one code and will try it on each of the doors. Note that survivors can't help him on opening the doors since they don't have the codes, they will just protect Jenner. This part is mainly based on luck, he may open the doors on the first try, second or third. If he opens the doors on third try, survivors most likely be in a really big problem since explosion will kill/heavy injure all survivors and walkers outside of safe zone (marked in light green, not to be confused with exit) when countdown is expired. Challenge is succeeded when at least 1 survivor reachs to the exit. (It may be too much to ask from players to make all 3 survivors reach to the exit because of countdown.) I haven't decided on how many turns should countdown go down for, but at least should be 4 or 5 to make escape possible in worst case scenario.
That's pretty much it. Since the show is about suspense and tension, I feel like we could use countdown maps like this on game. Feel free to comment about it!
Choose hero from Ocean Side.
Make more mission from Season 1 and 2
Choose Hershel and Beth and tiris and Shen(rick's friend) as Hero.
Make mission from hospital Season 5
Make or desining New model of Wars.it means 2 model wars is better one. Like: At guilds each member choose best hero and all of them ready for fight to another guild.
I ask you make one thing for donate like supply and ...
Thank you.
Go DRAW something, yo!
- For the first few waves, there are walkers coming from the left side
- Soon enough humans start coming from the right, giving you enemies on both sides
- In the toughest waves, whisperers start showing up in the walkers from the left
- The arena is set in an open field, but with a “house” (some walls to hide behind) in the middle of the map to give some protection
- The stage does not end until all 3 of your characters are eventually killed
This is a concept to allow more strategy to be used and therefore allowing even more fun to be had. Do you sacrifice one of your characters to get through a wave? Do you get the humans out of the way, but now you have a hoard right behind you? Or do you use the walkers to build up your charge points while possibly being shot at? Maybe you can use Beta to lead walkers to fight off the human enemies for you.
Thanks for reading
Oh yeah, and give us Judith please!!!
my submission
in game im Blasto guild survivor
Objective #1 find missing survivor. Location will be random in 1 of 3 rooms. The red lines indicate where doors would be.
Objective #2 reach the exit
Along hallways could be gurneys, hospital beds. Walkers spawning from piles would be normal walkers wearing hospital gowns. Two walker piles; one at top and one at bottom
Pushing debri at bottom could spawn 1 speedy walker from the exit area
Having candy for breakfast!
100% FTP
MyYouTubeChannel
Might be too tough, however the thing is called Challenge. ;-)
Together we can make it!
This mission is meant to evoke Sophia's death scene from Season 2, Episode 7. I've attached a map, but the map isn't very important because the walkers will be coming to the players rather than vice-versa.
When the mission opens, the player characters are on the left side (green circles). A stationary bruiser npc named "Hershel" (magenta semi-oval) is wrestling with a walker (red semi-oval) at the bottom of the map. The initial objective is "protect the civilian".
On the right side of the map is a large barn (blue rectangle), which in-game functions as an obstacle that can't be entered or looked through. When the original walker is killed, the barn door (cyan rectangle) opens and walkers start emerging (into the spaces marked with yellow triangles).
Three waves of walkers will emerge from the barn. On the turn that Hershel's walker was killed, the first wave emerges, consisting of two normal walkers. The turn after that (at the start of the player's turn, so that there's an opportunity to deal with them), the second wave emerges, consisting of two normal walkers and one armored walker. The turn after that, the third wave emerges, consisting of two armored walkers. Note that Hershel is a stationary melee character and is more than three spaces from the barn entrance; he should not get mixed up with the walkers very quickly.
The first time that a walker dies (not including the original walker that was wrestling with Hershel), or if a walker (again, not including that first one) interacts with Hershel, the objective changes. Hershel screams "Noooooo!", and then is deleted and replaced by a hostile raider, who is a hunter armed with a shotgun, still named "Hershel". The objective becomes "defeat all enemies".
When the raider and all three waves of walkers have been defeated, a high-level tank walker emerges from the barn. (If there's a way to give walkers names, this walker's name is "Sophia".) Anyway, the objective becomes "kill the tough walker", and the mission ends when the walker dies. Note that I've left some space around the edges of the barn; the player may find this space tactically useful during later challenge rounds in which it might be unfeasible to deal with a tough walker in a totally open environment.
The mission is to kill all dead by one hero: Daryl. This is a moment when Daryl was looking for Sophia himself in the forest in Season 2.
Walker type is normal, i.e. easy to kill.
The mission can be divided into four parts.
The first part is about killing 4 walkers. In the second part, 4 walkers reveal themselves again and of course the hero must them killing. In the third part joining to us other hero: for example Merle that he would help us kill 8 more walkers.
In last part be that the hero must get to the designated place to end the game.
- You have to move from left to right to reach the exit through a large “swamp” map filled of normal walkers.
- As soon as you move on the right you will have more walkers spawning from your back and at the same time “rodents”spawning from the top and the bottom.
- Rodents are the key ..because while you slide on killing walkers (...Daryl leader is a good choice).. you may kill also the rodents to stop walkers. They will stop to eat them...
--> Do you need a guild? ...send me a Private Message. My Recruiting den and my "Art Objects" in the Next Games Collection.
Ok, i know it´s long, but i think it worth it. I call it; "The Escape"
First yo will have to kill the two human enemies at the beginning and once that´s done the objetive will be activate the button on the wall, that will open the door... and let a lot of special walkers come out and hunt the player. After that the survivors will have to reach the exit while fighting some walkers and the special one´s, at half of the map there will be two paths, one with a container the player will have to move and the other unlocked but with a bunch of hungry walkers ready to eat your surivors
Anyway, once you have reached the end there will be a whisperer (you know, that walkers that you shoot and then they turn into a human enemy) which players will have to kill and finaly reach the exit.
For the first section i was thinking on a similar explosion like those in the level 8 of the 8A season missions, also once the initial walkers had came out there must be more common walkers spawning there.
I apologise if there´s any writing mistakes, my mother language is spanish so... yeah i probably had some problems, anyway that´s my idea.
There’s been numerous scenes lately where survivors are trying to stop the horde from getting into the camp.
We can mix it up where there’s a fence in the middle with a horde trying to get in, and in the mix, whisperers (freemen). Their goal is to get through the fence obviously and I’m not sure how the coding would work, but the walkers could attack parts of the fence and after a certain amount of turns, they would bust through. This could be a kill all mission but the walkers would probably need to be on aggressive so they’re attacking the fence and trying to get through. Not sure how many walkers or freemen would be “fair” but to be realistic, it would need to be a pretty big number of walkers. Needs to be borderline overwhelming.