Name:This is a Raid! Objective: Set the explosive and blow open the door, Kill the Saviors, then Go to Exit Special Enemies: Fast, Metalhead, Savior
Map Legend Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the bottom of the map Ending point is behind the door at the top of the map and is marked with a light blue rounded rectangle Green circles on tiles indicate a potential spawn point for normal walkers Yellow circles on tiles indicate a potential spawn point for either Metalhead or normal walkers Ghostly transparent images of cars and red arrows indicate where the cars will remain once moved
Mission This is a raid! First you bust into their compound through their car barricades, killing their yard walkers as you go. Run up to their front door, plant the C4, then retreat to a safe distance and blow the door down. Defenders will run out to defend their base - slaughter them and take their base for yourselves! But be quick! There are walkers hot on your tail!
Gameplay From the starting positions, once you move the cop car, one normal walker will spawn on the left side and one normal walker will spawn on the right side in one of the randomly determined yellow or green circles in an unaware state and set to wandering - this gives you the opportunity to prowl, attack them, run up to support the car mover on overwatch, or run by if you get a fortuitous spawn.
The first walker pile starts spawning 1 walker per turn after survivor turn 2. When you move the second car, one Metalhead walker will spawn on the left side and one Metalhead walker will spawn on the right side in one of the randomly determined yellow circles in an aware state. Additionally, a fast walker will spawn in each of the three starting positions in an aggressive state. The idea is that it's timed for if you don't kill them fast enough then they'll block bullet fire for the chasing fast walkers. However, you can also choose to clump near the 2nd car prior to opening it and either attack the Metalheads at range or rush towards the door and use the choke point between the van and the second car to your advantage.
Two turns after the second car is moved, the walker pile in the top right corner of the map is activated. It spawns 2 normal walkers per turn once activated. Interact with the door (2 turn interaction) to plant the c4. This can be done from any of the 3 tiles in front of the door. Clear the area after placing the C4 so you don't blow up your survivors and blow the door with the detonator (1 turn immediate interaction). You might choose to time the explosion to kill a walker or two as well!
When you blow the door, 3 saviors appear in the ending positions in an aware state. They are a bruiser, a scout and a warrior. Spawn points for each savior are randomly selected from the three ending positions (indicated by the light blue rectangle). Once you've revealed the saviors, if you've got survivors with action points left you could stun them if you chose or burn them down, or you could use the nearby walker pile to distract them and let the saviors come between your survivors and the incoming walkers and then cut a path into the base while the walkers chew on their corpses. Be careful, though! When you kill the saviors make sure you don't accidentally cut off your path into the base with hungry hungry walkers.
Wave Mechanic First walker wave is after turn 4 and every 4 turns thereafter. On every wave a set of three Fast walkers spawn in the starting points in addition to the standard wave. These Fast walkers always start aggressive. They'll chase your survivors to the base and keep you moving along and on your toes!
Waves spawn in a specific section based on if your survivors have moved any cars and will be distributed evenly around the corners of the section that they spawn in: If you haven't moved any cars - Waves will spawn in section 1 If you moved the cop car but not the second car - Waves will spawn in section 2 If you moved both cars - Waves will spawn in section 3
Notes The length from the second car to the door is 2 turns total by any type of survivor so they can't be accessed on the same turn as the second car by scouts to align timing on the spawns from the second walker pile.
Able to entirely be made with existing assets and general level art would be the sides are street with brick walls or housefronts, with an alley on the right side to push the second car into. Obviously feel free to exchange assets from any used here for equivalently/appropriately sized ones with the same mechanics (like subbing out the cop car for dumpsters etc. for proper tile widths) and so that the map looks less conspicuously like it was crafted from screenshots of youtube videos and paint.net...
After you open the door (1 Turn) walkers start spawning every round from the right (two normal and one special). After two turns of spawn 5 Terrorists come through the door. Now you have to kill them before they reach the Point (cross the line).
Ok I had a great third challenge idea. I can't describe it perfectly but it's good I think.
The first level of the challenge will be your 3 characters spawning at the end of a road in a city, there will be 5 normal walkers and 2 swat zombies next to a swat truck on the other side of street/map. This will be your goal. Also on the map are 2 npcs (scouts) being attacked by walkers. Save them and get the seat supplies and run the top center of the map where the end will be. (Specials in the level will be swat only). This will represent the beginning of the apocolypes
The 2nd level will take place in a big store. On the ends of the map there will be one layer tile places you can walk by. The majority of the map will be a mostly blank store with shelving in the map making the map a battle between shelving, I'm not good at explaining this. But shelving will cut the map into 4 hallways. The 1st and Last hallway will be 1 tile straight line. The middle 2 will be 2 tiles thick with shelving cutting the hallways off from each other. The goal will be to kill 3 freemen (i bruiser 1 shooter And 1 hunter) who have entered the store, 1 walker will spawn where the freeman spawn. Once the freemen are dead a lot of walkers will spawn where the freeman started. The freeman started in the northern area of the map. This causes the north to be full of walkers. Meanwhile when the freemen die a tank will emerge from unopenable doors that only open when the tank opens them which is when the free men die. The exit will be where the tank comes from.
The third level will be a dirt road in the woods. You will spawn in the far left on the road. A crate will sit in the middle of the road. When you open the crate, 6 free men will emerge. (2 hunters on the end of the tile line on each end, a bruiser and a shooter on the far right end and 2 scouts will spawn where you spawned) your goal will be to kill them while normal walkers spawn in the 4 corners of the map. Once the freemen are dead you must run to the far left of the map.
The 4th level will be in a factory or swamp (idk which one yet) and you must flee through the area from normal walkers and a tank who will spawn ahead of you. You must flee from a horde of normal and swat walkers while they chase you. You will spawn far right and get to the end of the map which is at the end of the swamp or right outside the exit of the factory (depends on which one). The goal is to get to a ad where 2 NPCs (2 shooters) wait for you.
The 5th level will be at the gate of some survivor base. You will spawn in the southern center point while 3 friendly npcs will spawn in front of you. Your goal is to 1. Assist a friendly npc escape a walker. Once done he will flee to a lever or something and then will try to activate it (6 turns) you and the npcs must cover him while a lot of normal walkers enter the base. You must cover him. Once he has closed the gate you must kill all remaining walkers.
The final level will be in the same as the fifth but there are a lot of walkers. Multiple npcs will be fighting walkers and be grabbed by them (4 total all scouts) you must save at least 1 of them who will then flee to where you spawn (southern central) you and the saved npcs will then attempt to survive. (You must survive while the npcs are optional after that point. They are just gonna assist you) after you survive 5 rounds the levels will end (hopefully with you surrounded by walkers)
These challenge levels will be the story of your 3 people. The beginning of the end, surviving hostile survivors and hordes of the undead, and defending and perishing (hopefully if you are surrounded by walkers at end of 6th) in your home. A place you tried to call home. Yay I'm done typing this.
I’m not a designer and my Excitebike maps were designed purely for huge jumps only. But it would be interesting to see 6 hero classes and 6 missions. Each mission would focus on a survivor class. One where the layout would vastly benefit one class or a bonus given to that class only. This way instead of playing one class bonus that eventually you ignore and switch to your A team. You would be compelled to use that class because the map was geared toward it. This would not only encourage changing up gameplay but perhaps utilizing normal survivors over a less suited hero. I will let the experts create the maps
Map title. 3 TEAMS
Mission: kill all saviors.
Details:
3 rooms with open doors that converge in a single room. Your opponents are 2 sets of 3 man saviors that will also fight each other. 3 teams fighting for survival.
Blinded spots because od only door opening.
Middle room will have a spawn of 3 walkers each turn for charging survivors.
Possible strategy, wait up for the other 2 teams to kill each other.
Because the forums cried out for swamp maps, LootHoarder has provided a swamp map. This one's for you, @MudMoccasin
Name: Booby-trapped Bayou Objective: Kill the Saviors, then Go to Exit Special Enemies: Boom Barrels, Goo, Spiked, Savior
Map Outline Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top left of the map Light Blue tiles are the escape zone, Light Grey tiles are the path, Dark Grey tiles are walls to restrict vision Orange tiles are Boom Barrels, Brown tiles indicate a sand trap concealing a Goo walker Yellow rectangles are sandbags providing cover for saviors or survivors to hide behind Green tiles are swamp trees (i used an aerial view of a mangrove swamp and a little paint.net) and unable to be walked on
Map Legend Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top left of the map Ending point a the far right of the map and is marked with a light blue rounded rectangle Green circles on tiles indicate a potential starting spawn point for a group of two normal walkers and one Goo walker (all set to wandering) Yellow circles on tiles indicate a potential spawn point for a group of three normal walkers (all set to wandering) Ghostly transparent images spiked walkers indicate the priority spawn point for a Spiked walker after survivor turn 2 (all set to wandering) Brown tiles indicate a sand trap concealing a Goo walker (set to aggressive if spawned) There are three Saviors (1 each of assault, hunter, shooter) and spawn points are indicated by any of their symbols (these spawn point tiles are static but the class that spawns in the tile is randomly determined at start). These survivors will stand their ground until such a time as your survivors come into visual range and then their behaviour is normal savior behaviour.
Mission You've chased a group of saviors back to their swamp, but they've got nasty suprises waiting for you! Find and kill the saviors, but watch out for booby-traps!
Gameplay From the starting positions, your survivors will have limited visibility to the green and yellow starting spawn zones due to the walls and the walls serve to conceal the boom barrel surprise awaiting survivors that recklessly charge in. These boom barrels the saviors have left as traps for you can be turned to your advantage and used to clear out walkers in the corridor if you are careful about angles and proximity. Note that each barrel is placed so that it won't trigger another barrel if it's triggered.
The green starting spawn zone will start with two normal walkers and one Goo walker (all set to wandering) which randomly spawn in any of the indicated tiles. Similarly, the yellow starting spawn zone will start with three normal walkers (all set to wandering) which randomly spawn in any of the indicated tiles.
After turn two, Spiked walkers appear in the ghostly spiked symbol indicated tiles (or the closest available tiles to those if the spawn points are blocked) and will be set to wandering unless your survivors are in their alert range in which case they will be aggressive. Starting walkers and the Spiked walkers all start as wandering, so you can attempt to either burst them down, or wait a turn and see if you're lucky and they clump around a barrel or wander off towards the Saviors and save you time and threat in dealing with them.
The sand trap concealing a Goo walker can be evaded if one chooses to clear the boom barrels on either side and carefully walk at a diagonal skirting the trap. Or you can bait out the goo walker and run back and set off boom barrels, or just charge through and burst it down.
Once you're in visual range of the saviors, they'll react to you as normal (no overwatch on initial reveal but once revealed they can do the standard overwatch). Not sure if the saviors can accidentally trigger a boom barrel with AOE fire from targeting one of your survivors with, for example, an assault attack, but i hope they can... because once you can see the saviors you're probably standing next to a barrel unless you already safely destroyed it!
In any case, the saviors have fortified positions taking cover behind sandbags so it's up to you how you would prefer to deal with them - charge in and blast them off the get go with an assault charged attack before they can react, or run up to them with melee units and flank them first, or bruiser bash them into standing up, or just light them on fire and hide behind the wall on the bottom and the outjutting tree on the top side (warning - the bottom savior still has line of sight to a survivor hiding behind the top outjutting tree!). Or you could even use stuns and delay tactics to keep them occupied while you maneuver by them and sandwich them between you and the incoming waves of walkers.
Once the saviors are dead, move to the escape zone along the far right side of the map to exit the level.
Wave Mechanic First walker wave is after turn 5 and every 5 turns thereafter. Waves spawn along the top and bottom tiles prioritizing top left and bottom left corners and will be distributed evenly around these corners (this is so that they will spawn farther away from the saviors, forcing survivors to deal with the incoming waves and keeping survivors from using turn delaying tactics to attempt to spawn in walkers near to the saviors). They'll initially spawn in the starting tiles and along the far left wall until your survivors pass the second set of walls. once that happens the spawns will prioritize along the top and bottom of the corridor to the saviors to keep pressure up.
Notes I think it's able to entirely be made with existing assets and general level art would be those creepy swamp trees and whatnot @MudMoccasin mentioned, and to set the creepy swamp mood, fill the corridor to the saviors with fog and shadows.
Name: The Herd Goal: Kill 100 Walkers Setup: Walkers spawn on the left. Team spawns on the right. Exit on right. GamePlay: Frequent spawns (always from the left side), increasing difficulty. As level goes up, add Stunners, Spikes, Metalheads, Fastwalkers, and anything else you can think of.
The escape from Terminus at 5x01, with Rick, Glenn and Daryl making their way out through the canibals, and through the herd of the walkers until the rest of the group trapped at the container. Reach them and free them is the first objective, and them go to the fence to escape, killing all the walkers in your way while the Canibals is trying to stop you from reach your exit.
And the type of Walkers will be the normal Walkers and the Burning walkers
For those who didn't think Loothoarder could go 4 for 4 on designing a map a day, maybe you forgot that the world is cooped up in their bases! Remember to practice social distancing and minimizing contact and all that... Stay safe in there, survivors.
On that note, Loothoarder humbly brings to you today's map... Uninvited Guests.
Name: Uninvited Guests Objective: Kill the Whisperers, then Go to Exit Special Enemies: Boom Barrels, Goo, Metalhead, Whisperer
Map Outline Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the right side of the map Light Blue tiles are the escape zone, Light Grey tiles are the path, Dark Grey tiles are walls Brown tiles indicate a sand trap containing one of the following (all aggressive): - 2 x normal walkers - another set of 2 x normal walkers - 3 x normal walkers - 1 x metalhead - 1 x goo At the start of each round, these 5 possibilities are scattered randomly among the 5 sand traps on the map.
In each section marked with a red rectangle, the following will start on the map in a random location within the designated section (all wandering except for the boom barrels): - Section 1: 5 x normal walkers, 1 x whisperer disguised as normal walker (random class), 1 x boom barrel - Section 2: 6 x normal walkers, 1 x goo, 1 x metalhead, 1 x whisperer disguised as normal walker (random class), 1 x boom barrel - Section 3: 5 x normal walkers, 1 x goo, 1 x metalhead, 1 x whisperer disguised as normal walker (random class), 1 x boom barrel With the only caveat being that the boom barrels are not allowed to spawn on top of the sand traps or any of the leftmost tiles adjacent to the door or a wall
Map Legend Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the far right of the map Ending point is at the far left of the map behind a door (takes 3 turns to open) and is marked with a light blue rounded rectangle Sand traps with red question marks will spawn one of the 5 possibilities mentioned above in an aggressive state randomly spawning into any of the available tiles on the sand trap or around it.
Mission A horde of walkers lies between you and home. Reports say they were herded here by Whisperers. Kill the whisperers to secure the location and get safely home.
Gameplay Seeing as this is your home you're running to, you've got full visibility because your survivors were smart enough to have cleared out all objects and trees to hide behind when you established your base camp so that raiders couldn't take cover behind them when they tried to storm your base. You've set walker traps in the dirt to slow attackers, but you know the path safely through. Beware of whisperers hiding among the walkers. Reveal and kill them to distract walkers while you run up to and unlock your doors and run into your base camp. You could choose to take it slow and steady, or use ranged classes or baiting tactics to reveal whisperers to distract/clump walkers. Try going safely through the path or run through traps to reach your home faster or just blow your own path through with the boom barrels.
After turn two, on every turn, a normal walker will spawn in from the top and a normal walker will spawn in from the bottom of the map in the following sections based on survivor progress: - If survivors have not yet entered Section 3, then walkers will spawn in section 1 - Once survivors have entered Section 3, they will spawn in section 2. On every walker wave, the amount of walkers that spawn in each round will increase by 1 with odd numbers randomly distributed to either the top or bottom of the section based on tile availability.
All sand traps can be avoided but you could also choose to run through them for speed, especially if there is a whisperer about to go down and distract the spawned walkers. You must kill all three whisperers before you can exit the level but you don't need to wait until the whisperers are dead before you start opening the door. Once you make your way to the door, it will take a survivor 3 turns to interact with it. Why does it take you 3 turns to open your own front door, you ask? Not just because it takes 3 turns for walkers to eat a whisperer, but because your survivors take their home security very seriously. They're staying safe in there like Daryl taught them. Once the whisperers are dead and the door is opened, enter the base to exit the level.
Wave Mechanic First walker wave is after turn 4 and every 4 turns thereafter. Waves spawn along the top and bottom tiles (or closest available to if enough tiles are blocked) and will spawn evenly distributed in specific sections based on survivor progress across the map: - If survivors have not yet entered Section 2, then waves will spawn in section 1 and to the right of section 1 - If survivors have entered Section 2 but not Section 3, then waves will spawn in sections 1 and 2 - If survivors have entered Section 3 but have not started interacting with the door, then waves will spawn in section 2 - If survivors have started interacting with the door, then waves will spawn in sections 2 and 3
Notes With the rapidly shifting walkers in the wide open terrain and random possibilities from the sand traps and whisperer reveals, this map should always feel a bit different whenever played. It should also allow for differing combinations of viable teams at higher RSL given the distraction/burst tactics from boom barrels and whisperers kills but should remain challenging because of the lack of terrain on the map to hide behind or kite around. The metalheads and goo walkers should make mass stuns a bit less certain as ways to delay walkers while opening the door but in concert with whisperer kills and boom barrels, there should be many different strategies to complete the level.
And seeing as the art consists of swatches of the dirt template, 2 walls and a door, this one is safely said to be able to entirely be made with existing assets.
Mission : Tunnels Objective : work your way through a labyrinth of dark tunnels Enemies : walkers & Saviors & Booby Traps
Map Legends: In almost total darkness with only the odd flicker of light
Gameplay: Make your way through a series of tunnels in a bid for freedom. So many tunnels but which is the correct one , take the wrong one and face walkers , Saviors or even booby traps . Wait in hiding until the walkers pass through a tunnel or fight to see if its the right tunnel
Top Tip : Lead with Beta to move the Horde or chat and distract the Saviors
Yellow: start zone Green exit Blue: pond Light blue: swamp... you can go there but you cant pass over Red: 3 crates to open There is 1 stinky fattie , a few walkers and spawns
Corona Outbreak: The survivors start from the yellow ares. Beside the white ambulance car is a crate with hazard suits... it takes 3 moves to open it. The spawns infectet walkers (could have yellow suits) comes from the green telt. Here is also a stinky fattie (olive green). Light green is exit
It seems that someone has found a great way to spend idle time these long days at home (kkkkkk). Well, today I would like to present to you my second suggestion for a map. Hope you like it:
PROBLEMS ON THE ROAD Find the missing components to fix the car and get out before the horde returns.
The time has come to go back in time and revisit iconic scenarios from the TWD universe. This map was inspired by the episode "What Lies Ahead" (02x01), in which Rick's group arrives on a highway full of abandoned cars and as they cannot move on, they decide to return. However, the Dale motorhome has problems and needs repairs.
MAP OVERVIEW:
Once again, this is a map with 7x16 definitions. It features 9 areas of interaction, 5 of which will generate threats, 3 will be mobile in order to unlock access to areas and free spaces on the map and the last responsible for releasing the exit.
In the visual part, the highlight is the chaos generated on the highway by those who had to abandon everything to escape the apocalypse. In the middle of this mess are Daryl's motorcycle and Dale's motorhome to cause that feeling of nostalgia to any fan of the series.
MISSION
The mission is to search the abandoned vehicles until you find the 3 remaining components to repair the motorhome. After finding the components you will still need to go to the vehicle and fix it to release the exit.
The 3 components needed to repair the motorhome are hidden in the 5 points highlighted in red: * Each of them needs 1 shift to be verified
You can move the 3 vehicles highlighted in yellow to free up the area or access to vehicles you need to interact with * It will also take 1 shift to completely move vehicles
After moving the vehicles in addition to a new look, the map will have a new layout:
Finally, after finding the 3 components you need to go to the motorhome to fix it (1 shift). Remember that for this you will need to move the car that is blocking the way
WALKERS AND GAMEPLAY
As in the episode, at the beginning you will find a small number of zombies wandering in the middle of the cars (between 3 and 5 normal zombies wandering). However, with each vehicle scouring you will generate threats.
It is already common in the game for missions that aim to map the map to have the luck factor very present in the dynamics and consequently in the strategy used. This map will be no different, but in addition to needing to find the necessary components as quickly as possible for each component found, 2 normal zombies will be added at the beginning of the map and for each failed attempt will be added 1 tank zombie. That is, with this configuration you will depend on your luck to determine how difficult this mission can become. In the best of scenarios you will be able to find the 3 necessary components in the first 3 boxes you open and then you will only have 6 normal zombies added to the map and you will still be able to continue without making 3 interactions, on the other hand, if you are unlucky as I usually will be need to check the 5 cars and you will have in addition to the 6 normal zombies plus 2 tanks to share the map with you. It is not necessary to kill the zombies before the escape and you can use the map design to track them down.
Another important point is that the respaw does not happen exactly next to the survivors when the cars are circulating, but the "horde" that is coming from their left side. This facilitates the search for the elements that make your escape more difficult.
It is! Thanks to everyone who has heard so far and sorry for any language errors.
You start out as Rick and Carl (red and purple tokens in sewer pic) and have to escape using the pipes and bridges to walk over the sewer and the ladder at the end to escape. The green and blue tokens are the goo zombies that explode when shot. Zombies continuously spawn in the sewer. Once you escape up the ladder you enter picture 2 and have to get to the encampment. The blue zone is the end of the mission.
Submission #1
Title: No seafood here
Objective: Search for supplies and leave the area
Special enemies: Tank / Goo
Dimensions: 7X20
Description: Search for supplies in the vending machines and in the crate then get back to the exit. Beware every time you interact with something a special walker gets out of hiding.
Objective: Get to the exit. Going from left side to the right side.
Initial Walkers:
2 Normal Walkers on Fire
1 Fatty
2 Fast Walkers
About 5 more Normal Walkers
Map design:
It will be long horizontally. There will be some scattered small rocks that block the path.
Normally you can see the entire map as long as an object doesn't block your line of sight. In this map though the entire map will be completely dark. Your heroes can only see up to 2 spaces away, and 1 space around walkers that are on fire. There can also be some small rocks that block your path.
Imagine the fear as you walk slowly not knowing what is coming toward you. Will a fatty come around the corner? Will a fast walker jump out of the darkness and make you shit your pants? Will you hate me for this? Hopefully, that's the point.
If for some reason the fog of war can't be designed that way, then we can create a dark cave by placing boulders that block your line of sight. The first boulder (the one on the left side) will be in the middle of the map, there will be a second boulder on the top of the map, another on the bottom, and then a final one in the middle on the right side. Also, the walkers on fire can be changed to normal walkers if we are using the boulders.
There can be a threat meter, or an autospawn near the begining to keep you moving forward. Maybe the initial walkers have to be changed then?
I'll try and draw a map later, but the actual design isn't that important. I just want a dark map where you don't know what's coming at you.
Submission #1
Title : Beach Party
Objective : Kill all walkers
Description: I made a map where you need to explore to kill all walkers. At the beginning you have 2 paths, a wider area with a herd of normal walkers and a narrowed path with a spiked walker and a couple of normal walkers. After clearing a path you can clear the other one or make your way to the beach where a tank walker is waiting. But be careful reaching certain points in the map will spawn more walkers!
Comments
Objective: Set the explosive and blow open the door, Kill the Saviors, then Go to Exit
Special Enemies: Fast, Metalhead, Savior
Map Legend
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the bottom of the map
Ending point is behind the door at the top of the map and is marked with a light blue rounded rectangle
Green circles on tiles indicate a potential spawn point for normal walkers
Yellow circles on tiles indicate a potential spawn point for either Metalhead or normal walkers
Ghostly transparent images of cars and red arrows indicate where the cars will remain once moved
Mission
This is a raid! First you bust into their compound through their car barricades, killing their yard walkers as you go. Run up to their front door, plant the C4, then retreat to a safe distance and blow the door down. Defenders will run out to defend their base - slaughter them and take their base for yourselves! But be quick! There are walkers hot on your tail!
Gameplay
From the starting positions, once you move the cop car, one normal walker will spawn on the left side and one normal walker will spawn on the right side in one of the randomly determined yellow or green circles in an unaware state and set to wandering - this gives you the opportunity to prowl, attack them, run up to support the car mover on overwatch, or run by if you get a fortuitous spawn.
The first walker pile starts spawning 1 walker per turn after survivor turn 2. When you move the second car, one Metalhead walker will spawn on the left side and one Metalhead walker will spawn on the right side in one of the randomly determined yellow circles in an aware state. Additionally, a fast walker will spawn in each of the three starting positions in an aggressive state. The idea is that it's timed for if you don't kill them fast enough then they'll block bullet fire for the chasing fast walkers. However, you can also choose to clump near the 2nd car prior to opening it and either attack the Metalheads at range or rush towards the door and use the choke point between the van and the second car to your advantage.
Two turns after the second car is moved, the walker pile in the top right corner of the map is activated. It spawns 2 normal walkers per turn once activated. Interact with the door (2 turn interaction) to plant the c4. This can be done from any of the 3 tiles in front of the door. Clear the area after placing the C4 so you don't blow up your survivors and blow the door with the detonator (1 turn immediate interaction). You might choose to time the explosion to kill a walker or two as well!
When you blow the door, 3 saviors appear in the ending positions in an aware state. They are a bruiser, a scout and a warrior. Spawn points for each savior are
randomly selected from the three ending positions (indicated by the light blue rectangle). Once you've revealed the saviors, if you've got survivors with action points left you could stun them if you chose or burn them down, or you could use the nearby walker pile to distract them and let the saviors come between your survivors and the incoming walkers and then cut a path into the base while the walkers chew on their corpses. Be careful, though! When you kill the saviors make sure you don't accidentally cut off your path into the base with hungry hungry walkers.
Wave Mechanic
First walker wave is after turn 4 and every 4 turns thereafter. On every wave a set of three Fast walkers spawn in the starting points in addition to the standard wave. These Fast walkers always start aggressive. They'll chase your survivors to the base and keep you moving along and on your toes!
Waves spawn in a specific section based on if your survivors have moved any cars and will be distributed evenly around the corners of the section that they spawn in:
If you haven't moved any cars - Waves will spawn in section 1
If you moved the cop car but not the second car - Waves will spawn in section 2
If you moved both cars - Waves will spawn in section 3
Notes
The length from the second car to the door is 2 turns total by any type of survivor so they can't be accessed on the same turn as the second car by scouts to align timing on the spawns from the second walker pile.
Able to entirely be made with existing assets and general level art would be the sides are street with brick walls or housefronts, with an alley on the right side to push the second car into. Obviously feel free to exchange assets from any used here for equivalently/appropriately sized ones with the same mechanics (like subbing out the cop car for dumpsters etc. for proper tile widths) and so that the map looks less conspicuously like it was crafted from screenshots of youtube videos and paint.net...
An homage to CS 1.6
Name: nml_dust
Objective: Kill all terrorists
Enemies: Free Men, Metals, Armored, Explosives
After you open the door (1 Turn) walkers start spawning every round from the right (two normal and one special). After two turns of spawn 5 Terrorists come through the door. Now you have to kill them before they reach the Point (cross the line).
Objective: Kill all walkers.
Special Enemies: Metalhead, Armored, Tank
Objective: (i) Save Glenn. (ii) Kill all walkers.
Special Enemies: N/A
The first level of the challenge will be your 3 characters spawning at the end of a road in a city, there will be 5 normal walkers and 2 swat zombies next to a swat truck on the other side of street/map. This will be your goal. Also on the map are 2 npcs (scouts) being attacked by walkers. Save them and get the seat supplies and run the top center of the map where the end will be. (Specials in the level will be swat only). This will represent the beginning of the apocolypes
The 2nd level will take place in a big store. On the ends of the map there will be one layer tile places you can walk by. The majority of the map will be a mostly blank store with shelving in the map making the map a battle between shelving, I'm not good at explaining this. But shelving will cut the map into 4 hallways. The 1st and Last hallway will be 1 tile straight line. The middle 2 will be 2 tiles thick with shelving cutting the hallways off from each other. The goal will be to kill 3 freemen (i bruiser 1 shooter And 1 hunter) who have entered the store, 1 walker will spawn where the freeman spawn. Once the freemen are dead a lot of walkers will spawn where the freeman started. The freeman started in the northern area of the map. This causes the north to be full of walkers. Meanwhile when the freemen die a tank will emerge from unopenable doors that only open when the tank opens them which is when the free men die. The exit will be where the tank comes from.
The third level will be a dirt road in the woods. You will spawn in the far left on the road. A crate will sit in the middle of the road. When you open the crate, 6 free men will emerge. (2 hunters on the end of the tile line on each end, a bruiser and a shooter on the far right end and 2 scouts will spawn where you spawned) your goal will be to kill them while normal walkers spawn in the 4 corners of the map. Once the freemen are dead you must run to the far left of the map.
The 4th level will be in a factory or swamp (idk which one yet) and you must flee through the area from normal walkers and a tank who will spawn ahead of you. You must flee from a horde of normal and swat walkers while they chase you. You will spawn far right and get to the end of the map which is at the end of the swamp or right outside the exit of the factory (depends on which one). The goal is to get to a ad where 2 NPCs (2 shooters) wait for you.
The 5th level will be at the gate of some survivor base. You will spawn in the southern center point while 3 friendly npcs will spawn in front of you. Your goal is to 1. Assist a friendly npc escape a walker. Once done he will flee to a lever or something and then will try to activate it (6 turns) you and the npcs must cover him while a lot of normal walkers enter the base. You must cover him. Once he has closed the gate you must kill all remaining walkers.
The final level will be in the same as the fifth but there are a lot of walkers. Multiple npcs will be fighting walkers and be grabbed by them (4 total all scouts) you must save at least 1 of them who will then flee to where you spawn (southern central) you and the saved npcs will then attempt to survive. (You must survive while the npcs are optional after that point. They are just gonna assist you) after you survive 5 rounds the levels will end (hopefully with you surrounded by walkers)
These challenge levels will be the story of your 3 people. The beginning of the end, surviving hostile survivors and hordes of the undead, and defending and perishing (hopefully if you are surrounded by walkers at end of 6th) in your home. A place you tried to call home. Yay I'm done typing this.
Objective: Kill all human enemies.
Special Enemies: Assailants
Mission: kill all saviors.
Details:
3 rooms with open doors that converge in a single room. Your opponents are 2 sets of 3 man saviors that will also fight each other. 3 teams fighting for survival.
Blinded spots because od only door opening.
Middle room will have a spawn of 3 walkers each turn for charging survivors.
Possible strategy, wait up for the other 2 teams to kill each other.
Name: Booby-trapped Bayou
Objective: Kill the Saviors, then Go to Exit
Special Enemies: Boom Barrels, Goo, Spiked, Savior
Map Outline
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top left of the map
Light Blue tiles are the escape zone, Light Grey tiles are the path, Dark Grey tiles are walls to restrict vision
Orange tiles are Boom Barrels, Brown tiles indicate a sand trap concealing a Goo walker
Yellow rectangles are sandbags providing cover for saviors or survivors to hide behind
Green tiles are swamp trees (i used an aerial view of a mangrove swamp and a little paint.net) and unable to be walked on
Map Legend
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top left of the map
Ending point a the far right of the map and is marked with a light blue rounded rectangle
Green circles on tiles indicate a potential starting spawn point for a group of two normal walkers and one Goo walker (all set to wandering)
Yellow circles on tiles indicate a potential spawn point for a group of three normal walkers (all set to wandering)
Ghostly transparent images spiked walkers indicate the priority spawn point for a Spiked walker after survivor turn 2 (all set to wandering)
Brown tiles indicate a sand trap concealing a Goo walker (set to aggressive if spawned)
There are three Saviors (1 each of assault, hunter, shooter) and spawn points are indicated by any of their symbols (these spawn point tiles are static but the class that spawns in the tile is randomly determined at start).
These survivors will stand their ground until such a time as your survivors come into visual range and then their behaviour is normal savior behaviour.
Mission
You've chased a group of saviors back to their swamp, but they've got nasty suprises waiting for you! Find and kill the saviors,
but watch out for booby-traps!
Gameplay
From the starting positions, your survivors will have limited visibility to the green and yellow starting spawn zones due to the walls and the walls serve to conceal the boom barrel surprise awaiting survivors that recklessly charge in. These boom barrels the saviors have left as traps for you can be turned to your advantage and used to clear out walkers in the corridor if you are careful about angles and proximity. Note that each barrel is placed so that it won't trigger another barrel if it's triggered.
The green starting spawn zone will start with two normal walkers and one Goo walker (all set to wandering) which randomly spawn in any of the indicated tiles. Similarly, the yellow starting spawn zone will start with three normal walkers (all set to wandering) which randomly spawn in any of the indicated tiles.
After turn two, Spiked walkers appear in the ghostly spiked symbol indicated tiles (or the closest available tiles to those if the spawn points are blocked) and will be set to wandering unless your survivors are in their alert range in which case they will be aggressive. Starting walkers and the Spiked walkers all start as wandering, so you can attempt to either burst them down, or wait a turn and see if you're lucky and they clump around a barrel or wander off towards the Saviors and save you time and threat in dealing with them.
The sand trap concealing a Goo walker can be evaded if one chooses to clear the boom barrels on either side and carefully walk at a diagonal skirting the trap. Or you can bait out the goo walker and run back and set off boom barrels, or just charge through and burst it down.
Once you're in visual range of the saviors, they'll react to you as normal (no overwatch on initial reveal but once revealed they can do the standard overwatch).
Not sure if the saviors can accidentally trigger a boom barrel with AOE fire from targeting one of your survivors with, for example, an assault attack,
but i hope they can... because once you can see the saviors you're probably standing next to a barrel unless you already safely destroyed it!
In any case, the saviors have fortified positions taking cover behind sandbags so it's up to you how you would prefer to deal with them - charge in and blast them off the get go with an assault charged attack before they can react, or run up to them with melee units and flank them first, or bruiser bash them into standing up, or just light them on fire and hide behind the wall on the bottom and the outjutting tree on the top side (warning - the bottom savior still has line of sight to a survivor hiding behind the top outjutting tree!). Or you could even use stuns and delay tactics to keep them occupied while you maneuver by them and sandwich them between you and the incoming waves of walkers.
Once the saviors are dead, move to the escape zone along the far right side of the map to exit the level.
Wave Mechanic
First walker wave is after turn 5 and every 5 turns thereafter. Waves spawn along the top and bottom tiles prioritizing top left and bottom left corners and will be distributed evenly around these corners (this is so that they will spawn farther away from the saviors, forcing survivors to deal with the incoming waves and keeping survivors from using turn delaying tactics to attempt to spawn in walkers near to the saviors). They'll initially spawn in the starting tiles and along the far left wall until your survivors pass the second set of walls. once that happens the spawns will prioritize along the top and bottom of the corridor to the saviors to keep pressure up.
Notes
I think it's able to entirely be made with existing assets and general level art would be those creepy swamp trees and whatnot @MudMoccasin mentioned,
and to set the creepy swamp mood, fill the corridor to the saviors with fog and shadows.
Goal: Kill 100 Walkers
Setup: Walkers spawn on the left. Team spawns on the right. Exit on right.
GamePlay: Frequent spawns (always from the left side), increasing difficulty. As level goes up, add Stunners, Spikes, Metalheads, Fastwalkers, and anything else you can think of.
Maybe playing as Magna and yumiko
And the type of Walkers will be the normal Walkers and the Burning walkers
Remember to practice social distancing and minimizing contact and all that... Stay safe in there, survivors.
On that note, Loothoarder humbly brings to you today's map... Uninvited Guests.
Name: Uninvited Guests
Objective: Kill the Whisperers, then Go to Exit
Special Enemies: Boom Barrels, Goo, Metalhead, Whisperer
Map Outline
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the right side of the map
Light Blue tiles are the escape zone, Light Grey tiles are the path, Dark Grey tiles are walls
Brown tiles indicate a sand trap containing one of the following (all aggressive):
- 2 x normal walkers
- another set of 2 x normal walkers
- 3 x normal walkers
- 1 x metalhead
- 1 x goo
At the start of each round, these 5 possibilities are scattered randomly among the 5 sand traps on the map.
In each section marked with a red rectangle, the following will start on the map in a random location within the designated section (all wandering except for the boom barrels):
- Section 1: 5 x normal walkers, 1 x whisperer disguised as normal walker (random class), 1 x boom barrel
- Section 2: 6 x normal walkers, 1 x goo, 1 x metalhead, 1 x whisperer disguised as normal walker (random class), 1 x boom barrel
- Section 3: 5 x normal walkers, 1 x goo, 1 x metalhead, 1 x whisperer disguised as normal walker (random class), 1 x boom barrel
With the only caveat being that the boom barrels are not allowed to spawn on top of the sand traps or any of the leftmost tiles adjacent to the door or a wall
Map Legend
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the far right of the map
Ending point is at the far left of the map behind a door (takes 3 turns to open) and is marked with a light blue rounded rectangle
Sand traps with red question marks will spawn one of the 5 possibilities mentioned above in an aggressive state randomly spawning into any of the available tiles on the sand trap or around it.
Mission
A horde of walkers lies between you and home. Reports say they were herded here by Whisperers. Kill the whisperers to secure the location and get safely home.
Gameplay
Seeing as this is your home you're running to, you've got full visibility because your survivors were smart enough to have cleared out all objects and trees to hide behind when you established your base camp so that raiders couldn't take cover behind them when they tried to storm your base. You've set walker traps in the dirt to slow attackers, but you know the path safely through. Beware of whisperers hiding among the walkers. Reveal and kill them to distract walkers while you run up to and unlock your doors and run into your base camp. You could choose to take it slow and steady, or use ranged classes or baiting tactics to reveal whisperers to distract/clump walkers. Try going safely through the path or run through traps to reach your home faster or just blow your own path through with the boom barrels.
After turn two, on every turn, a normal walker will spawn in from the top and a normal walker will spawn in from the bottom of the map in the following sections based on survivor progress:
- If survivors have not yet entered Section 3, then walkers will spawn in section 1
- Once survivors have entered Section 3, they will spawn in section 2.
On every walker wave, the amount of walkers that spawn in each round will increase by 1 with odd numbers randomly distributed to either the top or bottom of the section based on tile availability.
All sand traps can be avoided but you could also choose to run through them for speed, especially if there is a whisperer about to go down and distract the spawned walkers. You must kill all three whisperers before you can exit the level but you don't need to wait until the whisperers are dead before you start opening the door. Once you make your way to the door, it will take a survivor 3 turns to interact with it. Why does it take you 3 turns to open your own front door, you ask? Not just because it takes 3 turns for walkers to eat a whisperer, but because your survivors take their home security very seriously. They're staying safe in there like Daryl taught them. Once the whisperers are dead and the door is opened, enter the base to exit the level.
Wave Mechanic
First walker wave is after turn 4 and every 4 turns thereafter. Waves spawn along the top and bottom tiles (or closest available to if enough tiles are blocked) and will spawn evenly distributed in specific sections based on survivor progress across the map:
- If survivors have not yet entered Section 2, then waves will spawn in section 1 and to the right of section 1
- If survivors have entered Section 2 but not Section 3, then waves will spawn in sections 1 and 2
- If survivors have entered Section 3 but have not started interacting with the door, then waves will spawn in section 2
- If survivors have started interacting with the door, then waves will spawn in sections 2 and 3
Notes
With the rapidly shifting walkers in the wide open terrain and random possibilities from the sand traps and whisperer reveals, this map should always feel a bit different whenever played. It should also allow for differing combinations of viable teams at higher RSL given the distraction/burst tactics from boom barrels and whisperers kills but should remain challenging because of the lack of terrain on the map to hide behind or kite around. The metalheads and goo walkers should make mass stuns a bit less certain as ways to delay walkers while opening the door but in concert with whisperer kills and boom barrels, there should be many different strategies to complete the level.
And seeing as the art consists of swatches of the dirt template, 2 walls and a door, this one is safely said to be able to entirely be made with existing assets.
Objective : work your way through a labyrinth of dark tunnels
Enemies : walkers & Saviors & Booby Traps
Map Legends: In almost total darkness with only the odd flicker of light
Gameplay: Make your way through a series of tunnels in a bid for freedom. So many tunnels but which is the correct one , take the wrong one and face walkers , Saviors or even booby traps . Wait in hiding until the walkers pass through a tunnel or fight to see if its the right tunnel
Top Tip : Lead with Beta to move the Horde or chat and distract the Saviors
Yellow: start zone
Green exit
Blue: pond
Light blue: swamp... you can go there but you cant pass over
Red: 3 crates to open
There is 1 stinky fattie , a few walkers and spawns
Corona Outbreak:
The survivors start from the yellow ares. Beside the white ambulance car is a crate with hazard suits... it takes 3 moves to open it. The spawns infectet walkers (could have yellow suits) comes from the green telt. Here is also a stinky fattie (olive green). Light green is exit
It seems that someone has found a great way to spend idle time these long days at home (kkkkkk). Well, today I would like to present to you my second suggestion for a map. Hope you like it:
PROBLEMS ON THE ROAD
Find the missing components to fix the car and get out before the horde returns.
The time has come to go back in time and revisit iconic scenarios from the TWD universe. This map was inspired by the episode "What Lies Ahead" (02x01), in which Rick's group arrives on a highway full of abandoned cars and as they cannot move on, they decide to return. However, the Dale motorhome has problems and needs repairs.
MAP OVERVIEW:
Once again, this is a map with 7x16 definitions. It features 9 areas of interaction, 5 of which will generate threats, 3 will be mobile in order to unlock access to areas and free spaces on the map and the last responsible for releasing the exit.
In the visual part, the highlight is the chaos generated on the highway by those who had to abandon everything to escape the apocalypse. In the middle of this mess are Daryl's motorcycle and Dale's motorhome to cause that feeling of nostalgia to any fan of the series.
MISSION
The mission is to search the abandoned vehicles until you find the 3 remaining components to repair the motorhome. After finding the components you will still need to go to the vehicle and fix it to release the exit.
The 3 components needed to repair the motorhome are hidden in the 5 points highlighted in red:
* Each of them needs 1 shift to be verified
You can move the 3 vehicles highlighted in yellow to free up the area or access to vehicles you need to interact with
* It will also take 1 shift to completely move vehicles
After moving the vehicles in addition to a new look, the map will have a new layout:
Finally, after finding the 3 components you need to go to the motorhome to fix it (1 shift). Remember that for this you will need to move the car that is blocking the way
WALKERS AND GAMEPLAY
As in the episode, at the beginning you will find a small number of zombies wandering in the middle of the cars (between 3 and 5 normal zombies wandering). However, with each vehicle scouring you will generate threats.
It is already common in the game for missions that aim to map the map to have the luck factor very present in the dynamics and consequently in the strategy used. This map will be no different, but in addition to needing to find the necessary components as quickly as possible for each component found, 2 normal zombies will be added at the beginning of the map and for each failed attempt will be added 1 tank zombie. That is, with this configuration you will depend on your luck to determine how difficult this mission can become.
In the best of scenarios you will be able to find the 3 necessary components in the first 3 boxes you open and then you will only have 6 normal zombies added to the map and you will still be able to continue without making 3 interactions, on the other hand, if you are unlucky as I usually will be need to check the 5 cars and you will have in addition to the 6 normal zombies plus 2 tanks to share the map with you. It is not necessary to kill the zombies before the escape and you can use the map design to track them down.
Another important point is that the respaw does not happen exactly next to the survivors when the cars are circulating, but the "horde" that is coming from their left side. This facilitates the search for the elements that make your escape more difficult.
It is!
Thanks to everyone who has heard so far and sorry for any language errors.
Rescue Rick Grimes
You start out as Rick and Carl (red and purple tokens in sewer pic) and have to escape using the pipes and bridges to walk over the sewer and the ladder at the end to escape. The green and blue tokens are the goo zombies that explode when shot. Zombies continuously spawn in the sewer. Once you escape up the ladder you enter picture 2 and have to get to the encampment. The blue zone is the end of the mission.
Mission Name: Masterclass
Objective: Clean the whole map
Ennemis: One zombi from each type, one free man from each class.
Thanks a lot,
Madmad67
Title: No seafood here
Objective: Search for supplies and leave the area
Special enemies: Tank / Goo
Dimensions: 7X20
Description: Search for supplies in the vending machines and in the crate then get back to the exit. Beware every time you interact with something a special walker gets out of hiding.
Objective: Get to the exit. Going from left side to the right side.
Initial Walkers:
2 Normal Walkers on Fire
1 Fatty
2 Fast Walkers
About 5 more Normal Walkers
Map design:
It will be long horizontally. There will be some scattered small rocks that block the path.
Normally you can see the entire map as long as an object doesn't block your line of sight. In this map though the entire map will be completely dark. Your heroes can only see up to 2 spaces away, and 1 space around walkers that are on fire. There can also be some small rocks that block your path.
Imagine the fear as you walk slowly not knowing what is coming toward you. Will a fatty come around the corner? Will a fast walker jump out of the darkness and make you shit your pants? Will you hate me for this? Hopefully, that's the point.
If for some reason the fog of war can't be designed that way, then we can create a dark cave by placing boulders that block your line of sight. The first boulder (the one on the left side) will be in the middle of the map, there will be a second boulder on the top of the map, another on the bottom, and then a final one in the middle on the right side. Also, the walkers on fire can be changed to normal walkers if we are using the boulders.
There can be a threat meter, or an autospawn near the begining to keep you moving forward. Maybe the initial walkers have to be changed then?
I'll try and draw a map later, but the actual design isn't that important. I just want a dark map where you don't know what's coming at you.
Objective #1: Locate Food (grapes)
Objective #2: Return to Exit
White arrows show available space for survivors path.
Map will have threat counter. When counter hits zero, corners will spawn either 2 or 3 walkers. Spawn blocks available in these locations.
If you have to check the red F, this will spawn a Heavy near start/exit. Heavy is blockable with one survivor if can get there.
Body pile in center produces 3 walkers every other turn.
Having candy for breakfast!
100% FTP
MyYouTubeChannel
Title : Beach Party
Objective : Kill all walkers
Description: I made a map where you need to explore to kill all walkers. At the beginning you have 2 paths, a wider area with a herd of normal walkers and a narrowed path with a spiked walker and a couple of normal walkers. After clearing a path you can clear the other one or make your way to the beach where a tank walker is waiting. But be careful reaching certain points in the map will spawn more walkers!