Objective: Search one of the classes for supplies and get back out.
Dimensions: 7X18
Description: You have to search for supplies but you only have time to search 1 class. After opening the class you want to search, 2 special walkers will be waiting inside along with a few normal walkers. The special walkers are random, you may face 2 tank walkers, 2 spiked walkers or 1 of each. Once you gathered all supplies get back out through the hallway, where walkers might be waiting. - Once you open a classroom you can’t open the other one. - The map will feel different from game to game with random special walkers and different classrooms.
This challenge features the Free men,fast, and normal walkers. The reason for the Free men is because there in one mission in the challenge. the fast walkers they showed up one time during a whole challenge,also feature the normal walkers. The challenge would be called the raiders, the fast, and the normal. The 1st and the 4th mission objective will be kill all walkers that features fast and normal walkers, the 2nd and 5th mission objective will be killing all the human enimes only features fast walkers and the raiders. The 3rd and and 6th mission objective is to kill all the enimes will feature the raiders, fast and normal walkers.
You will start out on the left side, and have to make your way to the right. There will be 3 groups of walkers that will already be munching on dead humans, or capybaras. They will become active in 3 turns.
One group will have 3 normal walkers, they will be right below your spawning point. Then there will be a fatty and one other normal walker on the top of the screen, and then another group of three right next to a locked gate. There will also be another normal walker (or 2) that is wandering.
The gate will take 3 turns to unlock, and will be far enough that only a scout can reach it on the first turn. There will also be a threat counter that takes 4 turns, 3 on hard.
Behind the gate there will be 3 or 4 normal walkers wandering around, and an exploding walker (army guy not goo). Once the gate opens 2 normal walkers will spawn near the exit. The exit can be reached by a scout from the gate, assuming walkers aren't blocking you.
I thought of all the iconic places and chose the building were Glenn and Rick dress up as Lady Gaga because it never got that much love and attention. I hope you like or use it.
I think you should add the scene where Alexandria is under attack and you play as carl and Rick and a third I think should be Enid so you should add her.
There are two levels I think you should add, 1st one is when Alexandria'so walls fall and walkers are all over and Carl Rick and a third character you should add, Enid they should be walking through the herd with walker blood clothes then the walkers start attacking you and you have to kill them all. The next one is where you are Daryl and others (I forgot who helped) have to lead the walkers away from Alexandria without dying
BACK TO ATLANTA Retrieve the weapons bag and escape through the alley
Once again I bring a map that seeks to recover the memories of the beginning of this entire journey. "BACK TO ATLANTA" is inspired by the episode "Vatos" (01X04), where Rick, Daryl, Glenn and T-Dog return to the city of Atlanta to rescue Merle and recover the arms bag left by Rick.
MAP OVERVIEW
Following the pattern of the previous maps once again we have a map with 7x16 definitions. This time I was very economical and we will only have 1 point of interaction. On the other hand we will have 2 zombie respaw points.
Regarding the visual part, I tried to get as close as possible to the images of downtown Atlanta with the few resources I have at my disposal. I also tried to portray the plan outlined by Glenn minutes before the rescue of the weapons.
MISSION
The mission is basically to strictly follow the plan developed by Glenn in the reference episode. Retrieve the weapons bag and escape through the alley. At first, the map shows only normal zombies.
After interacting with the weapons bag (1 turn) that is on the right side of the map, 2 free men will be added in the alley where the exit is, making reference to the group "Vagos".
You will need to go back to the beginning of the map to escape through the alley. It is not necessary to kill free men.
On this map the survicors have to choose a way out. They can decide to go left, confront normal walkers, which spawn every round from two piles of corpses. Or they can decide to go through the right door and fight against armored and spiked walkers. If they are silent, than no extra walkers will spawn, except from the piles of corpses. If they wait to long, than the normal walkers from the left will find them.
Going to the hospital where Rick is in a coma and scavenge for supplies and rescue him. Meet up with Morgan and Dwaine and raid the police station with Rick and Morgan.
Then at the highway where Sophia ran off because of the walkers. Start searching for Sophia.
B = Blocks all sight, fire, and movement M = Block movement but not sight or fire C = Blocks movement and provides cover S = Stops movement when entered Gn = Gate, door, panel, etc. to open or close, taking n turns Cn = Chest, crate, dumpster, etc. to search for n turns X = Exit zone E = Exploding barrel E# = Explosion zone # S# = Spawn zone # T# = Trigger zone # (explosion, spawn) Pn = Player number n starting location Wal = Walker starting location, type a : N = Normal A = Armored T = Tank G = Goo F = Flaming E = Exploding S = Spiked M = Metalhead locomotion l : U = Unaware W = Wandering A = Aggressive Sa-y-z = Walker spawn location, type a, every y turns starting turn z Note: If y is 0, the walker only spawns once. Px-y-z = Walker pile with x walkers every y turns starting turn z Ea = Enemy of class a : A = Assault B = Bruiser H = Hunter W = Warrior S = Shooter K = Scout text = Description or art asset (ex: tree)
Starting on the back porch of a mansion, our heroes must collect the treasure from the sepulcher and the pump from the fountain before leaving by the back gate. Unfortunately, walkers, guardian Knights Templar, and some mutant goos from the sludge around the fountain are in the way. And the former caretaker of the hedge maze--now insane and territorial--will not like you traipsing through 'his domain'!
NOME: Passando por cima OBJETIVO: Vamos acabar com está horda!
Esta fase homenageia um dos momentos mais marcantes da série. É o 9º episódio da 7ª temporada (S07E09 – “Rock in the Road”), ao encontrarem com complexas armadilhas na estrada, para deter as hordas de zumbis, Rick e os outros tiveram que lidar com uma horda perigosamente perto deles.Para dizimar parte da ameaça, Rick e Michonne usaram dois carros ligados por um cabo de aço. Ao avançarem ao mesmo tempo, o cabo partiu dezenas dos mortos-vivos instantaneamente, uma das cenas mais insanas de matança de zumbis!
VISÃO GERAL DO MAPA Seguindo o padrão dos mapas, temos um mapa com definições 7x20. Temos dois pontos de interação, o 1º tem que usar um turno para engatar o cabo no carro e o 2º ponto é o acesso no carro, tambem usando um turno. E em cada turno reaparecem zumbis saindo debaixo do carro. Em relação à parte visual, tentei fazer o máximo possível para que tenha ficado autoexplicativo. Retratando o plano do proprio episodio.
Gostaria de felicitar o NG pela iniciativa.Grande ideia... Aproveitando a oportunidade, gostaria de fazer o pedido para que incluam a SHIVA e o CÃO do Daryl no jogo...por favor, nós fãs esperamos muito para que isso um dia aconteça. E para o fututo, a inclusão da Princesa na classe LINHA DE FRENTE e MERCER na classe LUTADOR.
*** Vencedor do "Dream Challenge II Community Contest - Fase:Cable Ties" ***
NAME: Passing over OBJECTIVE: Let's end this horde!
This phase pays homage to one of the most remarkable moments of the series. It is the 9th episode of the 7th season (S07E09 - “Rock in the Road”), when they met with complex traps on the road, to stop the hordes of zombies, Rick and the others had to deal with a horde dangerously close to them. of the threat, Rick and Michonne used two cars connected by a steel cable. As they advanced at the same time, the corporal broke dozens of the undead instantly, one of the most insane scenes of zombie killing!
MAP OVERVIEW Following the pattern of the maps, we have a map with 7x20 definitions. We have two points of interaction, the 1st has to use a shift to hook the cable into the car and the 2nd is access to the car, also using a shift. And every turn, zombies reappear out from under the car. Regarding the visual part, I tried to do as much as possible so that it was self-explanatory. Depicting the episode's own plan.
I would like to congratulate NG for the initiative. Great idea ... Taking the opportunity, I would like to ask you to include SHIVA and Daryl's DOG in the game ... please, we fans hope very much for this to happen one day. And for the future, the inclusion of the Princess in the FRONT LINE class and MERCER in the FIGHTER class.
@arqbs , I like the idea, but I wonder about some of your choices: * The extra coding is LARGE. * The number of turns or tactical choices is SMALL. Do step 1, do step 2, do step 3, and then go. Right? * So the coding cost is very high compared to the map challenge.
It's a very cool idea, and your presentation is the best so far! I suggest that you find a way to make setting up the chain more challenging. Spawn on the doors? Walkers coming from the right side at a steady (but smaller) rate? Something that forces the player to divide their attention, instead of just click, click, click. --- @arqbs, eu gosto da idéia, mas gostaria de saber sobre algumas de suas escolhas: * A codificação extra é GRANDE. * O número de turnos ou escolhas táticas é PEQUENO. Execute o passo 1, execute o passo 2, execute o passo 3 e depois prossiga. Direita? * Portanto, o custo da codificação é muito alto comparado ao desafio do mapa.
É uma ideia muito legal e sua apresentação é a melhor até agora! Sugiro que você encontre uma maneira de tornar a criação da cadeia mais desafiadora. Desovar nas portas? Caminhantes vindos do lado direito a uma taxa constante (mas menor)? Algo que força o jogador a dividir sua atenção, em vez de apenas clicar, clicar, clicar.
Submission #2 Title: Escape room Objectives: Find an escape and kill the tough walker Dimensions: 7X14 Description: You’re being chased by a herd of walkers, you enter a house and find yourself trapped. You need to find a way to escape. There’s 3 doors you can escape through but only one of them can be opened. The one that can be opened is random. While you’re trying to escape walkers are pouring through the front door. After finding an escape, a tank walker walks in and you have to kill it before escaping. - No threat counter - 3 or 4 walkers spawns every turn - You need to interact with the door(s) for 3 turns
Submission #3 Title: Hiding dead Objective: Find the supplies and leave Special walker: Metalhead Dimensions: 7X17 Description: 3 out of 5 of the cabins will have some supplies that you need to gather. The cabins that contains the supplies are random. While searching for the supplies you’ll also find some walkers hiding inside and a metalhead outside In the open. - You have to enter the cabins to see what’s inside. - The cabins that doesn’t have supplies have nothing to interact with. - Cabins don’t have doors
@arqbs , I like the idea, but I wonder about some of your choices: * The extra coding is LARGE. * The number of turns or tactical choices is SMALL. Do step 1, do step 2, do step 3, and then go. Right? * So the coding cost is very high compared to the map challenge.
It's a very cool idea, and your presentation is the best so far! I suggest that you find a way to make setting up the chain more challenging. Spawn on the doors? Walkers coming from the right side at a steady (but smaller) rate? Something that forces the player to divide their attention, instead of just click, click, click. --- @arqbs, eu gosto da idéia, mas gostaria de saber sobre algumas de suas escolhas: * A codificação extra é GRANDE. * O número de turnos ou escolhas táticas é PEQUENO. Execute o passo 1, execute o passo 2, execute o passo 3 e depois prossiga. Direita? * Portanto, o custo da codificação é muito alto comparado ao desafio do mapa.
É uma ideia muito legal e sua apresentação é a melhor até agora! Sugiro que você encontre uma maneira de tornar a criação da cadeia mais desafiadora. Desovar nas portas? Caminhantes vindos do lado direito a uma taxa constante (mas menor)? Algo que força o jogador a dividir sua atenção, em vez de apenas clicar, clicar, clicar.
Obrigado pela tradução e pelos elogios. Sobre seus comentarios:
* A codificação extra é GRANDE. (acredito que seja uma codificação padrão, mas nao vejo muito problema, alias todos nos gostamos de estar jogando...e essa cena merece a homenagem! hehehehehe)
* O número de turnos ou escolhas táticas é PEQUENO. Execute o passo 1, execute o passo 2, execute o passo 3 e depois prossiga. Direita? (a ideia de numero de turno é que nao seja pequeno, como representei...claro que pelas ferramentas que tenho nao tenho como executar conforme o jogo)
* Tornar a criação da cadeia mais desafiadora. Desovar nas portas? Caminhantes vindos do lado direito a uma taxa constante (mas menor)? (Sim, a ideia é justamente essa, que saia zumbis de baixo do carro, outros vindo mais rapido...para justamente forçar que um personagem fique no objetivo e o outro matando os zumbis mais proximos e nao como representei) * Algo que força o jogador a dividir sua atenção, em vez de apenas clicar, clicar, clicar. (sim, mas tentei representar de uma maneira mais resumida pelas ferramentas que tenho)
*** Vencedor do "Dream Challenge II Community Contest - Fase:Cable Ties" ***
Rescue your captured friends from a barn-turned-prison! Subdue or eliminate the enemy survivors while staying ahead of the walkers bearing down.
B = Blocks all sight, fire, and movement M = Block movement but not sight or fire C = Blocks movement and provides cover S = Stops movement when entered Gn = Gate, door, panel, etc. to open or close, taking n turns Cn = Chest, crate, dumpster, etc. to search for n turns X = Exit zone E = Exploding barrel E# = Explosion zone # S# = Spawn zone # T# = Trigger zone # (explosion, spawn) Pn = Player number n starting location Wal = Walker starting location, type a : N = Normal A = Armored T = Tank G = Goo F = Flaming E = Exploding S = Spiked M = Metalhead locomotion l : U = Unaware W = Wandering A = Aggressive Sa-y-z = Walker spawn location, type a, every y turns starting turn z Note: If y is 0, the walker only spawns once. Px-y-z = Walker pile with x walkers every y turns starting turn z Ea = Enemy of class a : A = Assault B = Bruiser H = Hunter W = Warrior S = Shooter K = Scout text = Description or art asset (ex: tree)
In this mission you will have 1 survivor trapped in the purple cage where you will have to locate the key in 1 of the yellow boxes. The remaining 2 will start in the blue part of the map. The black spots are where normal walkers start and the white is where we have a metal walker. The red is where the threat counter will bring in more walkers when the time has ran out.
Back again with the latest map! Submitted for your consideration, the Overrun Hoard!
Name: Overrun Hoard Objective: Find the Supplies, then Go to Exit Special Enemies: Spiked, Tank
Map Outline Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top left of the map and these tiles are also the escape zone The red line is a door which is a 1 turn immediate interaction and leads into the switch room with the switch being represented by a purple tile (repeatable 1 turn immediate interactable to close/open doors). Blue rectangles are diamond fence walls, white rectangles are diamond fence doors which are all simultaneously controlled by the switch. All diamond fencing does not restrict survivor vision. Green rectangles are entrance doors for the map. Light Grey tiles are the path, Dark Grey tiles represent a giant pile of loot. This mountain of loot is so big that it reaches the ceiling and restricts survivor vision. Green tiles are interactable boxes (all 1 turn immediate interaction) for survivors to check for supplies. Boxes can contain the following (all randomized at the beginning of the level): - 3 x supplies for the objective - 3 x nothing useful here - 1 x Tank - 1 x Spiked
Map Legend Red rectangles each start with 2 normal walkers in an unaware stationary state. 3 normal walkers will start in randomly selected tiles indicated by a yellow circle. The normal walker symbols and the tank symbol indicate points where they will spawn in once the door is opened (will spawn in an adjacent tile if blocked by an alerted walker). Each walker that spawns in from the outside doors will start in an aggressive state. The purple zone around the edges of the starting area and the switch room is the spawn zone for walker waves. First walker wave is after turn 5 and every 5 turns thereafter. Waves spawn evenly distributed into the purple zone. The green circle indicates the tile survivors must be standing in to interact with the switch.
Mission Someone amassed a great deal of loot here, but didn't live long enough to make use of it. Looks like his stronghold was overrun and he barricaded himself in. Too bad you can't eat gold... Find any supplies we can use and then get out.
Gameplay Your survivors have visibility into the loot room through the diamond fencing but can't see to the other side of the massive loot pile. At start, you'll be able to see many (perhaps all) of the walkers in the starting red zones based on the random spawn points. Once you reach the door and interact with it to open it, the walkers indicated by the symbols will come in through the doors. They may not be visible to survivors based on positioning as they might be out of line of sight due to the loot pile. The switch can only be interacted with from the tile directly to the left of it. This serves a dual purpose: to prevent scouts from being able to interact with the switch on turn 1; and so that the switch can be used once per turn to either open or close the doors.
Allowing the switch to be opened and closed allows a few types of strategies for collecting the loot and interacting with the walkers in the fenced off areas. One could send in just one survivor like a scout to open boxes then close the doors again after to restrict additional walkers from getting into the loot area and use ranged survivors to help out picking off walkers through the fencing. Or one could send in two survivors to open boxes quicker, using melee survivors to minimize the threat impact from having to deal with walkers through the fencing. Or send in all survivors and kill incoming walkers as you go then open as many boxes as you can to find the supplies as soon as possible. If you use a strategy involving closing the doors again, one survivor will have to remain outside the fenced off zone to interact with the switch and will have to use the switch again to open the doors to allow the survivors in the loot area to exit. If you use this type of strategy, try to keep threat low and be prepared for waves to spawn in range of the survivor operating the switch. Waves will spawn evenly around the purple zone so if you keep threat low and there are few spawns, then they'll be spaced out enough for a single survivor to deal with.
Either way you choose, stay sharp! Because not all the boxes have anything you can use in them and the former owner of all this loot even left a few nasty trap boxes... All boxes can be interacted with by any tile adjacent or diagonally connected to a given box. Similarly, if a special walker is spawned through an unlucky box interaction, it will spawn into any tile adjacent or diagonally connected to the box. Additionally, if you send three survivors in, you could attempt to minimize special walker spawns by clumping around the boxes and blocking spawn points. However, this is only possible on half of the boxes to keep things interesting and promote varied strategies.
Once you've recovered the supplies, fight your way out of the loot room and make your way to the escape zone to finish the level.
Notes To go along with the lore of the map, I've also included the body of the former owner of all this loot as part of the background in the map. This body would be obscured from vision on initial start but would be revealed as the level progresses. The body does not impede movement and is just a background detail to make the lore more interesting. Everything should be able to be created with existing assets and interaction logic.
Legend F: Fences S: Starting points of the survivors D : Drop points of new walker NW: Nasty, strong walker R: River B: Bridge G: Gate E: Exit Zone
Events - At the game start there are just some strong walkers on the bridge. - After 2 turns a crowd of walkers will apear. - After further 7 turns the next, stronger crowd. - The gate needs at least 3 turns to open.
All numbers of walker and turns have to be tested and adjusted of course.
Gameplay If the survivors attack the strong walkers at once, they might be overrun by the crowd of walkers. The idea is they have to run behind the fence on the left side, defeat the crowd, then kill the strong walkers and run over the bridge, defeating the 2nd crowd and access the exit zone.
This design is very simple. The survivors (blue) have found themselves at an alleyway that has been blocked by a dumpster and they are being chased by walkers (red). One of the survivors will have to push the dumpster (green) 3 spaces to clear the path between the buildings (black). The other two survivors will protect the other survivors while he/she is pushing. When they get to the other side, walkers will start spawning from the top and bottom of the screen, but as well as that, there is a tank walker (orange) positioned just before the exit (yellow). The survivors will have to make their way through those walkers to be safe.
Movement limitations of survivors: All survivors can only move 2 spaces a turn (or 1 move and attack).
No starting spawn until a survivor moves past the star square opening the . Then one spike walker per turn spawns from the danger zone (red square). All spike walkers move 3 space a turn.
Once you traverse through the maze portion, you need to find 3 keys hidden in the 7 crates.
Once the keys are found, the gates to the safezones (yellow squares) will open and it's a mad crawl to the exit.
Comments
Title: Attention class
Objective: Search one of the classes for supplies and get back out.
Dimensions: 7X18
Description: You have to search for supplies but you only have time to search 1 class. After opening the class you want to search, 2 special walkers will be waiting inside along with a few normal walkers. The special walkers are random, you may face 2 tank walkers, 2 spiked walkers or 1 of each. Once you gathered all supplies get back out through the hallway, where walkers might be waiting.
- Once you open a classroom you can’t open the other one.
- The map will feel different from game to game with random special walkers and different classrooms.
Mission Type: Get to the Exit
You will start out on the left side, and have to make your way to the right. There will be 3 groups of walkers that will already be munching on dead humans, or capybaras. They will become active in 3 turns.
One group will have 3 normal walkers, they will be right below your spawning point. Then there will be a fatty and one other normal walker on the top of the screen, and then another group of three right next to a locked gate. There will also be another normal walker (or 2) that is wandering.
The gate will take 3 turns to unlock, and will be far enough that only a scout can reach it on the first turn. There will also be a threat counter that takes 4 turns, 3 on hard.
Behind the gate there will be 3 or 4 normal walkers wandering around, and an exploding walker (army guy not goo). Once the gate opens 2 normal walkers will spawn near the exit. The exit can be reached by a scout from the gate, assuming walkers aren't blocking you.
https://docs.google.com/drawings/d/1Wo8GL7yxaBoGePSRTI2lcaOCfnJgHvBCs45-lzb_XJ4/edit?
Copy the link and paste in google it should work
BACK TO ATLANTA
Retrieve the weapons bag and escape through the alley
Once again I bring a map that seeks to recover the memories of the beginning of this entire journey. "BACK TO ATLANTA" is inspired by the episode "Vatos" (01X04), where Rick, Daryl, Glenn and T-Dog return to the city of Atlanta to rescue Merle and recover the arms bag left by Rick.
MAP OVERVIEW
Following the pattern of the previous maps once again we have a map with 7x16 definitions. This time I was very economical and we will only have 1 point of interaction. On the other hand we will have 2 zombie respaw points.
Regarding the visual part, I tried to get as close as possible to the images of downtown Atlanta with the few resources I have at my disposal. I also tried to portray the plan outlined by Glenn minutes before the rescue of the weapons.
MISSION
The mission is basically to strictly follow the plan developed by Glenn in the reference episode. Retrieve the weapons bag and escape through the alley. At first, the map shows only normal zombies.
After interacting with the weapons bag (1 turn) that is on the right side of the map, 2 free men will be added in the alley where the exit is, making reference to the group "Vagos".
You will need to go back to the beginning of the map to escape through the alley. It is not necessary to kill free men.
That's it for today!
On this map the survicors have to choose a way out.
They can decide to go left, confront normal walkers, which
spawn every round from two piles of corpses.
Or they can decide to go through the right door and fight against armored and spiked walkers.
If they are silent, than no extra walkers will spawn, except from the piles of corpses. If they wait to long, than the normal walkers from the left will find them.
Then at the highway where Sophia ran off because of the walkers. Start searching for Sophia.
Following the Silent Hedges
Unfortunately, walkers, guardian Knights Templar, and some mutant goos from the sludge around the fountain are in the way. And the former caretaker of the hedge maze--now insane and territorial--will not like you traipsing through 'his domain'!
*** Vencedor do "Dream Challenge II Community Contest - Fase: Cable Ties" ***
NOME: Passando por cima
OBJETIVO: Vamos acabar com está horda!
Esta fase homenageia um dos momentos mais marcantes da série. É o 9º episódio da 7ª temporada (S07E09 – “Rock in the Road”), ao encontrarem com complexas armadilhas na estrada, para deter as hordas de zumbis, Rick e os outros tiveram que lidar com uma horda perigosamente perto deles.Para dizimar parte da ameaça, Rick e Michonne usaram dois carros ligados por um cabo de aço. Ao avançarem ao mesmo tempo, o cabo partiu dezenas dos mortos-vivos instantaneamente, uma das cenas mais insanas de matança de zumbis!
VISÃO GERAL DO MAPA
Seguindo o padrão dos mapas, temos um mapa com definições 7x20. Temos dois pontos de interação, o 1º tem que usar um turno para engatar o cabo no carro e o 2º ponto é o acesso no carro, tambem usando um turno. E em cada turno reaparecem zumbis saindo debaixo do carro.
Em relação à parte visual, tentei fazer o máximo possível para que tenha ficado autoexplicativo. Retratando o plano do proprio episodio.
Gostaria de felicitar o NG pela iniciativa.Grande ideia...
Aproveitando a oportunidade, gostaria de fazer o pedido para que incluam a SHIVA e o CÃO do Daryl no jogo...por favor, nós fãs esperamos muito para que isso um dia aconteça.
E para o fututo, a inclusão da Princesa na classe LINHA DE FRENTE e MERCER na classe LUTADOR.
*** Vencedor do "Dream Challenge II Community Contest - Fase: Cable Ties" ***
* The extra coding is LARGE.
* The number of turns or tactical choices is SMALL. Do step 1, do step 2, do step 3, and then go. Right?
* So the coding cost is very high compared to the map challenge.
It's a very cool idea, and your presentation is the best so far! I suggest that you find a way to make setting up the chain more challenging. Spawn on the doors? Walkers coming from the right side at a steady (but smaller) rate? Something that forces the player to divide their attention, instead of just click, click, click.
---
@arqbs, eu gosto da idéia, mas gostaria de saber sobre algumas de suas escolhas:
* A codificação extra é GRANDE.
* O número de turnos ou escolhas táticas é PEQUENO. Execute o passo 1, execute o passo 2, execute o passo 3 e depois prossiga. Direita?
* Portanto, o custo da codificação é muito alto comparado ao desafio do mapa.
É uma ideia muito legal e sua apresentação é a melhor até agora! Sugiro que você encontre uma maneira de tornar a criação da cadeia mais desafiadora. Desovar nas portas? Caminhantes vindos do lado direito a uma taxa constante (mas menor)? Algo que força o jogador a dividir sua atenção, em vez de apenas clicar, clicar, clicar.
Title: Escape room
Objectives: Find an escape and kill the tough walker
Dimensions: 7X14
Description: You’re being chased by a herd of walkers, you enter a house and find yourself trapped. You need to find a way to escape. There’s 3 doors you can escape through but only one of them can be opened. The one that can be opened is random. While you’re trying to escape walkers are pouring through the front door. After finding an escape, a tank walker walks in and you have to kill it before escaping.
- No threat counter
- 3 or 4 walkers spawns every turn
- You need to interact with the door(s) for 3 turns
Title: Hiding dead
Objective: Find the supplies and leave
Special walker: Metalhead
Dimensions: 7X17
Description: 3 out of 5 of the cabins will have some supplies that you need to gather. The cabins that contains the supplies are random. While searching for the supplies you’ll also find some walkers hiding inside and a metalhead outside In the open.
- You have to enter the cabins to see what’s inside.
- The cabins that doesn’t have supplies have nothing to interact with.
- Cabins don’t have doors
Sobre seus comentarios:
* A codificação extra é GRANDE. (acredito que seja uma codificação padrão, mas nao vejo muito problema, alias todos nos gostamos de estar jogando...e essa cena merece a homenagem! hehehehehe)
* O número de turnos ou escolhas táticas é PEQUENO. Execute o passo 1, execute o passo 2, execute o passo 3 e depois prossiga. Direita? (a ideia de numero de turno é que nao seja pequeno, como representei...claro que pelas ferramentas que tenho nao tenho como executar conforme o jogo)
* Tornar a criação da cadeia mais desafiadora. Desovar nas portas? Caminhantes vindos do lado direito a uma taxa constante (mas menor)? (Sim, a ideia é justamente essa, que saia zumbis de baixo do carro, outros vindo mais rapido...para justamente forçar que um personagem fique no objetivo e o outro matando os zumbis mais proximos e nao como representei)
* Algo que força o jogador a dividir sua atenção, em vez de apenas clicar, clicar, clicar. (sim, mas tentei representar de uma maneira mais resumida pelas ferramentas que tenho)
*** Vencedor do "Dream Challenge II Community Contest - Fase: Cable Ties" ***
Prison Break
Rescue your captured friends from a barn-turned-prison! Subdue or eliminate the enemy survivors while staying ahead of the walkers bearing down.
In this mission you will have 1 survivor trapped in the purple cage where you will have to locate the key in 1 of the yellow boxes. The remaining 2 will start in the blue part of the map. The black spots are where normal walkers start and the white is where we have a metal walker. The red is where the threat counter will bring in more walkers when the time has ran out.
Name: Overrun Hoard
Objective: Find the Supplies, then Go to Exit
Special Enemies: Spiked, Tank
Map Outline
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top left of the map and these tiles are also the escape zone
The red line is a door which is a 1 turn immediate interaction and leads into the switch room with the switch being represented by a purple tile (repeatable 1 turn immediate interactable to close/open doors).
Blue rectangles are diamond fence walls, white rectangles are diamond fence doors which are all simultaneously controlled by the switch. All diamond fencing does not restrict survivor vision.
Green rectangles are entrance doors for the map.
Light Grey tiles are the path, Dark Grey tiles represent a giant pile of loot. This mountain of loot is so big that it reaches the ceiling and restricts survivor vision.
Green tiles are interactable boxes (all 1 turn immediate interaction) for survivors to check for supplies.
Boxes can contain the following (all randomized at the beginning of the level):
- 3 x supplies for the objective
- 3 x nothing useful here
- 1 x Tank
- 1 x Spiked
Map Legend
Red rectangles each start with 2 normal walkers in an unaware stationary state. 3 normal walkers will start in randomly selected tiles indicated by a yellow circle.
The normal walker symbols and the tank symbol indicate points where they will spawn in once the door is opened (will spawn in an adjacent tile if blocked by an alerted walker). Each walker that spawns in from the outside doors will start in an aggressive state.
The purple zone around the edges of the starting area and the switch room is the spawn zone for walker waves.
First walker wave is after turn 5 and every 5 turns thereafter. Waves spawn evenly distributed into the purple zone.
The green circle indicates the tile survivors must be standing in to interact with the switch.
Mission
Someone amassed a great deal of loot here, but didn't live long enough to make use of it. Looks like his stronghold was overrun and he barricaded himself in. Too bad you can't eat gold... Find any supplies we can use and then get out.
Gameplay
Your survivors have visibility into the loot room through the diamond fencing but can't see to the other side of the massive loot pile. At start, you'll be able to see many (perhaps all) of the walkers in the starting red zones based on the random spawn points. Once you reach the door and interact with it to open it, the walkers indicated by the symbols will come in through the doors. They may not be visible to survivors based on positioning as they might be out of line of sight due to the loot pile. The switch can only be interacted with from the tile directly to the left of it. This serves a dual purpose: to prevent scouts from being able to interact with the switch on turn 1; and so that the switch can be used once per turn to either open or close the doors.
Allowing the switch to be opened and closed allows a few types of strategies for collecting the loot and interacting with the walkers in the fenced off areas. One could send in just one survivor like a scout to open boxes then close the doors again after to restrict additional walkers from getting into the loot area and use ranged survivors to help out picking off walkers through the fencing. Or one could send in two survivors to open boxes quicker, using melee survivors to minimize the threat impact from having to deal with walkers through the fencing. Or send in all survivors and kill incoming walkers as you go then open as many boxes as you can to find the supplies as soon as possible. If you use a strategy involving closing the doors again, one survivor will have to remain outside the fenced off zone to interact with the switch and will have to use the switch again to open the doors to allow the survivors in the loot area to exit. If you use this type of strategy, try to keep threat low and be prepared for waves to spawn in range of the survivor operating the switch. Waves will spawn evenly around the purple zone so if you keep threat low and there are few spawns, then they'll be spaced out enough for a single survivor to deal with.
Either way you choose, stay sharp! Because not all the boxes have anything you can use in them and the former owner of all this loot even left a few nasty trap boxes... All boxes can be interacted with by any tile adjacent or diagonally connected to a given box. Similarly, if a special walker is spawned through an unlucky box interaction, it will spawn into any tile adjacent or diagonally connected to the box. Additionally, if you send three survivors in, you could attempt to minimize special walker spawns by clumping around the boxes and blocking spawn points. However, this is only possible on half of the boxes to keep things interesting and promote varied strategies.
Once you've recovered the supplies, fight your way out of the loot room and make your way to the escape zone to finish the level.
Notes
To go along with the lore of the map, I've also included the body of the former owner of all this loot as part of the background in the map. This body would be obscured from vision on initial start but would be revealed as the level progresses. The body does not impede movement and is just a background detail to make the lore more interesting. Everything should be able to be created with existing assets and interaction logic.
Legend
F: Fences
S: Starting points of the survivors
D : Drop points of new walker
NW: Nasty, strong walker
R: River
B: Bridge
G: Gate
E: Exit Zone
Events
- At the game start there are just some strong walkers on the bridge.
- After 2 turns a crowd of walkers will apear.
- After further 7 turns the next, stronger crowd.
- The gate needs at least 3 turns to open.
All numbers of walker and turns have to be tested and adjusted of course.
Gameplay
If the survivors attack the strong walkers at once, they might be overrun by the crowd of walkers.
The idea is they have to run behind the fence on the left side, defeat the crowd, then kill the strong walkers and run over the bridge, defeating the 2nd crowd and access the exit zone.
Survived!
This design is very simple.
The survivors (blue) have found themselves at an alleyway that has been blocked by a dumpster and they are being chased by walkers (red).
One of the survivors will have to push the dumpster (green) 3 spaces to clear the path between the buildings (black). The other two survivors will protect the other survivors while he/she is pushing.
When they get to the other side, walkers will start spawning from the top and bottom of the screen, but as well as that, there is a tank walker (orange) positioned just before the exit (yellow).
The survivors will have to make their way through those walkers to be safe.
Objective: Get to the Safe Zone (Yellow Squares)
Movement limitations of survivors: All survivors can only move 2 spaces a turn (or 1 move and attack).
No starting spawn until a survivor moves past the star square opening the .
Then one spike walker per turn spawns from the danger zone (red square). All spike walkers move 3 space a turn.
Once you traverse through the maze portion, you need to find 3 keys hidden in the 7 crates.
Once the keys are found, the gates to the safezones (yellow squares) will open and it's a mad crawl to the exit.
Feeling Lost, Click Here!