[Community Contest] Submissions

12467

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  • JordanYukiJordanYuki Member Posts: 148
    edited April 2020
    Submission #2

    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.
    roxyy141AngelspitvivapacoPigBenis3vilrine
  • jayspace2007jayspace2007 Member Posts: 1
    going to find Beth at the hospital and securing it
    Chingisca
  • andrigginsandriggins Unconfirmed, Member Posts: 1
    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.
    LoganWolfkinLoganic
  • ShadowWalkerShadowWalker Member Posts: 797
    "Snack Time"

    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.
    Loganic
  • LoganWolfkinLoganWolfkin Unconfirmed, Member Posts: 1
    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.

    https://docs.google.com/drawings/d/1Wo8GL7yxaBoGePSRTI2lcaOCfnJgHvBCs45-lzb_XJ4/edit?

    Copy the link and paste in google it should work
  • CohenandCalebCohenandCaleb Member Posts: 3
    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.
    Loganic
  • EnidxCarlEnidxCarl Unconfirmed, Member Posts: 1
    Can you add Enid in the game it would be amazing please and thank you
    Loganic
  • CohenandCalebCohenandCaleb Member Posts: 3
    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
    Loganic
  • SPC_TORRESSPC_TORRES Member Posts: 1,999
    Little twist to The Room from Fouled Prison but could work just as well for Locker Room



    Governatormack22romeo
  • AretemisAretemis Member Posts: 1
    Escape - Soft or hard way out

    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.
    ShadowWalkerLoganicvivapaco
  • greeneyeddiva2ugreeneyeddiva2u Unconfirmed, Member Posts: 1
    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.
    Loganic
  • arqbsarqbs Member Posts: 9
    edited April 2020
    Olá sobreviventes, tudo bem?

  • ArtminiusArtminius Member Posts: 497
    Bonus Awesome to anyone who gets my map's title reference! :wink:
  • ArtminiusArtminius Member Posts: 497
    arqbs said:

    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.


    Hope this helps, brother!
    Loganic
  • AlienchaosAlienchaos Member Posts: 2
    Mission Eugene
    ShadowWalkerLoganic
  • ArtminiusArtminius Member Posts: 497
    edited April 2020
    @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.
    Loganic
  • roxyy141roxyy141 Member Posts: 10
    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
    JordanYukiShadowWalkerLoganic
  • JordanYukiJordanYuki Member Posts: 148
    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
    roxyy141Loganic
  • arqbsarqbs Member Posts: 9
    Artminius said:

    @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)
    Loganic
  • LeeboLeebo Member Posts: 108

    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.
    Loganicdalmer
  • AlienchaosAlienchaos Member Posts: 2
    Explosive Trap
    ShadowWalkerromeoMrLucky
  • RickWotRickWot Member Posts: 1
    Back and forward



    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! :)
    ShadowWalkerGovernatorMrLucky
  • camsterwoodscamsterwoods Member Posts: 1


    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.
    ShadowWalkerGovernator3vilrineMrLucky
  • zbotzbot NML Legendary Moderator, OW Moderator Posts: 7,249
    Map Name: Crawl to the Exit

    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.



    FirekidromeoMrLucky
This discussion has been closed.