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.
I take it back @SPC_TORRES , this is just evil!?! ☝️
Special shout out for the NG design folk on this latest season episode Royal Presents. I love the landmine mechanic and think they need to see some more use in maps. This map's for you!
Name: Sand Traps Objective: Find the Supplies, then Go to Exit Special Enemies: Fast, Landmines
Map Outline Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the left of the map. Light Blue tiles are the escape zone. Light Grey tiles are the path, Yellow tiles are sand dunes and unable to be walked upon. Sand dunes do not restrict vision. Green tiles are interactable boxes (all 1 turn immediate interaction and contents are randomized) for survivors to check for supplies: - 3 x supplies for the objective - 3 x nothing useful here Brown tiles represent buried walkers (if triggered will spawn in an aggressive state) and are each assigned one of the following (randomized): - 2 x one normal walker - 2 x two normal walkers - 3 x one fast walker Red zones for Section 1, 2, and 3 indicate the spawning points for initial walkers and each zone will contain three normal walkers which spawn in an unaware stationary state. All walkers are assigned random starting positions within each zone but walkers are not allowed to spawn on a sand dune or a box.
Land Mine Spawn Points Each set of three zones indicated by color is a group - red, blue and green. Each group starts with 2 landmines total with 1 landmine max per zone leaving one zone empty per color for a total of 6 landmines on the map. Spawn points for landmines are randomly assigned both for zones and tiles within the zone, but are not allowed to spawn on the same tile as a walker that occupies that tile already.
Box Opening Spawn Points When any box is opened, a random dune on the map will spawn a single normal walker in an aggressive state. This normal walker will spawn randomly into any tile adjacent or diagonally attached to the dune (indicated with yellow circles). There are 7 dunes and 6 boxes so only 6 dunes maximum will ever spawn a walker in a single run through and no individual dune regardless of dune size is able to spawn more than one walker per run through. These walkers are not allowed to spawn on any tile occupied by a landmine, walker or survivor. If for some reason there are enough walkers etc. on the map to block all available spawn points, then no walker will spawn and let's hope that you learned enough from Daryl to get your survivors out of that mess!
Initial Spawn Example Here's a possible randomized placement of initial spawns of both walkers and landmines. The RNG placement of the walkers and landmines combined with the randomly selected potential dirt trap surprises keep the level fresh by randomly influencing how you choose to guide your survivors to the boxes and to the escape zone. Walker waves are turn 5 and every 5 turns thereafter to keep pressure up.
Mission These shifting sands have been turned into a minefield. Take anything of value you can find and make your way out... but watch your step!
Gameplay
Your survivor have full visibility to the entire map and use the placement of walkers and landmines to their advantage by baiting walkers into them or can use placement to keep walkers away from landmines in order to use them to slow down incoming walker waves if they generate a lot of threat. Your survivors will see the walkers spawn in from opening boxes and surivors can position in order to similarly control how and if landmines are tripped. This can help you further strategize navigating the dangerous terrain as you collect boxes and fight your way through to the exit. Walkers from the initial spawn are stationary and unaware until activated by explosions or your survivors come into range so you have your choice of how to cross the map. You might also choose to go for speed or to avoid landmine range by charging through dirt piles. With foresight and a bit of luck, one can use landmines to alleviate additional walkers spawned from charging through dirt traps. The potential fast walkers in the dirt traps might dissuade cautions players from that strategy... but you know what a fast walker can't dodge? A landmine. Oh yes.
Once you've recovered the supplies, fight your way to the escape zone to finish the level.
Notes Everything should be able to be created with existing assets and interaction logic (many veteran suriviors might have recognized the frankensteined beach life!) and with the differing positions and constantly shifting pathways and corridors created in the level, this should keep players on their toes and stay fun at all levels of play. Who doesn't love to line up a good walker explosion?!?!
Objective: Gather the supplies and escape the burning forest
Description: The forest around your camp is on fire. You must gather the supplies and escape the forest. After one of your heroes or survivors crosses the red line, some burning trees fall behind him leaving him trapped. The trapped hero or survivor must fend for himself for X turns. After X turns the trees down in the middle of the map are done burning and opens up a new path. Your team then regroups and escape the forest with the truck.
Story: You are helping a single one of your team members sneak into the enemy headquarters.
Mission: It's mostly just a simple "go to the exit" mission. The only problem is that two of your exit squares are where you start, and the third is deep inside the enemy HQ. So you have to insert one of your three survivors, and then get the other two back out again without him (you'll probably want the one you leave inside the HQ to be a sniper so that he can help from a distance while the other two are retreating).
Obstacles: There are a couple of tank zombies tethered in front of the HQ, but they are unable to move and so shouldn't be a problem. There are also a couple of raiders inside the HQ; you'll have the element of surprise, so they also won't be a problem as long as you send all three of your survivors in together. (You are required to kill the raiders to complete the mission; dashing past them is not allowed.) The main problem is time: there are two zombie piles spitting out a steady stream of low-level zombies, plus zombies spawning according to the standard Threat rules, which means that the two survivors who are not staying are potentially going to be seriously outnumbered on their way out.
Rough Map (devs should feel free to make any adjustments they like to improve aesthetics or gameplay):
Objective: Get to the Safe Zone (Turquoise Squares) in front of the mansion
Special Enemies: Bruiser, Landmines
Break down: The map is broken into three channels divided by a wrought iron fence (Chain link can be used in its place) that runs the length of the lane way on both sdes. Survivors can pick any of the three paths. If you take the center which starts off with only walkers you need to spend three turns waiting for gate to open. This can be negated by taking either of the two other paths. The two sides however have brusier walkers which in time can pass through holes in fence.
No starting spawn until survivor(s) move past the A line, then A Spawn activates and walkers can flood through hole in fence .
Spawn site B does not start until survivor(s) move past the B line.
There are land mines on this map that can be used by survivors to draw walkers into. There are however no crates or other forms of cover on this map.
Three fearless heroes spot a mysterious building and decide to explore the site, but the mysterious site was actually a trap designed by a maniac obscured by Greek mythology who wanted to make an allusion to hell and its 3 judges, Radamanthys, Minos and Aiacos who are represented by three heavy walkers that are trapped in 3 rooms, each room has a heavy walker that represents a judge of mythology, and by completing the mission you will have defeated Hades since the mission represents him.
The red spaces with descriptions "D" are doors that the survivors will have to open in 1 shift each, the spaces marked in yellow are the positions of the walkers with the types described in the layout of the rooms.
If the survivors are lucky, they found only one servant (grenade walker) and can just blow it up with a firearm, but if the survivors are unlucky enough to find a judge (tank walker or spike walker), he will have to defeat him to move on.
We have to loot three cars first. Everytime after looting a car, a normal Walker will appear from underneath the car. After the looting Part we have to push one car to unlock the second half of the map, where a big group of normal walkers wait to be killed. In a small dark area hides one heavy walker. The challenge ends after killing all walkers ! Im not good at drawing but i hope its understandable 🤗
It's a 3-Stage map meant to show Rick's final moments. It starts with him fighting off Walkers, tiring himself out(potentially getting injured), then he is being chased by a large horde of walkers, the second stage is meant to be ran through as there are a LOT of walkers behind him, and he needs to stay ahead and get to the exit as quick as possible. Then finally he arrives on the bridge, he runs down the bridge to escape the horde, but realizes there is no escape(you can kill the walkers, but more and more are spawning each turn). After 2-3 turns, the Dynamite becomes available, and he shoots it, blows up the bridge, and ends the mission.
Once again I bring you a map inspired by the first season of the series. Not only that, this will be my second map inspired by the same episode. This is episode 4 of the first season which also served as inspiration for the creation of the "BACK TO ATLANTA" map. But this time I would like to portray the group's return to the camp, which is entirely taken over by the zombies.
MAP OVERVIEW
As in the other 3 submissions, the map presents 7x16 measures but this time without points of interaction or respaw.
As this is the second map inspired by the same episode, it is not difficult to deduce that it is an episode that I really like. But not only that, in the creation process I allowed myself to use some of the features that I like on various maps within the game to create the visual part. Among them, one that I particularly like are maps with a night look and I also think it's really cool how the forests are portrayed in some of it. So I tried to represent some of those characteristics. In addition to the visual part, I added some elements that I remember from the night of the attack and the camp itself, among them the campfire where they used to gather, some of the vehicles of the characters such as Dale's motohome and as I couldn't forget I also put the iconic car Glenn's sports car after being plucked.
MISSION
This time I tried to create a map with one of the objectives I like best in the challenges, which is just to eliminate all zombies. Although the original idea was to create a map where we would have to protect 2 or 3 survivors, when I thought about it, I figured it could be very complicated to accomplish this objective at very high levels so I opted for the second option.
Like all maps that bring this objective, the gameplay and strategies are very simple. In this case I added 2 tank zombies and also some zombies that will start the mission by feeding. Even the 2 tanks could be part of this dynamic. You will be able to use the period that a part of the zombies are feeding to attack as well as you will be able to use the table that is in the right part of the map in your strategy.
Once again I thank you all for reading the publication and I hope you enjoy it.
Before finishing, it wouldn't be a bad idea to play this mission with Dale, T-Dog and Shane on the team. Kkkkkkkk ...
Switching it up for a different style this time because we don't really see many maps where your starting position is right in the centre of the action. Also i noticed i haven't made a map without the threat wave mechanic so this one is designed in such a way as to be able to fight through the map at your personally desired style and pace while still keeping pressure up with the walker piles.
Name: Bunker Breakout Objective: Detonate the Explosives, then Go to Exit Special Enemies: Boom Barrels, Tank
Map Outline Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the centre of the map. Light Grey tiles are the path, Light Blue tiles are the escape zone and are only revealed once the explosives have detonated. Red tiles are stationary explosives and unable to be walked upon until they have detonated. The White tile in the centre of the map is the plunger for the explosives (2 turn interaction) which are all simultaneously detonated to reveal the escape zone. - the plunger is able to be interacted with from any adjacent tile but not diagonal to it. Yellow tiles are walker piles which activate and start spawning one normal walker per turn once the plunger is depressed. The Brown rectangles are walls which are destroyed when the explosives detonate. Red and Blue rectangles are starting spawn zones for normal walkers and each zone will have two normal walkers at randomized positions at start with the only caveat that they are not allowed to start on a red tile (i used both red and blue colors for starting zones just because when they were all red it was a little harder to tell which spawn zone was which). These starting walkers spawn in an aggressive state. Yellow circles are potential spawn points for walkers on turn 3. If both points are blocked, the walker will spawn at one of the adjacent or diagonally touching tiles. Each set of Yellow circles along each wall will spawn one of the following on turn 3 (randomly assigned and all spawn in an aggressive state): - 1 x normal walker - 1 x normal walker - 1 x normal walker - 1 x tank
Initial Spawn Example This is what the map will look like at the beginning with each starting spawn zone being randomly assigned two walkers. All Boom Barrels and stationary explosives are placed in such a way that none of them can chain to another, but it's possible that based on starting positions that there might be many starting walkers clumped around a boom barrel, making it a desirable target.
Turn 3 and spawns from Walker Piles On Turn 3, walkers will spawn in from the sides of the map indicated by the full opacity symbols and in randomly assigned spawn zones adjacent to the stationary explosives. Depending on your strategy, you might try to align this spawn time to either take place for when the explosives detonate or immediately afterwards as you run by them to head to the escape zones. When your survivors interact with the plunger and start the detonation sequence, the walker piles will start spawning normal walkers as indicated by the faded walker symbols. Walker piles can spawn walkers in any tile adjacent or diagonally attached to the walker pile provided that there isn't a boom barrel blocking the spawn point. This allows survivors to strategize accordingly as to when/if to use the boom barrels. If you don't blow up a boom barrel, then walkers from walker piles can't spawn in range of any tile that a survivor is interacting with the plunger from. To the right and left sides of the plunger are always out of range of a walker pile initial spawn point, but the top and bottom tiles are out of range of initial starting walkers. This makes timing the detonation sequence more of a tactical decision based on composition of team and initial starting spawn.
Post-Detonation Map Note that you'll need to not be in range of the explosions to protect your survivors - same range as standard boom barrel and these explosions will damage walkers as well as survivors. Your survivor interacting with the plunger is always going to be in a safe spot from the explosions but your other survivors will need to watch out. Once the explosives have been detonated, the map will reveal the escape zones (image assumes boom barrels are still in place but some or all of them might have been used by this point depending on playstyle)
Mission You're trapped inside a bunker and walkers have you surrounded - but you knew this might happen one day and prepared an emergency exit... Detonate the explosives and escape through the walls!
Gameplay All walkers are aggressive in this map but with the randomized spawn points, there could potentially be three tiles out of range of any walker movement on turn 1. There are guaranteed to be two tiles out of range of all walkers and these are located directly above and below the plunger. This allows a variety of different tactics: - one could explode up to three of the boom barrels on turn 1, thereby making space for safety on turn 1 and then relocating to emptied areas on turn 2 to deal with the remainder of the spawns - immediately fight your way into a desirable corner, saving boom barrels for later spawns and protection from walker piles while setting explosions - pick off or damage walkers if they're all out of range of your team for a turn or position two of your survivors to the safe tiles and kill/interrupt/take a hit with a bruiser etc. for the last survivor. - create a safe space to protect one of your survivors from and immediately start the detonation sequence - immediately starting the detonation sequence and using up to two boom barrels to deal with the walkers spawns or holding those barrels back for better clumping
Either way you choose, the boom barrels should be used wisely either to eliminate clumped up walkers or to assist in blocking walker paths to your survivors as you defend yourselves and arm the explosives. As the RSL progresses, your tactics might shift dramatically from immediate activation and sweeping through walkers with one-shot AOE, to slowly eliminating initial spawns and turn 3 walkers and clearing the map of enemies before starting the detonation sequence, then back to immediate activation of the plunger and crowd control until the detonation and escape as the RSL of the walkers becomes too high to clear them out slowly.
Once you've detonated the explosives, fight your way to any escape zone to finish the level. It is not necessary for all survivors to go to the same particular escape zone, just that they all reach an available escape zone tile.
Notes Another thing I tried to do with the map design is make one that at higher RSL is less catered to a full melee team with the lack of threat meters, inclusion of boom barrels and the explosion mechanic. Always like to keep things fresh and keep team selection and tactics dynamic. Also tried to make the initial spawn powerful enough so that the end game tactic isn't just a gold sink RNG spawn and use 3 bruisers with max DR with interrupts/aoe staffs, immediately hit the plunger and hope that you get enough stuns to position a way for your survivors to have a path to escape after the explosion... trying to go for a mixed composition to necessitate the use of the boom barrels by ranged classes so that you can create that way out.
Also was experimenting with a sandbagged area around the plunger but eventually ended up going without it. That's something that might be considered in testing but it's something i'd have to really see in action at high RSL to see if it would totally change the dynamic of the playstyle as a result of its inclusion. I figured it would make it more suited to a three bruiser stun and run specifically and ignore boom and just try and run by the turn 3 walkers rinse and repeat so i left them out. Here's two configs i was initially playing with the idea of:
As with all the maps I've created for the dream challenge, everything should be able to be created with existing assets and interaction logic. Might switch the plunger to one of the other assets to go along with the adjacent only tile directional interaction or change the stationary explosives from the dark barrel to something else so that it makes them more visually distinct from the boom barrels etc.
This map is lucky number 7 - hope you all like it! I've got two more ideas already in the works and one of them features an old friend of ours...
Hi. I do not communicate well in English, so I posted a video, I hope that everything will be clear!) mission "escape" - three exits, the main one-can be opened after 3 moves, the other two-by destroying the zombies... https://youtu.be/ZEwJJ_GVwSQ
"The gates of hell are various places on the surface of the world that have acquired a legendary reputation for being entrances to the underworld."
Mapname: Gates Of Hell Objective: Reach the Exit Special Enemies: 1x Tank, 1x Shield, 1x Explosive Barrel (and alot of Gates ) Map 1: (Dimension = 7x15) - Killable walkers through the gate from all directions Map 2: (Dimension = 7x15) - Walkers not killable through objects
Symbol Legend on concept pictures: - Normal Walker
- Tank Walker
- Black Arrows: Spawn postions for normal walkers coming out of the holes in the wall.
Map Legend: It is a two-part map. The goal is to move towards the finishline on the second map on the right side. At the beginning of the map you will find a large number of "walkers" surrounded by gates. The middle part consists of two gates that have to be opened to open the third gate at the bottom-right to enter room two. This can be done by opening both boxes with 2 pulls. The interesting part is that the gates are each in the opposite direction of the box that you have to open. That should give you some space to move.
- My original idea was, that one of the body piles activates after the first box is opened and the second, after the second box. Each of the body piles should spawn one normal walker.
- A different idea was, both of the body piles activate after the player has opened both of the boxes and each body pile spawns two additional walkers. - I have added a threat counter that starts at 6, to avoid players from killing everything in the middle first and then open the boxes. you will reach a high spawnrate on top of the map.
- I think there are also a few other ways to do this and can be customized.
Here is another example picture made with my marginal graphic program skills to demonstrate the opening.
After that you can see the top gate is opened and the walkers either walks out of the middle part or the threat counter is close to reach the spawning point of the top walker. The gate to room two is still closed.
Now you reached the second box and start to opening. (Now the body piles could activate after reaching opening point 2, 1 or zero.)
After all that you finally opened gate 3 to reach the next room. The gate on the southside opened now as well. (Now the second body pile could activate, if you decide to do it that way or modified.)
Part two of the map 'Gates of Hell'
Map Legend for the secon part: My idea was to add a few more gates, unbelievable isn't it ? Fun aside, I just wanted a challenge map that took a little longer. So on the second part of the map, the first goal is to close the gate behind you and at the same time to open the next one. This can also be done by a 2 turn box, but first of all my concept idea picture. (All of the parts that will happen on this side of the map are also in the picture below.
First of all you try to reach the box in the left side corner as soon as possible because you get followed by the walkers spawning from the piles behind you (still). (On this map are 3 walkers placed from the beginning, also changable and can be modded.)
Example picture for the opening of the box and also closing the Gate 3 behind you. This also opens the Gate infront of you. The 2 normal walkers should by dead by this point.
When you opened Gate 4, and closed Gate 3, there is a spawn from the top of the map. Six normal walkers spawning at the points shown in the picture below.
Depends on you, what you doing here, but the main goal should be killing the walkers in your way . Try to reach the last box to open Gate 5, finally, and reach the exit for that nice 'Victory', but there is a problem, you will be followed by the walkers spawning at the bottom of the map when you touch the last box. (Should spawn at first touch). Here are also way more walkers, or different walkers addable.
Last but not least, reach the exit and grab those stars.
I hope that some people like the idea here and that my poor English is somewhat understandable. Of course, I'm always interested in improvements. All maps designed here were created with a graphics program and as you can see I was dealing with it for the first time, but I just wanted to present it as clearly and detailed as possible. When designing 'how to present my idea' I used @Verdao1914 as an example. Greetings to you buddy and mad respect for your great map ideas.
Greetings, have a nice day, thanks to everyone who fought their way up to here.
Here is my idea, from season 2, the well scene with Glenn, you will start off with 2 characters (I've chosen Rick and Daryl) you will have a rope in the middle of the map that you will have to pull, each pull will release a bunch of walkers, you will have to balance the pulling and killing to eventually release Glenn, when Glenn is out it will release the big bloated Walker, you will then have to kill the remaining zombies and the bloated one to complete the level
Season 9B mission 10 Cut the Crops. There are like hide and seek. Can't see the whole map, but can walk through barrier. Can also made with freeman and/or different types of special walkers
Rules: Mission: kill Negan, get two supplies, and make it to the exit. Mission type: Solo. Character: Michonne. Other info: Has her dead brother and fiancè with her. 5 zomies to start | Every 5 turns, +5 zombies | Every time 1 zombie is killed it's one more sdded to the spawn | Every turn 2 zombies spawn from the pile | Since Michonne is with her dead brother and fiancè, other zombies will not attack her | If Michonne is harmed by Neagan she will be stunned for a turn, then the zombies will attack her unless she heals herself(-1 turn) |After Neagan dies the zombies will feast on his corpse for 1 turn.
Mapname: 'The Goddamn Motorcycle' Objective: 'Find the Repair Tools' and 'Repair the Motorcycle' Special Enemies: 1x Tank, 2x Explosive Traps Map Dimension:(7x16) - Killable Walkers from all directions
Symbol Legend for concept picture: - Players Start Positions
- Black Arrow for possible spawn positions from threat counter and positions for spawns after touching trunks or repair positions.
Map Legend: This time it's a one-piece map since my first submission might be a bit too large for a challenge map. The idea came from two different maps from the 'Seasons Special Missions'. To the Rescue + Field Repairs. 'To the Rescue' has the motorcycle part in it and 'Field Repairs' is the mission with Ezekiel and Carol where I got the idea with the 'Explosive traps' from. I have never seen traps like this on any challenge map. I think this is an interesting concept that should be implemented. Another option would be using the new explosive traps from the latest Season Mission 10B,15. You have the possibility to use them to get some of the walkers out of the way.
- The first goal here is opening the trunks of the two cars and find repair kits for the motorcyle. 11 walker are on the map at this point. (Changable to balance the map, also the positions). Threat Counter on '4' with '2 spawns'. (Changable to balance the map, also spawn positions).
- Example picture of opening the first trunk with an instant turn.
- Example picture of opening the second trunk with an instant turn. The walkers on the right side, might be attracted at this point and walked towards the 'explosive traps' (example explosion, deletes the trap lines).
- After getting the second repair kit from the second trunk the mission goal changes to 'Repair the Motorcycle'. (top of the map and first part of the motorcyle is active). Meanwhile there is a spawn of three normal walker behind you.
- Now you start to repair the motorcycle (2 turns). First part on the left side of the motorcycle. Meanwhile after you touch the first part of the repairable part there is another spawn on the map. (Black Arrows 5x normal walker + 1x tank)
- Furthermore you finished the first part of the repairing and start the second part (2 turns). Meanwhile after you touch the second part of the repairable part there is another spawn on the map. (Black Arrows 6x normal walker).
- The last part is an instant activation of the motorcyle that let you escape on the street, that you can see on the right side
- Last but not least, the four squares arround the motorcyle lights up and you finish the map.
This is my last submission. I hope some of you like the idea and sorry for my mediocre english. This time I wanted to make it a bit shorter to fit the concept that NG often chooses for its challenge maps. Btw. the motorcycle can carry three people, believe it or not All the parts that can be seen in the example pictures, can of course be adjusted. In terms of spawn positions or quantities.
Today I would like to present my fifth and final submission, entitled "RESCUE OPERATION".
Just as I did in my previous submissions, once again I tried to portray a remarkable moment for the series, this time it is a reference to the episode "No Sanctuary" (5x1). But it was not just that! This time I would like to draw a parallel with the beginning of our journey in no-man's-land. For that, I wanted to portray the moment that preceded the first moments of all of us in the game. What do you say? Are you looking to find out who saved Joel, Ann and Ken from the containers at Terminus and how it really happened?
RESCUE OPERATION Enter Terminus, save the survivors trapped in the containers and get out!
MAP OVERVIEW
In the structural part, the map is distributed in 7x17 dimensions. It presents 4 areas of interaction with the conventional dynamics of moving and searching and a fifth element that I am not sure if I can define as a new resource, as we already have maps with some types of explosives, but what I want to bring is an area of gas leak where when using a firearm the entire area explodes. * Any firearm firing in the area highlighted in light red will result in the gas tank exploding.
In the visual part, the map does not have many different features from those found in maps of reference to Terminus. What could highlight is the horde arriving at the gates while 3 free men try to contain the advance through the fences as well as in the scene shown in the series.
MISSION
As I said at the beginning, the goal is to enter the Terminus facilities and save the survivors who are in the containers.
You will start the mission in the lower left corner of the map and at the beginning you will face a big dilemma that can define the success or failure of your strategy. As you are still outside the fences of the terminals the horde is very close to its survivors in the first moments, only part of the fence protects you from them.
The main dilemma of the map is at the moment that you will decide to blow up the gas tank that is leaking on the map.
You can choose to blow up the tank and knock down the fence in the first few turns, this will destroy all zombies in the area around the tank, it will also hit free men and their own survivors if at the time of the explosion they are within the area. reach. The explosion will significantly increase the number of zombies in the threat counter * To prevent the free men from being responsible for detonating the gas tanks they will be exclusively from melee classes (Scout, Fighter and Warrior)
But you can also enter the premises by pushing a trash can (1 shift) that is covering a passage in the fence.
So you can use the explosion of the gas tank at the time of your soaking, as the starting point will also be the end point of the map. If you choose not to blow up the tank and enter through the fence passage it will be more difficult to kill the free men but you will have a relentless weapon the moment you return
After entering Terminus the goal is only to find which of the 3 containers the 3 survivors are trapped in and then return to the starting point.
If you used the explosive at the beginning of the mission, you will probably encounter a considerable number of zombies at the beginning of the map, but if you chose to sneak through the passage you will have a card up your sleeve to face the horde.
Before concluding, I would like to thank NG once again for the opportunity, but mainly to my friends and guild colleagues who supported my creations and also to everyone who enjoyed the ideas presented. It was a very exhausting job but I also learned a lot in the process. But now enough! No more searching all the game maps in search of components that I could use in my creations (kkkkkk).
So this one brings back some early forum memories... and confirms for everyone including disbelievers like @jester that STU LIVES! This map is a confirmed sighting, and it's your job to save Stu. He was actually captured by saviors and that's why he's been missing for so long. He finally got free and he's running for his life. Protect him and help him escape!
Name: STU SIGHTING! Objective: Help Stu Escape Special Enemies: Armored, Boom Barrels, Saviors
Map Outline Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top of the map. White rectangles are diamond fence walls, red rectangles are diamond fence doors which are all 1 turn immediate interaction. All diamond fencing does not restrict survivor vision. Orange tiles are potential boom barrel spawn points with 1 boom barrel spawning in each orange section randomly at start Light Grey tiles are regular path Blue tiles are sewer water or river and reduce survivor movement (and Stu's movement) as in previous in game missions with this movement mechanic. Stu can spawn in either of the STU tiles and the escape zones marked by Light Blue rectangles will spawn on the opposite side of whichever Stu spawns in (keeping things fresh with amount of plays per challenge). Stu is a bruiser, so he is able to take a few beats and stun enemies in his path as he runs, and also because he is clearly a badass.
Map Legend Red rectangles each start with 3 normal walkers and 1 armored walker all in a wandering state and displayed there's one potential arrangement of walkers and boom barrels with Stu spawning on the left. Stu will attempt to run to the exit (in this case at the far right) and will take swings at any enemy in his way but will not prioritize killing enemies he'll just run and hit things as he goes. The map ends when Stu reaches the exit similarly to the ending conditions of The Tank in Welcome to Woodbury, and as a lore thing he runs off into the distance just like your survivors do in the Distance. Stu is the priority in this map and your job is to make sure HE reaches the exit.
As the level progresses, door(s) are opened and walkers and boom barrels are cleared out as your survivors choose and Stu progresses across the map towards the exit. On turn 2, one regular walker will spawn on one of the tiles marked with a yellow circle provided that Stu spawns on the left side (otherwise mirror image) in an aggressive state. On all subsequent turns, there will be two walker spawns per turn in an aggressive state and they will each spawn in a randomly available tile in the red rectangle zone provided that Stu spawns on the left side (otherwise mirror image). No threat meter or wave mechanic there will just be 2 constant walker spawns per turn each turn after turn 2. Once Stu passes the blue rectangle (passing the fourth tile from the side Stu spawns at), 2 savior scouts will spawn an an aggressive state (mirrored as necessary for placement).
Mission There's someone running from saviors - we've gotta help him! Wait... is that? No mistake this time. It's him! It's STU!!!
Gameplay Your survivors have full visibility to the sewer area that Stu will be running through and are separated by diamond fencing with 1 turn doors so that you can choose to open 1 or both doors. This gives you a chance to decide how you want to arrange the survivors in terms of composition and strategy in that your job is to keep Stu alive so he can escape. You can divert attention of walkers by opening both doors and taking on walkers head to head, go through one door and/or you can shoot the boom barrels through the fencing to clear out a path for Stu to run. You can even choose to shoot a barrel while hurting Stu (or your own survivors for that matter!) in order to get a clear path for him to get to the exit. The objective is that Stu make it to the escape zone.
The saviors are both scouts so that they can advance faster through the sewer water and potentially catch up to Stu depending on how the level progresses with walker spawns and boom barrel explosions. They'll act as normal to advance through the map and attack threats including your survivors, Stu and walkers close to them as they deem necessary. It is not required to kill them for the level to end, but if they or walkers or your survivors using boom barrels kill Stu or he bleeds out and dies, then the mission is failed. A very high RSL strategy you might do to save the mission is to position a survivor strategically to take hits for Stu in order for him to make it out at the cost of taking a bruise/injury and losing a star. Even if you struggle and take a two star loss, that might be necessary at extremely high RSL's to try and get another completion.
Notes When Stu reaches the escape zone and the level ends, he runs off into the distance. Plead as you might for him to come back... that it was all a mistake... he just keeps running, never to be seen again.
Bar challenges: (or a series of Pub crawls) Hershel’s town bar; Beta Bar; FTWD’s Resort Bar, Pub, Tavern, Saloon); juke box(s) to silence; tables to navigate; bar: can start behind, or destination to get behind or thru (maybe have to clear out behind bar to seek shelter there); ‘turn’ to open & close the bar counter flap; could have a prize/reward/ or rescue a player hiding in Gents or Ladies rooms. Turn(s) to move tables to create barriers. Could have additional room(s) attached: kitchen, supply/storage, office... Going down hallway to other room(s), could require turn(s) to move a few obsracles blocking hallway: chairs, file cabinet, keg (exploding fermented keg(s)). Trapped behind barricade, push keg to window, & explode it to break glass/window to enter or escape bar. Can have all kinds of things with bars...
This mission is based on S05E10 of the TV show. By the way, this is one of my favorites.
The objective here is make the barn safe. Survivors have to push these four boxes to do it. Meanwhile, the barn has to be secured because walkers came through these two entrances.
Each box spend one turn to move.
And I think we can have three kinds of walkers: normal, armored and the fatties.
OBJECTIVE: Kill the Tank Walker, take the key, unlock the gate, grab the food and run away to reach the finish line BEFORE Human Enemy.
Some explanation: 1. Human Enemy must be at least 3-4 levels above walkers. Walkers must be at the beginning at least your level. Human Enemy must be HUNTER, SHOOTER and BRUISER. 2. Normal walkers can be placed at the beginning anywhere in the area marked with green. 3. Walls (black) are solid, cannot be penetrated with no weapon. 4. Fences (brown) can be penetrated by any weapon. 5. There are 4 places marked with red where 1 normal walker must respawn every single turn. 6. Cars can offer you cover. 7. You must to kill the Tank Walker and take the key from him to be able to unlock the gate. 8. You can go and kill the Human Enemy in their area (there are gap in fences) and secure the victory, but will be difficult. If you do that, you still must to take the key from the Tank Walker, open the gate and grab the food. 9. There are some explosive to clean the area if many walkers come around. 10. Metal Head Walker is somehow stuck there and cannot move, so if he is not killed by you, by explosives or by the Human Enemy, he can offer you cover against Hunter Human Enemy while you unlock the gate. 11. To unlock the gate it takes 2 turns. 12. Once you’ll get the food run at the finish line BEFORE Human Enemy. 13. ENJOY!
Objectives: Protect the leader and get to safety in the cabin.
Description: The leader is stuck, buy him time (4 turns) so he can free himself. After that, you must open the door (2 turns) and get to safety inside the cabin. - Every turn an increasing amount of walkers will spawn. (Ex: Turn 1 (initial 3), turn 2 (4), turn 3 (5), turn 4 (6), turn 5 (7), turn 6 (8)...)
"The gates of hell are various places on the surface of the world that have acquired a legendary reputation for being entrances to the underworld."
Mapname: Gates Of Hell Objective: Reach the Exit Special Enemies: 1x Tank, 1x Shield, 1x Explosive Barrel (and alot of Gates ) Map 1: (Dimension = 7x15) - Killable walkers through the gate from all directions Map 2: (Dimension = 7x15) - Walkers not killable through objects
Symbol Legend on concept pictures: - Normal Walker
- Tank Walker
- Black Arrows: Spawn postions for normal walkers coming out of the holes in the wall.
Map Legend: It is a two-part map. The goal is to move towards the finishline on the second map on the right side. At the beginning of the map you will find a large number of "walkers" surrounded by gates. The middle part consists of two gates that have to be opened to open the third gate at the bottom-right to enter room two. This can be done by opening both boxes with 2 pulls. The interesting part is that the gates are each in the opposite direction of the box that you have to open. That should give you some space to move.
- My original idea was, that one of the body piles activates after the first box is opened and the second, after the second box. Each of the body piles should spawn one normal walker.
- A different idea was, both of the body piles activate after the player has opened both of the boxes and each body pile spawns two additional walkers. - I have added a threat counter that starts at 6, to avoid players from killing everything in the middle first and then open the boxes. you will reach a high spawnrate on top of the map.
- I think there are also a few other ways to do this and can be customized.
Here is another example picture made with my marginal graphic program skills to demonstrate the opening.
After that you can see the top gate is opened and the walkers either walks out of the middle part or the threat counter is close to reach the spawning point of the top walker. The gate to room two is still closed.
Now you reached the second box and start to opening. (Now the body piles could activate after reaching opening point 2, 1 or zero.)
After all that you finally opened gate 3 to reach the next room. The gate on the southside opened now as well. (Now the second body pile could activate, if you decide to do it that way or modified.)
Part two of the map 'Gates of Hell'
Map Legend for the secon part: My idea was to add a few more gates, unbelievable isn't it ? Fun aside, I just wanted a challenge map that took a little longer. So on the second part of the map, the first goal is to close the gate behind you and at the same time to open the next one. This can also be done by a 2 turn box, but first of all my concept idea picture. (All of the parts that will happen on this side of the map are also in the picture below.
First of all you try to reach the box in the left side corner as soon as possible because you get followed by the walkers spawning from the piles behind you (still). (On this map are 3 walkers placed from the beginning, also changable and can be modded.)
Example picture for the opening of the box and also closing the Gate 3 behind you. This also opens the Gate infront of you. The 2 normal walkers should by dead by this point.
When you opened Gate 4, and closed Gate 3, there is a spawn from the top of the map. Six normal walkers spawning at the points shown in the picture below.
Depends on you, what you doing here, but the main goal should be killing the walkers in your way . Try to reach the last box to open Gate 5, finally, and reach the exit for that nice 'Victory', but there is a problem, you will be followed by the walkers spawning at the bottom of the map when you touch the last box. (Should spawn at first touch). Here are also way more walkers, or different walkers addable.
Last but not least, reach the exit and grab those stars.
I hope that some people like the idea here and that my poor English is somewhat understandable. Of course, I'm always interested in improvements. All maps designed here were created with a graphics program and as you can see I was dealing with it for the first time, but I just wanted to present it as clearly and detailed as possible. When designing 'how to present my idea' I used @Verdao1914 as an example. Greetings to you buddy and mad respect for your great map ideas.
Greetings, have a nice day, thanks to everyone who fought their way up to here.
"The gates of hell are various places on the surface of the world that have acquired a legendary reputation for being entrances to the underworld."
Mapname: Gates Of Hell Objective: Reach the Exit Special Enemies: 1x Tank, 1x Shield, 1x Explosive Barrel (and alot of Gates ) Map 1: (Dimension = 7x15) - Killable walkers through the gate from all directions Map 2: (Dimension = 7x15) - Walkers not killable through objects
Symbol Legend on concept pictures: - Normal Walker
- Tank Walker
- Black Arrows: Spawn postions for normal walkers coming out of the holes in the wall.
Map Legend: It is a two-part map. The goal is to move towards the finishline on the second map on the right side. At the beginning of the map you will find a large number of "walkers" surrounded by gates. The middle part consists of two gates that have to be opened to open the third gate at the bottom-right to enter room two. This can be done by opening both boxes with 2 pulls. The interesting part is that the gates are each in the opposite direction of the box that you have to open. That should give you some space to move.
- My original idea was, that one of the body piles activates after the first box is opened and the second, after the second box. Each of the body piles should spawn one normal walker.
- A different idea was, both of the body piles activate after the player has opened both of the boxes and each body pile spawns two additional walkers. - I have added a threat counter that starts at 6, to avoid players from killing everything in the middle first and then open the boxes. you will reach a high spawnrate on top of the map.
- I think there are also a few other ways to do this and can be customized.
Here is another example picture made with my marginal graphic program skills to demonstrate the opening.
After that you can see the top gate is opened and the walkers either walks out of the middle part or the threat counter is close to reach the spawning point of the top walker. The gate to room two is still closed.
Now you reached the second box and start to opening. (Now the body piles could activate after reaching opening point 2, 1 or zero.)
After all that you finally opened gate 3 to reach the next room. The gate on the southside opened now as well. (Now the second body pile could activate, if you decide to do it that way or modified.)
Part two of the map 'Gates of Hell'
Map Legend for the secon part: My idea was to add a few more gates, unbelievable isn't it ? Fun aside, I just wanted a challenge map that took a little longer. So on the second part of the map, the first goal is to close the gate behind you and at the same time to open the next one. This can also be done by a 2 turn box, but first of all my concept idea picture. (All of the parts that will happen on this side of the map are also in the picture below.
First of all you try to reach the box in the left side corner as soon as possible because you get followed by the walkers spawning from the piles behind you (still). (On this map are 3 walkers placed from the beginning, also changable and can be modded.)
Example picture for the opening of the box and also closing the Gate 3 behind you. This also opens the Gate infront of you. The 2 normal walkers should by dead by this point.
When you opened Gate 4, and closed Gate 3, there is a spawn from the top of the map. Six normal walkers spawning at the points shown in the picture below.
Depends on you, what you doing here, but the main goal should be killing the walkers in your way . Try to reach the last box to open Gate 5, finally, and reach the exit for that nice 'Victory', but there is a problem, you will be followed by the walkers spawning at the bottom of the map when you touch the last box. (Should spawn at first touch). Here are also way more walkers, or different walkers addable.
Last but not least, reach the exit and grab those stars.
I hope that some people like the idea here and that my poor English is somewhat understandable. Of course, I'm always interested in improvements. All maps designed here were created with a graphics program and as you can see I was dealing with it for the first time, but I just wanted to present it as clearly and detailed as possible. When designing 'how to present my idea' I used @Verdao1914 as an example. Greetings to you buddy and mad respect for your great map ideas.
Greetings, have a nice day, thanks to everyone who fought their way up to here.
6 turns to get the survivor out of the helicopter and get to the exit. 2 players plus the survivor Zombies will appear on each turn. Turn 1 - 2 normal zombies Turn 2 - 3 normal Turn 3. - 4 normal Turn 4 - Body Armour zombie Turn 5 - Body Armour zombie 1 normal Turn 6 - Fat zombie
"Stuck in the middle with you" Created by TheOtherDaryl Objective: Kill the Freemen
* Heroes can try to kill off Freeman in a gun battle * Bunkers available on both sides * Heroes also have an explosive trigger that will open the gate behind freeman releasing walkers on the freeman * The trigger will take 2 turns to open and will be in range of 1 x FM hunters * Heroes will have a similar spawn occuring behind them that starts after 4 turns * Walker Spawn on left side do not kick in until count down (4 turns) *Explosion should not damage freeman or walkers...just opens gate
Comments
Do we have to make it back to the exit?
Name: Sand Traps
Objective: Find the Supplies, then Go to Exit
Special Enemies: Fast, Landmines
Map Outline
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the left of the map. Light Blue tiles are the escape zone.
Light Grey tiles are the path, Yellow tiles are sand dunes and unable to be walked upon. Sand dunes do not restrict vision.
Green tiles are interactable boxes (all 1 turn immediate interaction and contents are randomized) for survivors to check for supplies:
- 3 x supplies for the objective
- 3 x nothing useful here
Brown tiles represent buried walkers (if triggered will spawn in an aggressive state) and are each assigned one of the following (randomized):
- 2 x one normal walker
- 2 x two normal walkers
- 3 x one fast walker
Red zones for Section 1, 2, and 3 indicate the spawning points for initial walkers and each zone will contain three normal walkers which spawn in an unaware stationary state. All walkers are assigned random starting positions within each zone but walkers are not allowed to spawn on a sand dune or a box.
Land Mine Spawn Points
Each set of three zones indicated by color is a group - red, blue and green. Each group starts with 2 landmines total with 1 landmine max per zone leaving one zone empty per color for a total of 6 landmines on the map. Spawn points for landmines are randomly assigned both for zones and tiles within the zone, but are not allowed to spawn on the same tile as a walker that occupies that tile already.
Box Opening Spawn Points
When any box is opened, a random dune on the map will spawn a single normal walker in an aggressive state. This normal walker will spawn randomly into any tile adjacent or diagonally attached to the dune (indicated with yellow circles). There are 7 dunes and 6 boxes so only 6 dunes maximum will ever spawn a walker in a single run through and no individual dune regardless of dune size is able to spawn more than one walker per run through. These walkers are not allowed to spawn on any tile occupied by a landmine, walker or survivor. If for some reason there are enough walkers etc. on the map to block all available spawn points, then no walker will spawn and let's hope that you learned enough from Daryl to get your survivors out of that mess!
Initial Spawn Example
Here's a possible randomized placement of initial spawns of both walkers and landmines. The RNG placement of the walkers and landmines combined with the randomly selected potential dirt trap surprises keep the level fresh by randomly influencing how you choose to guide your survivors to the boxes and to the escape zone. Walker waves are turn 5 and every 5 turns thereafter to keep pressure up.
Mission
These shifting sands have been turned into a minefield. Take anything of value you can find and make your way out... but watch your step!
Gameplay
Your survivor have full visibility to the entire map and use the placement of walkers and landmines to their advantage by baiting walkers into them or can use placement to keep walkers away from landmines in order to use them to slow down incoming walker waves if they generate a lot of threat. Your survivors will see the walkers spawn in from opening boxes and surivors can position in order to similarly control how and if landmines are tripped. This can help you further strategize navigating the dangerous terrain as you collect boxes and fight your way through to the exit. Walkers from the initial spawn are stationary and unaware until activated by explosions or your survivors come into range so you have your choice of how to cross the map. You might also choose to go for speed or to avoid landmine range by charging through dirt piles. With foresight and a bit of luck, one can use landmines to alleviate additional walkers spawned from charging through dirt traps. The potential fast walkers in the dirt traps might dissuade cautions players from that strategy... but you know what a fast walker can't dodge? A landmine. Oh yes.
Once you've recovered the supplies, fight your way to the escape zone to finish the level.
Notes
Everything should be able to be created with existing assets and interaction logic (many veteran suriviors might have recognized the frankensteined beach life!) and with the differing positions and constantly shifting pathways and corridors created in the level, this should keep players on their toes and stay fun at all levels of play. Who doesn't love to line up a good walker explosion?!?!
Title: Camp fire
Objective: Gather the supplies and escape the burning forest
Description: The forest around your camp is on fire. You must gather the supplies and escape the forest. After one of your heroes or survivors crosses the red line, some burning trees fall behind him leaving him trapped. The trapped hero or survivor must fend for himself for X turns. After X turns the trees down in the middle of the map are done burning and opens up a new path. Your team then regroups and escape the forest with the truck.
Note
- Some of the walkers are on fire
Setting: The area in front of the Saviors' HQ.
Story: You are helping a single one of your team members sneak into the enemy headquarters.
Mission: It's mostly just a simple "go to the exit" mission. The only problem is that two of your exit squares are where you start, and the third is deep inside the enemy HQ. So you have to insert one of your three survivors, and then get the other two back out again without him (you'll probably want the one you leave inside the HQ to be a sniper so that he can help from a distance while the other two are retreating).
Obstacles: There are a couple of tank zombies tethered in front of the HQ, but they are unable to move and so shouldn't be a problem. There are also a couple of raiders inside the HQ; you'll have the element of surprise, so they also won't be a problem as long as you send all three of your survivors in together. (You are required to kill the raiders to complete the mission; dashing past them is not allowed.) The main problem is time: there are two zombie piles spitting out a steady stream of low-level zombies, plus zombies spawning according to the standard Threat rules, which means that the two survivors who are not staying are potentially going to be seriously outnumbered on their way out.
Rough Map (devs should feel free to make any adjustments they like to improve aesthetics or gameplay):
Map Name: White Knuckle Express
Objective: Get to the Safe Zone (Turquoise Squares) in front of the mansion
Special Enemies: Bruiser, Landmines
Break down: The map is broken into three channels divided by a wrought iron fence (Chain link can be used in its place) that runs the length of the lane way on both sdes. Survivors can pick any of the three paths. If you take the center which starts off with only walkers you need to spend three turns waiting for gate to open. This can be negated by taking either of the two other paths. The two sides however have brusier walkers which in time can pass through holes in fence.
No starting spawn until survivor(s) move past the A line, then A Spawn activates and walkers can flood through hole in fence .
Spawn site B does not start until survivor(s) move past the B line.
There are land mines on this map that can be used by survivors to draw walkers into. There are however no crates or other forms of cover on this map.
Three fearless heroes spot a mysterious building and decide to explore the site, but the mysterious site was actually a trap designed by a maniac obscured by Greek mythology who wanted to make an allusion to hell and its 3 judges, Radamanthys, Minos and Aiacos who are represented by three heavy walkers that are trapped in 3 rooms, each room has a heavy walker that represents a judge of mythology, and by completing the mission you will have defeated Hades since the mission represents him.
The red spaces with descriptions "D" are doors that the survivors will have to open in 1 shift each, the spaces marked in yellow are the positions of the walkers with the types described in the layout of the rooms.
If the survivors are lucky, they found only one servant (grenade walker) and can just blow it up with a firearm, but if the survivors are unlucky enough to find a judge (tank walker or spike walker), he will have to defeat him to move on.
Membro da guilda mais badass do Brasil
Dono do Hell Judges
#BrazilInDead
#JogoLimpo
#ParaSempreTwyster
We have to loot three cars first. Everytime after looting a car, a normal Walker will appear from underneath the car. After the looting Part we have to push one car to unlock the second half of the map, where a big group of normal walkers wait to be killed. In a small dark area hides one heavy walker. The challenge ends after killing all walkers !
Im not good at drawing but i hope its understandable 🤗
It's a 3-Stage map meant to show Rick's final moments. It starts with him fighting off Walkers, tiring himself out(potentially getting injured), then he is being chased by a large horde of walkers, the second stage is meant to be ran through as there are a LOT of walkers behind him, and he needs to stay ahead and get to the exit as quick as possible. Then finally he arrives on the bridge, he runs down the bridge to escape the horde, but realizes there is no escape(you can kill the walkers, but more and more are spawning each turn). After 2-3 turns, the Dynamite becomes available, and he shoots it, blows up the bridge, and ends the mission.
PANIC IN THE CAMP
Kill all wanderers in the camp
Once again I bring you a map inspired by the first season of the series. Not only that, this will be my second map inspired by the same episode. This is episode 4 of the first season which also served as inspiration for the creation of the "BACK TO ATLANTA" map. But this time I would like to portray the group's return to the camp, which is entirely taken over by the zombies.
MAP OVERVIEW
As in the other 3 submissions, the map presents 7x16 measures but this time without points of interaction or respaw.
As this is the second map inspired by the same episode, it is not difficult to deduce that it is an episode that I really like. But not only that, in the creation process I allowed myself to use some of the features that I like on various maps within the game to create the visual part. Among them, one that I particularly like are maps with a night look and I also think it's really cool how the forests are portrayed in some of it. So I tried to represent some of those characteristics. In addition to the visual part, I added some elements that I remember from the night of the attack and the camp itself, among them the campfire where they used to gather, some of the vehicles of the characters such as Dale's motohome and as I couldn't forget I also put the iconic car Glenn's sports car after being plucked.
MISSION
This time I tried to create a map with one of the objectives I like best in the challenges, which is just to eliminate all zombies. Although the original idea was to create a map where we would have to protect 2 or 3 survivors, when I thought about it, I figured it could be very complicated to accomplish this objective at very high levels so I opted for the second option.
Like all maps that bring this objective, the gameplay and strategies are very simple. In this case I added 2 tank zombies and also some zombies that will start the mission by feeding. Even the 2 tanks could be part of this dynamic.
You will be able to use the period that a part of the zombies are feeding to attack as well as you will be able to use the table that is in the right part of the map in your strategy.
Once again I thank you all for reading the publication and I hope you enjoy it.
Before finishing, it wouldn't be a bad idea to play this mission with Dale, T-Dog and Shane on the team. Kkkkkkkk ...
A hug to everyone!!!
Name: Bunker Breakout
Objective: Detonate the Explosives, then Go to Exit
Special Enemies: Boom Barrels, Tank
Map Outline
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the centre of the map.
Light Grey tiles are the path, Light Blue tiles are the escape zone and are only revealed once the explosives have detonated.
Red tiles are stationary explosives and unable to be walked upon until they have detonated.
The White tile in the centre of the map is the plunger for the explosives (2 turn interaction) which are all simultaneously detonated to reveal the escape zone.
- the plunger is able to be interacted with from any adjacent tile but not diagonal to it.
Yellow tiles are walker piles which activate and start spawning one normal walker per turn once the plunger is depressed.
The Brown rectangles are walls which are destroyed when the explosives detonate.
Red and Blue rectangles are starting spawn zones for normal walkers and each zone will have two normal walkers at randomized positions at start with the only caveat that they are not allowed to start on a red tile (i used both red and blue colors for starting zones just because when they were all red it was a little harder to tell which spawn zone was which). These starting walkers spawn in an aggressive state.
Yellow circles are potential spawn points for walkers on turn 3. If both points are blocked, the walker will spawn at one of the adjacent or diagonally touching tiles.
Each set of Yellow circles along each wall will spawn one of the following on turn 3 (randomly assigned and all spawn in an aggressive state):
- 1 x normal walker
- 1 x normal walker
- 1 x normal walker
- 1 x tank
Initial Spawn Example
This is what the map will look like at the beginning with each starting spawn zone being randomly assigned two walkers. All Boom Barrels and stationary explosives are placed in such a way that none of them can chain to another, but it's possible that based on starting positions that there might be many starting walkers clumped around a boom barrel, making it a desirable target.
Turn 3 and spawns from Walker Piles
On Turn 3, walkers will spawn in from the sides of the map indicated by the full opacity symbols and in randomly assigned spawn zones adjacent to the stationary explosives. Depending on your strategy, you might try to align this spawn time to either take place for when the explosives detonate or immediately afterwards as you run by them to head to the escape zones. When your survivors interact with the plunger and start the detonation sequence, the walker piles will start spawning normal walkers as indicated by the faded walker symbols. Walker piles can spawn walkers in any tile adjacent or diagonally attached to the walker pile provided that there isn't a boom barrel blocking the spawn point. This allows survivors to strategize accordingly as to when/if to use the boom barrels. If you don't blow up a boom barrel, then walkers from walker piles can't spawn in range of any tile that a survivor is interacting with the plunger from. To the right and left sides of the plunger are always out of range of a walker pile initial spawn point, but the top and bottom tiles are out of range of initial starting walkers. This makes timing the detonation sequence more of a tactical decision based on composition of team and initial starting spawn.
Post-Detonation Map
Note that you'll need to not be in range of the explosions to protect your survivors - same range as standard boom barrel and these explosions will damage walkers as well as survivors. Your survivor interacting with the plunger is always going to be in a safe spot from the explosions but your other survivors will need to watch out. Once the explosives have been detonated, the map will reveal the escape zones (image assumes boom barrels are still in place but some or all of them might have been used by this point depending on playstyle)
Mission
You're trapped inside a bunker and walkers have you surrounded - but you knew this might happen one day and prepared an emergency exit... Detonate the explosives and escape through the walls!
Gameplay
All walkers are aggressive in this map but with the randomized spawn points, there could potentially be three tiles out of range of any walker movement on turn 1. There are guaranteed to be two tiles out of range of all walkers and these are located directly above and below the plunger. This allows a variety of different tactics:
- one could explode up to three of the boom barrels on turn 1, thereby making space for safety on turn 1 and then relocating to emptied areas on turn 2 to deal with the remainder of the spawns
- immediately fight your way into a desirable corner, saving boom barrels for later spawns and protection from walker piles while setting explosions
- pick off or damage walkers if they're all out of range of your team for a turn or position two of your survivors to the safe tiles and kill/interrupt/take a hit with a bruiser etc. for the last survivor.
- create a safe space to protect one of your survivors from and immediately start the detonation sequence
- immediately starting the detonation sequence and using up to two boom barrels to deal with the walkers spawns or holding those barrels back for better clumping
Either way you choose, the boom barrels should be used wisely either to eliminate clumped up walkers or to assist in blocking walker paths to your survivors as you defend yourselves and arm the explosives. As the RSL progresses, your tactics might shift dramatically from immediate activation and sweeping through walkers with one-shot AOE, to slowly eliminating initial spawns and turn 3 walkers and clearing the map of enemies before starting the detonation sequence, then back to immediate activation of the plunger and crowd control until the detonation and escape as the RSL of the walkers becomes too high to clear them out slowly.
Once you've detonated the explosives, fight your way to any escape zone to finish the level. It is not necessary for all survivors to go to the same particular escape zone, just that they all reach an available escape zone tile.
Notes
Another thing I tried to do with the map design is make one that at higher RSL is less catered to a full melee team with the lack of threat meters, inclusion of boom barrels and the explosion mechanic. Always like to keep things fresh and keep team selection and tactics dynamic. Also tried to make the initial spawn powerful enough so that the end game tactic isn't just a gold sink RNG spawn and use 3 bruisers with max DR with interrupts/aoe staffs, immediately hit the plunger and hope that you get enough stuns to position a way for your survivors to have a path to escape after the explosion... trying to go for a mixed composition to necessitate the use of the boom barrels by ranged classes so that you can create that way out.
Also was experimenting with a sandbagged area around the plunger but eventually ended up going without it. That's something that might be considered in testing but it's something i'd have to really see in action at high RSL to see if it would totally change the dynamic of the playstyle as a result of its inclusion. I figured it would make it more suited to a three bruiser stun and run specifically and ignore boom and just try and run by the turn 3 walkers rinse and repeat so i left them out. Here's two configs i was initially playing with the idea of:
As with all the maps I've created for the dream challenge, everything should be able to be created with existing assets and interaction logic. Might switch the plunger to one of the other assets to go along with the adjacent only tile directional interaction or change the stationary explosives from the dark barrel to something else so that it makes them more visually distinct from the boom barrels etc.
This map is lucky number 7 - hope you all like it! I've got two more ideas already in the works and one of them features an old friend of ours...
Submission #1 by 3vilrine 'Zombrex Family'
"The gates of hell are various places on the surface of the world that have acquired a legendaryreputation for being entrances to the underworld."
Mapname: Gates Of Hell
Objective: Reach the Exit
Special Enemies: 1x Tank, 1x Shield, 1x Explosive Barrel (and alot of Gates
Map 1: (Dimension = 7x15) - Killable walkers through the gate from all directions
Map 2: (Dimension = 7x15) - Walkers not killable through objects
Symbol Legend on concept pictures:
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- Black Arrows: Spawn postions for normal walkers coming out of the holes in the wall.
Map Legend:
It is a two-part map. The goal is to move towards the finishline on the second map on the right side. At the beginning of the map
you will find a large number of "walkers" surrounded by gates. The middle part consists of two gates that have to be opened to open
the third gate at the bottom-right to enter room two.
This can be done by opening both boxes with 2 pulls. The interesting part is that the gates are each in the opposite direction of the box
that you have to open. That should give you some space to move.
- My original idea was, that one of the body piles activates after the first box is opened and the second, after the second box.
Each of the body piles should spawn one normal walker.
- A different idea was, both of the body piles activate after the player has opened both of the boxes and each body pile spawns two
additional walkers.
- I have added a threat counter that starts at 6, to avoid players from killing everything in the middle first and then open the boxes.
you will reach a high spawnrate on top of the map.
- I think there are also a few other ways to do this and can be customized.
Here is another example picture made with my marginal graphic program skills
After that you can see the top gate is opened and the walkers either walks out of the middle part or the threat counter is close to reach
the spawning point of the top walker. The gate to room two is still closed.
Now you reached the second box and start to opening. (Now the body piles could activate after reaching opening point 2, 1 or zero.)
After all that you finally opened gate 3 to reach the next room. The gate on the southside opened now as well. (Now the second body pile could
activate, if you decide to do it that way or modified.)
Part two of the map 'Gates of Hell'
Map Legend for the secon part:
My idea was to add a few more gates, unbelievable isn't it ?
So on the second part of the map, the first goal is to close the gate behind you and at the same time to open the next one.
This can also be done by a 2 turn box, but first of all my concept idea picture. (All of the parts that will happen on this side of the map are
also in the picture below.
First of all you try to reach the box in the left side corner as soon as possible because you get followed by the walkers spawning from the
piles behind you (still). (On this map are 3 walkers placed from the beginning, also changable and can be modded.)
Example picture for the opening of the box and also closing the Gate 3 behind you. This also opens the Gate infront of you. The 2 normal walkers
should by dead by this point.
When you opened Gate 4, and closed Gate 3, there is a spawn from the top of the map. Six normal walkers spawning at the points shown
in the picture below.
Depends on you, what you doing here, but the main goal should be killing the walkers in your way
Gate 5, finally, and reach the exit for that nice 'Victory', but there is a problem, you will be followed by the walkers spawning at the bottom of
the map when you touch the last box. (Should spawn at first touch). Here are also way more walkers, or different walkers addable.
Last but not least, reach the exit and grab those stars.
I hope that some people like the idea here and that my poor English is somewhat understandable. Of course, I'm always interested in
improvements. All maps designed here were created with a graphics program and as you can see I was dealing with it for the first
time, but I just wanted to present it as clearly and detailed as possible.
When designing 'how to present my idea' I used @Verdao1914 as an example. Greetings to you buddy and mad respect for your great
map ideas.
Greetings, have a nice day, thanks to everyone who fought their way up to here.
-3viLRiNe
Can also made with freeman and/or different types of special walkers
Mission: kill Negan, get two supplies, and make it to the exit. Mission type: Solo. Character: Michonne. Other info: Has her dead brother and fiancè with her.
5 zomies to start | Every 5 turns, +5 zombies | Every time 1 zombie is killed it's one more sdded to the spawn | Every turn 2 zombies spawn from the pile | Since Michonne is with her dead brother and fiancè, other zombies will not attack her | If Michonne is harmed by Neagan she will be stunned for a turn, then the zombies will attack her unless she heals herself(-1 turn) |After Neagan dies the zombies will feast on his corpse for 1 turn.
Submission #2 by 3vilrine 'Zombrex Family'
Mapname: 'The Goddamn Motorcycle'
Objective: 'Find the Repair Tools' and 'Repair the Motorcycle'
Special Enemies: 1x Tank, 2x Explosive Traps
Map Dimension: (7x16) - Killable Walkers from all directions
Symbol Legend for concept picture:
Map Legend:
This time it's a one-piece map since my first submission might be a bit too large for a challenge
map. The idea came from two different maps from the 'Seasons Special Missions'.
To the Rescue + Field Repairs.
'To the Rescue' has the motorcycle part in it and 'Field Repairs' is the mission with Ezekiel and
Carol where I got the idea with the 'Explosive traps' from. I have never seen traps like
this on any challenge map. I think this is an interesting concept that should be implemented.
Another option would be using the new explosive traps from the latest Season Mission 10B,15.
You have the possibility to use them to get some of the walkers out of the way.
- The first goal here is opening the trunks of the two cars and find repair kits for the motorcyle.
11 walker are on the map at this point. (Changable to balance the map, also the positions).
Threat Counter on '4' with '2 spawns'. (Changable to balance the map, also spawn positions).
- Example picture of opening the first trunk with an instant turn.
- Example picture of opening the second trunk with an instant turn. The walkers on the right side, might
be attracted at this point and walked towards the 'explosive traps' (example explosion, deletes the trap lines).
- After getting the second repair kit from the second trunk the mission goal changes to 'Repair the Motorcycle'.
(top of the map and first part of the motorcyle is active).
Meanwhile there is a spawn of three normal walker behind you.
- Now you start to repair the motorcycle (2 turns). First part on the left side of the motorcycle. Meanwhile after you touch the
first part of the repairable part there is another spawn on the map. (Black Arrows 5x normal walker + 1x tank)
- Furthermore you finished the first part of the repairing and start the second part (2 turns). Meanwhile after you touch the
second part of the repairable part there is another spawn on the map. (Black Arrows 6x normal walker).
- The last part is an instant activation of the motorcyle that let you escape on the street, that you can see on the right side
- Last but not least, the four squares arround the motorcyle lights up and you finish the map.
This is my last submission. I hope some of you like the idea and sorry for my mediocre english. This time I wanted to make it a bit
shorter to fit the concept that NG often chooses for its challenge maps. Btw. the motorcycle can carry three people, believe it or not
All the parts that can be seen in the example pictures, can of course be adjusted. In terms of spawn positions or quantities.
Greetings, have a nice day.
-3viLRiNe
Today I would like to present my fifth and final submission, entitled "RESCUE OPERATION".
Just as I did in my previous submissions, once again I tried to portray a remarkable moment for the series, this time it is a reference to the episode "No Sanctuary" (5x1). But it was not just that! This time I would like to draw a parallel with the beginning of our journey in no-man's-land.
For that, I wanted to portray the moment that preceded the first moments of all of us in the game.
What do you say? Are you looking to find out who saved Joel, Ann and Ken from the containers at Terminus and how it really happened?
RESCUE OPERATION
Enter Terminus, save the survivors trapped in the containers and get out!
MAP OVERVIEW
In the structural part, the map is distributed in 7x17 dimensions. It presents 4 areas of interaction with the conventional dynamics of moving and searching and a fifth element that I am not sure if I can define as a new resource, as we already have maps with some types of explosives, but what I want to bring is an area of gas leak where when using a firearm the entire area explodes.
* Any firearm firing in the area highlighted in light red will result in the gas tank exploding.
In the visual part, the map does not have many different features from those found in maps of reference to Terminus. What could highlight is the horde arriving at the gates while 3 free men try to contain the advance through the fences as well as in the scene shown in the series.
MISSION
As I said at the beginning, the goal is to enter the Terminus facilities and save the survivors who are in the containers.
You will start the mission in the lower left corner of the map and at the beginning you will face a big dilemma that can define the success or failure of your strategy. As you are still outside the fences of the terminals the horde is very close to its survivors in the first moments, only part of the fence protects you from them.
The main dilemma of the map is at the moment that you will decide to blow up the gas tank that is leaking on the map.
You can choose to blow up the tank and knock down the fence in the first few turns, this will destroy all zombies in the area around the tank, it will also hit free men and their own survivors if at the time of the explosion they are within the area. reach. The explosion will significantly increase the number of zombies in the threat counter
* To prevent the free men from being responsible for detonating the gas tanks they will be exclusively from melee classes (Scout, Fighter and Warrior)
But you can also enter the premises by pushing a trash can (1 shift) that is covering a passage in the fence.
So you can use the explosion of the gas tank at the time of your soaking, as the starting point will also be the end point of the map. If you choose not to blow up the tank and enter through the fence passage it will be more difficult to kill the free men but you will have a relentless weapon the moment you return
After entering Terminus the goal is only to find which of the 3 containers the 3 survivors are trapped in and then return to the starting point.
If you used the explosive at the beginning of the mission, you will probably encounter a considerable number of zombies at the beginning of the map, but if you chose to sneak through the passage you will have a card up your sleeve to face the horde.
Before concluding, I would like to thank NG once again for the opportunity, but mainly to my friends and guild colleagues who supported my creations and also to everyone who enjoyed the ideas presented.
It was a very exhausting job but I also learned a lot in the process. But now enough! No more searching all the game maps in search of components that I could use in my creations (kkkkkk).
Thanks again to all!
Name: STU SIGHTING!
Objective: Help Stu Escape
Special Enemies: Armored, Boom Barrels, Saviors
Map Outline
Starting points for survivor placement are indicated by the 1 2 and 3 tiles at the top of the map.
White rectangles are diamond fence walls, red rectangles are diamond fence doors which are all 1 turn immediate interaction.
All diamond fencing does not restrict survivor vision.
Orange tiles are potential boom barrel spawn points with 1 boom barrel spawning in each orange section randomly at start
Light Grey tiles are regular path
Blue tiles are sewer water or river and reduce survivor movement (and Stu's movement) as in previous in game missions with this movement mechanic.
Stu can spawn in either of the STU tiles and the escape zones marked by Light Blue rectangles will spawn on the opposite side of whichever Stu spawns in (keeping things fresh with amount of plays per challenge). Stu is a bruiser, so he is able to take a few beats and stun enemies in his path as he runs, and also because he is clearly a badass.
Map Legend
Red rectangles each start with 3 normal walkers and 1 armored walker all in a wandering state and displayed there's one potential arrangement of walkers and boom barrels with Stu spawning on the left. Stu will attempt to run to the exit (in this case at the far right) and will take swings at any enemy in his way but will not prioritize killing enemies he'll just run and hit things as he goes. The map ends when Stu reaches the exit similarly to the ending conditions of The Tank in Welcome to Woodbury, and as a lore thing he runs off into the distance just like your survivors do in the Distance. Stu is the priority in this map and your job is to make sure HE reaches the exit.
As the level progresses, door(s) are opened and walkers and boom barrels are cleared out as your survivors choose and Stu progresses across the map towards the exit. On turn 2, one regular walker will spawn on one of the tiles marked with a yellow circle provided that Stu spawns on the left side (otherwise mirror image) in an aggressive state. On all subsequent turns, there will be two walker spawns per turn in an aggressive state and they will each spawn in a randomly available tile in the red rectangle zone provided that Stu spawns on the left side (otherwise mirror image). No threat meter or wave mechanic there will just be 2 constant walker spawns per turn each turn after turn 2. Once Stu passes the blue rectangle (passing the fourth tile from the side Stu spawns at), 2 savior scouts will spawn an an aggressive state (mirrored as necessary for placement).
Mission
There's someone running from saviors - we've gotta help him! Wait... is that? No mistake this time. It's him! It's STU!!!
Gameplay
Your survivors have full visibility to the sewer area that Stu will be running through and are separated by diamond fencing with 1 turn doors so that you can choose to open 1 or both doors. This gives you a chance to decide how you want to arrange the survivors in terms of composition and strategy in that your job is to keep Stu alive so he can escape. You can divert attention of walkers by opening both doors and taking on walkers head to head, go through one door and/or you can shoot the boom barrels through the fencing to clear out a path for Stu to run. You can even choose to shoot a barrel while hurting Stu (or your own survivors for that matter!) in order to get a clear path for him to get to the exit. The objective is that Stu make it to the escape zone.
The saviors are both scouts so that they can advance faster through the sewer water and potentially catch up to Stu depending on how the level progresses with walker spawns and boom barrel explosions. They'll act as normal to advance through the map and attack threats including your survivors, Stu and walkers close to them as they deem necessary. It is not required to kill them for the level to end, but if they or walkers or your survivors using boom barrels kill Stu or he bleeds out and dies, then the mission is failed. A very high RSL strategy you might do to save the mission is to position a survivor strategically to take hits for Stu in order for him to make it out at the cost of taking a bruise/injury and losing a star. Even if you struggle and take a two star loss, that might be necessary at extremely high RSL's to try and get another completion.
Notes
When Stu reaches the escape zone and the level ends, he runs off into the distance. Plead as you might for him to come back... that it was all a mistake... he just keeps running, never to be seen again.
Going down hallway to other room(s), could require turn(s) to move a few obsracles blocking hallway: chairs, file cabinet, keg (exploding fermented keg(s)). Trapped behind barricade, push keg to window, & explode it to break glass/window to enter or escape bar. Can have all kinds of things with bars...
This mission is based on S05E10 of the TV show. By the way, this is one of my favorites.
The objective here is make the barn safe. Survivors have to push these four boxes to do it.
Meanwhile, the barn has to be secured because walkers came through these two entrances.
Each box spend one turn to move.
And I think we can have three kinds of walkers: normal, armored and the fatties.
OBJECTIVE: Kill the Tank Walker, take the key, unlock the gate, grab the food and run away to reach the finish line BEFORE Human Enemy.
Some explanation:
1. Human Enemy must be at least 3-4 levels above walkers. Walkers must be at the beginning at least your level. Human Enemy must be HUNTER, SHOOTER and BRUISER.
2. Normal walkers can be placed at the beginning anywhere in the area marked with green.
3. Walls (black) are solid, cannot be penetrated with no weapon.
4. Fences (brown) can be penetrated by any weapon.
5. There are 4 places marked with red where 1 normal walker must respawn every single turn.
6. Cars can offer you cover.
7. You must to kill the Tank Walker and take the key from him to be able to unlock the gate.
8. You can go and kill the Human Enemy in their area (there are gap in fences) and secure the victory, but will be difficult. If you do that, you still must to take the key from the Tank Walker, open the gate and grab the food.
9. There are some explosive to clean the area if many walkers come around.
10. Metal Head Walker is somehow stuck there and cannot move, so if he is not killed by you, by explosives or by the Human Enemy, he can offer you cover against Hunter Human Enemy while you unlock the gate.
11. To unlock the gate it takes 2 turns.
12. Once you’ll get the food run at the finish line BEFORE Human Enemy.
13. ENJOY!
Title: Swarmed
Dimensions: 7x14
Objectives: Protect the leader and get to safety in the cabin.
Description: The leader is stuck, buy him time (4 turns) so he can free himself. After that, you must open the door (2 turns) and get to safety inside the cabin.
- Every turn an increasing amount of walkers will spawn. (Ex: Turn 1 (initial 3), turn 2 (4), turn 3 (5), turn 4 (6), turn 5 (7), turn 6 (8)...)
2 players plus the survivor
Zombies will appear on each turn.
Turn 1 - 2 normal zombies
Turn 2 - 3 normal
Turn 3. - 4 normal
Turn 4 - Body Armour zombie
Turn 5 - Body Armour zombie 1 normal
Turn 6 - Fat zombie
Created by TheOtherDaryl
Objective: Kill the Freemen
* Heroes can try to kill off Freeman in a gun battle
* Bunkers available on both sides
* Heroes also have an explosive trigger that will open the gate behind freeman releasing walkers on the freeman
* The trigger will take 2 turns to open and will be in range of 1 x FM hunters
* Heroes will have a similar spawn occuring behind them that starts after 4 turns
* Walker Spawn on left side do not kick in until count down (4 turns)
*Explosion should not damage freeman or walkers...just opens gate