Razor's DOOM Survival Snap Map

Custom maps & more by ZNoD members.
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Razor
ZNoD Founder
Posts: 93
Joined: Sun Jan 03, 2016 12:22 pm
Location: Perth, WA
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Razor's DOOM Survival Snap Map

Post by Razor »

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G'day ZNoDians!
For those who have the new Doom, im here to tell you that im making an ultimate co-op survival map using the Snapmap feature! :twisted:

The Features:
  • The map will be 4 player co-op, start off by choosing one of the following 6 loadout classes: assualt, support, medic, demolitions, tactician and specialist.
    Then begin to explore the 3 massive themed areas in which you need to find keys to unlock. In each area you will need to find power cores to unlock armory nodes so you can stay stocked up.
    Unlock each area for better weapons, power-ups and space as you get swarmed by demons while you struggle to survive.
    Killing demons earns you minerals (to buy guns, ammo, health and armor) plasma (to unlock doors, buy power ups and activate traps scattered throughout the map) and chems (to upgrade your equipment and abilities).
    The game speed has been turned up to provide more fast paced gameplay as you face stronger demons the longer you survive!
Possible Future Updates:
  • Kill counter on player huds.
    Buildable resource nodes to procure resources faster.
    Random key and power node spawn locations for replayability.
    Damage, armor and weapon upgrade or level-up system.
    Skill to turn into a demon depending on class.
If any one has any good suggestions or ideas to add to the map please let me know by posting on this topic.
Subscribe to this post to be notified onced the map is published and see what changes are made with any updates!
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User avatar
Razor
ZNoD Founder
Posts: 93
Joined: Sun Jan 03, 2016 12:22 pm
Location: Perth, WA
Contact:

"Y U No Finished Yet?"

Post by Razor »

Just a brief update on the map.
Due to 'object' restrictions the map has been delayed as I have had to rework a majority of it to fit in as much content in as I can.

Content that has been scrapped:
  • Map size. The map was originally huge but this is where most of the object usage was taken up. There will still be 3 areas but just at a reduced size.

    Aesthetics. Map detail such as wall/roof objects, decals and complexity of interactives have been greatly reduced. This will not affect gameplay but reduce the rich immersion i had planned.

    Less traps and barriers. I originally had planned to have alot of traps and barriers scattered throughout the map. Due to the restrictions there will only be 1 trap and 1 barrier per area.
On a positive note, this will reduce the time it will take to finish the map and will allow me to get the upgrade system in place much sooner!

Version 1 will be ready to play in 1 to 3 days. Thanks for your patience. :)
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User avatar
Razor
ZNoD Founder
Posts: 93
Joined: Sun Jan 03, 2016 12:22 pm
Location: Perth, WA
Contact:

FINAL VERSION PUBLISHED!

Post by Razor »

[ZNoD] Last Stand - Now available!
After a few weeks of wanting to put a BFG to my face I've finally published a stable final version of the map! The remaining task left to do is make balance changes.
Read on for more details about the map and some screenshots.

Mission Briefing:
The last demon portal has been tracked down to a resources facility on Mars. Fend off the attacking demons while UAC scientists work on closing it. The longer your team survives, the greater chance they have in closing the portal. The demons are aware and will attack in full force. Marine this is our last stand!
Note: Clear 40 waves to complete your mission. Keep fighting and top the leader boards!

Controls & Game Instructions:
Waves of demons continue to spawn, increasing in difficulty, until all players are killed.
Press "USER INPUT 1" to toggle through HUDs & toggle camera when dead.
Press "USER INPUT 2" to use the 'Demon Form' ability. Requires 100p + 100c.
Level up your marine by spending exp points and resources at the Upgrades Node.
There are three types of resources: Minerals (m), Plasma (p) and Chemicals (c).
Activate Armory Nodes in each area to buy guns, power-ups and replenish supplies.
Activate Resource Nodes in each area to collect the corresponding resource faster.
Resource Nodes generate a pick-up every 60 seconds on each pad unlocked.
Transfer resources for exp points at corresponding Resource Nodes.
There are 2 types of defenses in each area. A trap to kill assist and a bunker for protection.
Note: Score = Waves cleared. Team score = Overall kills.


Full layout of the map.
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Transfer Bay area.
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Mineral Refinery area.
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Plasma Station area.
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Chemical Labs area.
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Below is some screenshots of the logic chains I had to make. This is why I wanted to either break my PC or blow my head off. :lol:

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To finish this post off I would like to give Stingtwo and Syanima both a huge thank you and credit towards this project. They were great help with testing and suggesting balance changes to the map.

Hope you give it a go & thank you to those who do! Fight like hell!!!!
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