[AoD] BootCamp

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Guinessis

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This is not the greatest map in the world... this is just a tribute.
Name of map: Bootcamp
Author: Guinessis
Size: 130x130 Square
Map boundary: Centered at 0,0, radius of 65 blocks (obsidian line)
Kits: Kits are pretty basic.
HunterFree:
Zombie:
- ROTTEN_FLESH
Juggernaut:
Human:
- BREAD|6
HunterLeader:
Zombie:
- ROTTEN_FLESH
HunterStart:
Zombie:
- ROTTEN_FLESH
SurvivorStart:
Human:
- BREAD|6
Random or choose kits?: Only one kit per team, so random.
Screenshots:

Notes: Just a quick test/tribute to classic zombie server. Yes I realize that some do not view AoD as a suitable replacement for the classic zombie server, but this took all of 10 minutes and should (hopefully) work the first time around.
Bootcamp was one of the first parkour maps, and remains my favorite since the jumps are straight forward and while falling down is frustrating, you won't fall 64 blocks since the height distribution is relatively even at 16 blocks.
Odds are the tag mechanics won't be a 1:1 translation given the hit detection change and sprinting, but I've given Zombies a lvl 20 Strength enchant so their punches should provide one hit kills. All fall damage and drowning is disabled for both teams. Humans can always break the glass/snow/tree/leaves throughout the round. I was tempted to give them a haste buff, but that will need some tweaking.
Download Link: http://www.mediafire.com/download.php?al1ns2lhsysmojj
Input File:
Code:
MapName: BootCamp
Author: Guinessis
BuildTime: 60
GameTime: 600
WorldTime: 0
SpawnProtectTime: 5000
WorldWeather: 0
Team0:
  SpawnType: 0
  SpawnLocation:
    ==: Vector
    x: 0.0
    y: 20.0
    z: 0.0
  ChooseKit: false
  OneKitPerRound: false
  KitResetTime: 1
  BoxChance: 0
  MoveFirstHunter: false
  FallReduction: 10000
  CanDrown: false
Team1:
  SpawnType: 0
  SpawnLocation:
    ==: Vector
    x: 0.0
    y: 20.0
    z: 0.0
  ChooseKit: false
  FallReduction: 10000
  CanDrown: false
Centre:
  ==: Vector
  x: 0.0
  y: 20.0
  z: 0.0
WorldSize: 130
SkyLimit: 1000
ResetInventory: true
CanUseLocate: false
SurvivorRestrictedPlaceAll: true
SurvivorRestrictedBreakAll: false
HunterRestrictedPlaceAll: true
HunterRestrictedBreakAll: false
MysteryBoxChance: 0
SurvivorRestrictedBreak:
- STONEBRICK
SurvivorRestrictedPlace:
- BEDROCK
SurvivorRestrictedBreakEx:
- GLASS
- TREE
- LEAVES
- SNOW_BLOCK
HunterRestrictedPlace:
- BEDROCK
HunterRestrictedBreak:
- STONEBRICK
Kit:
  HunterFree:
    Zombie:
    - ROTTEN_FLESH
  Juggernaut:
    Human:
    - BREAD|6
  HunterLeader:
    Zombie:
    - ROTTEN_FLESH
  HunterStart:
    Zombie:
    - ROTTEN_FLESH
  SurvivorStart:
    Human:
    - BREAD|6
Effects:
  Hunter:
    Starting:
    - INCREASE_DAMAGE|1000|20
 

Haysagar

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Sound's like a really interesting map and game play style. It's going to be interesting seeing how the one hit kill works for the map though. It's either going bring a whole new game play style to AoD or a slater fest for the hunter's. Also it's good to see your still around Guin, if im not mistaken you resigned due to school? Anyways good job on bring a classic map to AoD.
 

Guinessis

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I resigned due to work/baby - still won't be as active, but things are somewhat under control now (he said, after having woken up at 11 AM, 1 AM, 2 AM, 3 AM, 5 AM, and now 630 AM with a screaming sick infant). I've found that map making is the best way for me to blow off steam, so I'll continue to tinker when I'm able.
 

Infected_alien8_

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I love the idea of bringing more zombie aspects into aod in some maps. I would also like to see how this works.
The only thing I noticed was that survivors won't really have much chance if they are trying to parkour to escape, as some of the jumps are too small for premium jumps (usually people will be trying to sprint jump to get away).
But still, I'd like to see this in action! Thanks for submitting, and...
+1!
 

Guinessis

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Thanks! Yes I can anticipate several major problems that may come up that will be rather different from classic.

First, zombies will now be able to swing at players. This means that they will likely be able to jump and hit players from the ground. Second, sprinting makes tag considerably more difficult. Either way, this should give players a better idea of how to make classic zombie mechanics work on AOD.
 
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