Zombie Stress 2 is the ultimate next step in the stress releaving power of blasting zombies. With the lessons from last time now learnt and more knowledge accumulated... we are ready to try it again and this one is going to be bigger better and un-cut!
The theory behind Zombie Stress 2's map and mods explained by the creator: Nick Browne
Posted by SC.Nick on Apr 7th, 2008 digg this super bookmark
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With Zombie Stress having a relative success but getting some bad reviews in a gaming magazine I thought that, on starting to approach Zombie Stress 2 development there had to be a lot more work going into the creation of the Zombie Stress 2 mod/maps.
So I decided to have a ponder and I came up with some points about the game play that separated it from other modifications that are more commonly produced, especially zombie mods.
Now with the main points of the maps down I wanted to think more about the actual mod in the way of a community. I wanted people to be able to add maps to Zombie Stress 2 so that there could be map packs for it so that the number of stress relieving maps could be increased as people submitted their maps. So instead of the linear map listing found in normal mods and Half Life 2 games, I wanted it to just be a big list with screenshots of the maps like in Garry’s mod meaning that they can change the map at any time.
As well as that I also want the mod to be playable to everyone who owns a Half Life game. So I didn’t want the mod to use an Episode 1 or 2 (or eventually 3) source engine. I wanted it to be a Half Life 2 engine so that anyone owning a copy of Half Life 2 and its Episodes could play the mod. Meaning that we do not cut down on our possible audience.
The Maps
With the above points considered I decided on some ideas for what possible map types could be. With the player being able to select how they played the maps I wanted a range of different ways to get some serious zombie killing done.
So I came up with
They were the main four ideas for map styles which can be adjusted and changed and even added in prior to its final release.
Each map would also have a certain area which the player could continuously return to, meaning that they could get out some turrets, get some ammunition back or make some changes to the map. This would be known as the “ship” area until a better name could be selected. The door to it would be part of a wall making it a bit secretive as well as meaning that there could be multiple places in a map that a player could enter to get back to their base should they be a long way from it and be out of ammo.
Weaponry
The Half Life 2 weapons are fun to play with, but their ammo stock is low or their reload time is too long. I would adapt the weapons, like I did in Zombie Stress 1 so that the player could have more ammo and do more and more damage. Hopefully a coder would be able to sort out some reloading times so that it wouldn’t take so long to reload your weapons.
Along with this I also wanted to get some more weapons in the game, some more custom ones. Adding more firepower and fun to the game play level.
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Those ideas sound great. Good luck.