Story Line Map (but i need a mapper)

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Allaria
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Story Line Map (but i need a mapper)

Post by Allaria » Sat Oct 11, 2008 5:39 pm

I'll tell you alittle about myself before i begin with my idea,

Name - Libby
Age - 21
Gender - Female
Occupation - currently studying Law, (thinking of joining the police)

When i first saw Half Life wars i was alittle unsure it could deliver, mainly because of it's lack of maps. But on the other hand i found it a very interesting idea when i downloaded it and gave it a test run :) I have to say i found it to be female friendly which i thought was awesome woot for me!

Reason I took interest - The main thing that gripped me about it was you could get involved with each character that you created on the Training mission. OK so it wasn't as indepth as an RPG but i didn't want my little fellas to die :( which lead me to have a brain storm about a story line campaign with new units and slightly changed gameplay system hope you like it :).

So without any more delays here is what i thought of :-

The Factions - Now i know some are the same as what exists and some are asking to be done differently to what is already there but I think it will add more gameplay to an already fantastic mod. (if some of them can not be created then i will have to think around it :D )

Rebels : -

Captured Buildings

Small Home - Capturing will turn it into a Rebel Radio Tower which is need for recruting Vortagons and has the ability to call in reinforcements.

Two Storey House - Capturing will trun it into a Rebel Barracks which will train the rebel fighters (Assault, Scout and RPG Rebel).

One Storey House - Capturing will turn it into a Medical point which trains the Medic and heals injured Rebel fighters slowly when they are near it.

Warehouse/Barn - Capturing will turn it into a Workshop that trains Engineers and Vortagons.

Units

Scout Rebel - using a Sniper Rifle (if possible) they have the ability to Capture buildings and turn them into a forward operations base.

Assault Rebel - using a SMG and the ability to throw Grenades.

RPG Rebel - using the RPG launcher they are the key to taking out vehicles and defences.

Medic - using a pistol and the ability to heal others with Medkits (auto healing below half health would be nice, but if too hard manual will have to do).

Engineer - using a shotgun they are the key to the Rebel Faction with the ability to construct defences.

Vortagon - using their own power they are good at taking out infantry and vehicles with their lightning.

Defences

Turret - Stolen from the Combine the Engineer sets them up ready to fire at enemy targets (build time 60 seconds)

Hacked Roller Mines - Combine roller mines that have been hacked by the Engineer and can be placed on the ground to take out Vehicles or infantry (60 second cooldown).

Makeshift Fence - A defensive wall made up of anything the Rebels can find (30 second build time).

Abilities

Grenades - Assault Rebel uses these to break down defences or flush out Combines that are entrenched. (30 second cooldown).

Medkit - Can heal friendly targets (30 second cooldown).

Call Reinforcements - Used on the Radio Tower to bring in 4xAssault Rebels 1xMedic 2xRPG Rebel (2 minutes and 30 second Cooldown).

Combine

Structures

Combine HQ - Constructing this building will allow the building of Stalkers (without this building no other buildings in the Combine force can be built).

Combine Barracks - Trains ALL combine units with the exception of Stalkers.

Combine Factory - Constructs the Combine Vehicles.

Combine Reinforcment Bay - Calls in Reinforcements and allows the ability to call in Airships.

Units

Stalker - the key to the combine forces, has the abilities to construct ALL combine buildings and defences.

Combine Soldier - using an SMG they have the ability to throw Grenades.

Combine Urban Soldier - using a shotgun they have the ability to throw Grenades.

Combine Special Forces - using the Plasma Rifle (i think thats what it is) they have the ability to throw grenades and use the second firing function on the Plasam Rifle which sends out a Plasma Ball.

Vehicles

Hunter - Fast moving walker that is excellent at taking out infantry.

Assault Car - Lightly armoured fast moving vehicle that has a mounted gun for taking on infantry.

Strider - Slow moving walker that towers above all else to see it's targets, has a gattling rifle monted to the front and the ability to fire a large sonic pulse which can take out a large number of troops.

Defences

Turret - can be constructed by the Stalker.

Gun platform - requires a Combine Soldier to operate and is built by the Stalker.

Thumper (That big hammer thing) - built by Stalkers and is used to keep the antlions at bay.

Abilities

Grenades - used by the Combine Soldiers (30 second Cooldown).

Plasma Ball - used by the Combine Special Forces (60 second Cooldown).

Sonic Pulse - used by the Strider (120 second Cooldown)

Call Airship - used on the Reinforcement Bay to call in ONE Airship (5 minute Cooldown).

Call Reinforcements - used on the Reinforcement Bay to bring in 3x Combine Soldier 1x Combine Urban Soldier 1xCombine Special Forces(5 minute Cooldown).

So with the factions out of the way lets continue onto my first chapter :)

Chapter 1

The story comes in at Half Life Episode 1 where you follow other events that might have unfolded.
On this small map will begin the first part of my story which you control a "main character" called... you guessed it, Allaria Chase :D , who will be one of the story "heroes".
She has heard about the collapse of City 17 and is on her way back to a small Village that has become untouched by Combine interferance. (i won't say more because that will give away the whole story and there would be no point in creating it ;) )

So any of you out there looking for a mapping challenge or the original creators of the MOD want to take this idea up please let me know (i am not good at mapping or scripting or whatever it is all called :? i just want to see this MOD take off with both feet first and a good Single Player Campaign is what it needs) I will post my map layouts up if need be.

look forward to your replies xxx
Last edited by Allaria on Sat Oct 18, 2008 12:20 pm, edited 2 times in total.
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Jazz
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Re: Story Line Map (but i need a mapper)

Post by Jazz » Sat Oct 11, 2008 5:55 pm

nice ideas but we already have a combine/rebel organization (look at suggestions and ideas) but i like the story line we should combine it with the other story lines some of us had in mind cause some of them are very good :wink:

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Re: Story Line Map (but i need a mapper)

Post by scrub » Sat Oct 11, 2008 6:30 pm

It still doesn't mean that she can't post her own ideas down. Anyways, I like your posted ideas the most out of everyone's so far. They make sense, and are flat-out logical I guess. I hope someone might consider some of these.

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Re: Story Line Map (but i need a mapper)

Post by HellSpawn » Sat Oct 11, 2008 7:39 pm

well, i hate to say it, but as of now most of these ideas aren't possible. HL2wars has no support for vehicles, and it is hard to implement new units and the like with the current language. of course, eventually HL2wars will have these things (we hope :P) and it will be easier to make new units and stuff
Sander wrote:hurrah.
Half-Life 2: Wars Wiki TODO List - Stuff that needs doing on the wiki, we'd appreciate the help.

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Allaria
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Re: Story Line Map (but i need a mapper)

Post by Allaria » Sat Oct 11, 2008 7:48 pm

Shame :( was hoping it will add some spice to your MOD if there was a single player campaign, oooo well guess it will have to wait till it can be done. (only toolsets i have used are NWN and Oblivion's so i had to use them as a guide to what you are able to do, but with Hammer (is it?) i have no idea on how that works thought it might have worked similar to the others)

And i know this might not have been in the right Categorie but it is a map just with a few more things i would like to add and they are really things that can not be forgotten since they involve some of the story i have jotted down.

wish you all luck xxx
Last edited by Allaria on Sat Oct 11, 2008 8:08 pm, edited 1 time in total.
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Re: Story Line Map (but i need a mapper)

Post by The Wanderer » Sat Oct 11, 2008 7:57 pm

www.interlopers.net go check the tutorial section to get you started (thats where i learned everything) and if you need help, you can always contact me ;)
or post on the interlopers forum, they'll be eager to help you.
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Re: Story Line Map (but i need a mapper)

Post by BiotecVirus » Sun Oct 12, 2008 4:42 pm

If you need any support mapping I can help with most things. But I cant map it as im already working on hlw_assault sorry =(
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Allaria
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Re: Story Line Map (but i need a mapper)

Post by Allaria » Sun Oct 12, 2008 8:13 pm

I would love the help but i am unable to spare the time learning how to use another editor, also i would love to see someone else throw in their own map layout using just some major points i would need for the story to continue. There is also a small problem with not being able to script in the above ideas that i would like to see, makes my story abit boring and repetative if i had to change it to work around with what is available.
Think it might have to be put on hold till this is possible, but i am still unsure why it is not possible to add new units. I mean i know you can not start them from scratch but to simply copy them changing a name, weapon they hold and ability they can use is that not possible? but i probably don't understand why you can not do that because i have not learned to use the editor.
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Re: Story Line Map (but i need a mapper)

Post by aceacs123 » Sun Oct 12, 2008 11:27 pm

if any of this happens i wouldnt mind checking your story line for constisity with the half-life's cannon story line ive played every game and read up suff on it on the side
Allaria wrote:
Reason I took interest - The main thing that gripped me about it was you could get involved with each character that you created on the Training mission. OK so it wasn't as indepth as an RPG but i didn't want my little fellas to die :( which lead me to have a brain storm about a story line campaign with new units and slightly changed gameplay system hope you like it :).
i allways wanted for the units to have more value my idea is to have all the units have unique names and have some kind of damage counter where when the damage they inflict gets to a certian point they "level up" .by choseing from the side menu (sid meier's civilization style) to ex.(slightly increase damage, get new abbillitys, lower refresh time on all ready gained abbillitys. up hit points or defence, increase range, move speed ,fire rate)stuff like that where your veterns become invaluable and you have to value life and maybe when they get to a certian level they become heros
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Allaria
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Re: Story Line Map (but i need a mapper)

Post by Allaria » Sun Oct 12, 2008 11:59 pm

Not sure i would want to go that far as to make each character "level up" to me it just seems a nice way to make things easy. The story so far that i have jotted down requires you to be looking or playing a created map, like most RTS stories they don't have fancy descriptions on exterior or interior because it is not needed as you are already looking at it. It is more the case of "what you have to do" while adding some passion to it, such as short conversations leading to objectives with a hint of random events.
Not sure how i can describe it.

Take C&C for example that had it's story done through cutscenes and alittle more when you played the maps, since we can not do the cutscenes we will have to stick to using the map approach.
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Re: Story Line Map (but i need a mapper)

Post by aceacs123 » Mon Oct 13, 2008 12:29 am

Allaria wrote:Not sure i would want to go that far as to make each character "level up" to me it just seems a nice way to make things easy. The story so far that i have jotted down requires you to be looking or playing a created map, like most RTS stories they don't have fancy descriptions on exterior or interior because it is not needed as you are already looking at it. It is more the case of "what you have to do" while adding some passion to it, such as short conversations leading to objectives with a hint of random events.
Not sure how i can describe it.

Take C&C for example that had it's story done through cutscenes and alittle more when you played the maps, since we can not do the cutscenes we will have to stick to using the map approach.
i understand what u mean but even in those short times it can be easy to mess up the time line or something if i thought it was going to be a huge tale i propoly would'nt have volunteered :lol: . by the way id suggest for a campaign the setting to take place someplace far enough away from the city 17 resistance group to not make direct contact with them but close enough to hear most of the rumers. definately not the same city your hero might be a founding member of a large growing group of rebels looking to find the main force perhaps :?:
as for the level up idea that was for the game in general it wasn't directed at you
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Allaria
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Re: Story Line Map (but i need a mapper)

Post by Allaria » Mon Oct 13, 2008 2:52 am

I am glad that someone has taken an interest in the single player campaign and also my thoughts, if you would like to see the first draft of the plot line for the first map mission i can send it to you if you like? But i warn you i can be a moody witch sometimes :twisted: can not keep up my beauty 24/7 i have to have my off days don't I :D
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Re: Story Line Map (but i need a mapper)

Post by aceacs123 » Mon Oct 13, 2008 4:59 am

sure its not like any one here has a quota to meet
send it over and ill just msg you w/suggestions and conflicting info and you can do whatever the hell you want with it

on a side note the game needs female voice actors badly if that intereste you at all check out the voice acting page
"And if you see Dr.Breen, tell him I said FU--*CRASH*--OU" ,-Barney

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Allaria
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Re: Story Line Map (but i need a mapper)

Post by Allaria » Mon Oct 13, 2008 1:39 pm

yeah, i think i can do that was thinking of voice acting my "hero" but yeah i might be able to extend my voice to other stuff :wink: or and could i get a link to the voice acting forum i am unable to see it, :shock:
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Allaria
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Re: Story Line Map (but i need a mapper)

Post by Allaria » Mon Oct 13, 2008 4:57 pm

So here is what i had planned for the first map,

Single road leading from the south west of the map to meet up with another road that is coming from the west, and one that is coming from a small village to the north east, they will meet up in the middle of the map to form a T junction. Allaria Chase (Main Character "hero") starts on the road to the south west with two other companions (unimportant characters). When reading it you have to remember you are not meant to know much about her and the others that follow, you will find out more as you come towards the end of the map.

CHAPTER 1 - Running Late

Voice acted dialogue opens as the camra pans to fix upon her and the others,

Allaria Chase (female) - I spotted headcrab pods being launched this way, lets hope they weren't aiming at the village.
Companion 1 (male) - We best move quickly then miss, the longer we sit idle the less chance of finding survivors.
Comapnion 2 (male) - I'll take point if you will allow me.
Allaria Chase (female) - Stick to the road where we can see each other clearly.

Control over the three characters is now given to the player. (simple mission make your way to the T junction).

Upon reaching the junction there are three others waiting there (unimportant characters). Trigger voice acted dialogue.

Junction Rebel 1 (male) - Hey! over here!
Allaria Chase (female) - What brings you three this way? Would you be making your way to the village also?
Junction Rebel 1 (male) - Yeah... we started making our way over here after we saw the pods fly over our heads. (slightly confused but with hope, tone of voice).
Companion 2 (male) - We could use the extra help.
Junction Rebel 1 (male) Agreed, would be safer if we stuck together on this.

Control over the Junction Rebels is now given to the player, (simple objective make you way to the village).

Upon reaching the village the player should be able to see a zombie sat up against a building (idle). Open another Voice acted dialogue.

Companion 1 (male) - It would seem we are too late, what would you suggest ma'am?
Allaria Chase (female) - Split into teams of two and search for survivors.
Junction Rebel 2 (female) - I don't think thats a good idea, we should really stick together. (slightly panicky voice).

Player can do the objective how they like, if it be in teams of two, one, six, etc. (but Allaria MUST survive otherwise mission failed).

Objective is to search all buildings for survivors (nice and simple). Depending on how big the village can be and how many buildings can be placed that you can enter will depend on how many survivours there are. After bringing all remaining survivors to the village entrance aswell as Allaria and the two companions. A character from the top right of the village comes running down to the entrance know as Daneth (last name is unknown) . Open Dialogue.

Daneth (male) - Good to see you Allaria, didn't expect you for another day.
Allaria Chase (female) - Good to see you also, Sir. We picked up the pace as we saw the pods launched this way.
Daneth (male) - The ones that you saw were not the first, they have been pounding us with them for the last twelve hours, seems they are looking for something or someone and they don't want them surviving. Well we havn't got time to sit around and think on the matter, there are more survivors down in the bunker to the far north east of the village.
Allaria Chase (female) - Understood sir, you two go get the rest of them and tell them to make their way over here ASAP.
Companion 1 (male) - Yes ma'am, we are on our way.

Companion 1 & 2 make their way off the players screen and head towards the bunker. (25 second wait time) About six more survivors make their way to the village entrance followed lastly by the two companions.

Allaria Chase (female) - No one else from the team survive? sir?
Daneth (male) - No, i was just able to get these few to safety, luckily enough that some where able to barracade themselves in, as i can see from the handful you manage to save.
Allaria Chase (female) - Lets make our way to Fort Bayard? sir.
Daneth (male) - The sooner the better.

Control off all characters given to the player. (another simple objective, follow the road to the west, when Allaria, Daneth and the survivors reach that point mission complete)

That is the end of the first map.

here is some minor details : -

Fort Bayard - Is a village that is situated on the coast, but is heavily defended by Rebels and some other unknown human fighters that you get to meet and understand later on. (it is not a massive base full of 10000 rebels just an outpost of sorts) - (this is also some notes i marked down that i was thinking of using later on so don't take them to heart).

Allaria Chase - Main Character "hero" uses a pistol and is a trained as a field medic, abilities (if possible) to heal others.

Daneth - Main Character also "hero" uses the Pulse Rifle, abilities (if possible) to use the second attack of the rifle and grenades.

Companion 1 & 2 - I used these names so that you know how is speaking when i type it up, if my units can be implemented then it will probably be Assault Rebel, same goes for the Junction Rebels.

It might need another look to add maybe more depth, but at the moment i think it is fine.
Last edited by Allaria on Sat Oct 18, 2008 6:05 pm, edited 3 times in total.
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