For your delight and edification
, I thought I'd post some screenshots from the current work-in-progress. This still very rough (I estimate perhaps 1/3 complete) and only shows the top level of the map. As you will be able to see, the builders have promised to come by a week on Saturday and finish (well, it was originally intended to be a crypt entrance) what will be a bell tower. There are still some walls textured with one of Parser's brick textures from when I was going for the "UK Municipal Park" look.
I anticipate some major surgery in order to give the players some reason to do other than huddle behind the choke point. I've found that this is a problem in general with the FHI game type. For example, Hillfort - one tends to end up clustered near the howitzer/shield/health and ignore the rest of the map (bar brief excursions for the damage amp).
On the list to be investigated (but if someone knows the answer immediately then feel free to tell me) is if it is possible to trigger on and off the monster start points by wave number (or time or player proximity or phase of the moon). The effect that I would like to achieve is that the monsters advance gradually. In straight FHI one relies on the monsters spawning some distance away. If they gradually spawn closer and closer then the difficulty can be ratcheted up. Similarly, if picking up an damage amp leads to several monsters spawning around you then the risk/reward possibilities are interesting.
The other area that I would like to see FHI expand in as a game type is to encourage more team reliance. What I was thinking about was to have the ammunition or health spawned by being triggered by some player action. However, the location of the trigger would be nowhere near the ammunition/health. The idea would be that as the players tend to congregate near the spawn points of the ammunition that they would be forced to do occasional "runs" to pick up (i.e. cause to spawn) more ammunition - naturally, these runs would be best done by a single player ("No! - you go first") but would benefit the whole team (giving them (say) enough ammunition for another 50 monsters). Suggestions on the appropriate trigger arrangements would be welcome
I anticipate some major surgery in order to give the players some reason to do other than huddle behind the choke point. I've found that this is a problem in general with the FHI game type. For example, Hillfort - one tends to end up clustered near the howitzer/shield/health and ignore the rest of the map (bar brief excursions for the damage amp).
On the list to be investigated (but if someone knows the answer immediately then feel free to tell me) is if it is possible to trigger on and off the monster start points by wave number (or time or player proximity or phase of the moon). The effect that I would like to achieve is that the monsters advance gradually. In straight FHI one relies on the monsters spawning some distance away. If they gradually spawn closer and closer then the difficulty can be ratcheted up. Similarly, if picking up an damage amp leads to several monsters spawning around you then the risk/reward possibilities are interesting.
The other area that I would like to see FHI expand in as a game type is to encourage more team reliance. What I was thinking about was to have the ammunition or health spawned by being triggered by some player action. However, the location of the trigger would be nowhere near the ammunition/health. The idea would be that as the players tend to congregate near the spawn points of the ammunition that they would be forced to do occasional "runs" to pick up (i.e. cause to spawn) more ammunition - naturally, these runs would be best done by a single player ("No! - you go first") but would benefit the whole team (giving them (say) enough ammunition for another 50 monsters). Suggestions on the appropriate trigger arrangements would be welcome
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