View Full Version : Ideas for crescendos/finales?
Cool Cat Carl
07-27-2008, 12:54 PM
So there is probably half a dozen threads on ideas for maps, but what type of crescendo events and finales do you want.
As for me.
CRESCENDO
Okay at airports they have the trams that bring people to the different terminals and whatever. So simply one where you hit a button and have to wait for the tram to come back.
FINALE
Waiting on the docks, waiting for a boat to come and pick you up. Think Dawn of the Dead 2004.
I'll think up of more later.
DeMoNsXWiThInnX
07-27-2008, 01:04 PM
Im a little confused on what the cecendo event is. Is it like the Mini finale thing?
Steve Cloud
07-27-2008, 01:08 PM
Im a little confused on what the cecendo event is. Is it like the Mini finale thing?
Yes.
DeMoNsXWiThInnX
07-27-2008, 01:11 PM
Yes.
Ahh ok i see i see =]
toxictbag
07-27-2008, 01:21 PM
Cornfield: In a small generator shed you have to warm up the generator (and protect it) so it can power a door you need to pass through!
Airport: When you walk through the metal detectors, gates come down over all exits and you have to hold off the infected for a amount of time until the alarm resets
Couldent think of one for the murky swamp :{
Waterboy2go
07-27-2008, 01:25 PM
My ideal mall map
CRESCENDO
Hold off the infected as the mall goes into lockdown, sealing all entrances and stores.
FINALE
Make your way to the roof and call the chopper (sorry, it's the only thing I could think of.)
Hauger
07-27-2008, 01:36 PM
Blue Velvet
Cresendo
The survivors need to use a blowtorch to burn the hinges of a door, so they can pass. 1 Survivor operates the torch, while the other defend them.
Finale
Survivors need to hold of and defend against hords and boss infected while they wait for the Subway to reach them.
toxictbag
07-27-2008, 01:38 PM
Blue Velvet
Cresendo
The survivors need to use a blowtorch to burn the hinges of a door, so they can pass. 1 Survivor operates the torch, while the other defend them.
-cough zombie master cough- :P
Only problem there, what if theres only 1 survivor left
awdrgy123
07-27-2008, 01:48 PM
Blue Velvet
Cresendo
The survivors need to use a blowtorch to burn the hinges of a door, so they can pass. 1 Survivor operates the torch, while the other defend them.
-cough zombie master cough- :P
Only problem there, what if theres only 1 survivor left
1. thats y he named it blue velvet(thats the name of the zm map)
2. if theres only one survivor, then your screwed, basic cause and effects there :D
Steve Cloud
07-27-2008, 02:16 PM
1. thats y he named it blue velvet(thats the name of the zm map)
2. if theres only one survivor, then your screwed, basic cause and effects there :D
I hereby declare then that the door be auto-blowtorched by some kind of machine.
For the coolest map that could ever be made, l4d_locomotive:
Crescendo:
While out in the open, your train comes side by side with another automated train that happens to be infested with zombies. Eventually the track seperates (double points if you can watch it plunge into a canyon) and the crescendo event ends.
Finale: You finally make it to the front of the train and begin the sequence to disconnect the carriage you're currently on from the rest, however, this triggers an alarm which attracts shitloads of zombies to the front of the train so you have to be on the front carriage when it disconnect or you die as the rest of the train loses controls and topples into the abyss below.
I did mention the finale takes place on a bridge hundreds of meters above the ground, right?
awdrgy123
07-27-2008, 02:23 PM
Win^
one of them
07-27-2008, 03:26 PM
I hereby declare then that the door be auto-blowtorched by some kind of machine.
For the coolest map that could ever be made, l4d_locomotive:
Crescendo:
While out in the open, your train comes side by side with another automated train that happens to be infested with zombies. Eventually the track seperates (double points if you can watch it plunge into a canyon) and the crescendo event ends.
Finale: You finally make it to the front of the train and begin the sequence to disconnect the carriage you're currently on from the rest, however, this triggers an alarm which attracts shitloads of zombies to the front of the train so you have to be on the front carriage when it disconnect or you die as the rest of the train loses controls and topples into the abyss below.
I did mention the finale takes place on a bridge hundreds of meters above the ground, right?
That sounds fucking awesome.
lurk4dead
07-27-2008, 03:38 PM
I hereby declare then that the door be auto-blowtorched by some kind of machine.
For the coolest map that could ever be made, l4d_locomotive:
Crescendo:
While out in the open, your train comes side by side with another automated train that happens to be infested with zombies. Eventually the track seperates (double points if you can watch it plunge into a canyon) and the crescendo event ends.
Finale: You finally make it to the front of the train and begin the sequence to disconnect the carriage you're currently on from the rest, however, this triggers an alarm which attracts shitloads of zombies to the front of the train so you have to be on the front carriage when it disconnect or you die as the rest of the train loses controls and topples into the abyss below.
I did mention the finale takes place on a bridge hundreds of meters above the ground, right?
Epic description, much more fleshed out then my vague similarly train related idea.
e mod
07-27-2008, 03:43 PM
finale.your in a helecopter when a tank runs onto a roof holding a smoker.the smoker shoots its tounge and latches onto the helecopter.the helecopter starts rocking around...but then hunters start to jump on the helecopter if to many get on the helecopter it crashes from to much weight.you beat it by killing the tank or getting a lucky shot at the smokers face..while hunters are trying to break in
Stupoider
07-27-2008, 03:59 PM
^wut
Steve Cloud
07-27-2008, 04:03 PM
^
TRANSLATION: "Finale: You're in a helicopter, then a Tank runs onto a roof holding a Smoker, who promptly launches its tongue at the helicopter which causes it to rumble because it can't move. Then Hunters jump on the helicopter which becomes overweight and crashes if too many get on, you can win by killing the Tank or shooting the smoker."
armored cow
07-27-2008, 04:18 PM
Steve, your idea was epic win.
Jesus123
07-27-2008, 04:55 PM
I would create a map called l4d_siege
You make it to a survivor camp to find out it has been overwhelmed by the infected and everyone is either dead or infected.
Crescendo:
A warehouse holding supplies is closed and when you go to open it a swarm of infected come out and you must blast away before being killed.
Finale:
Once inside you find a radio and you manage to contact the airforce somehow and they say there gonna bomb the hell out of the place and you need to evacuate right away. There is a nearby bunker across the camp but the infected heard you using the radio and you must somehow keep them all off you and get across the camp within 10 minutes. You will be hit with 2 tanks and must basically run for your dear life. There are 4 different routes (coincedently) and must choose out of the four or you can go each your own way. Once inside the bunker there is a 15 second close to the door so you must also hold off infected from getting inside. Once the place is bombed you get picked up and taken to a nearby military base......
awdrgy123
07-27-2008, 05:18 PM
Idea: l4d_wal_mart
Crescendo: you start in the gun section of Wal-mart, only to get to the electronic section and hear on a radio a few other survivors with a car on top of Sam's Club. You battle thru Wal-Mart and the parking lot to get to Sams (boss battle in the parking lot with a tank). You have to find the stairs that lead to the roof of Sams inside.
Finale: When you get to the top, you find out your missing a tire and some gas. you must trec into Sams, find the items, and gaurd one of the survivors who is fueling the car (which for some reason takes a Hella long time). When all is done, the remaning survivors jump on to the car and ride down the makeshift ramp to get away from Wal-Mart and Sam's.
oh and those dam zombies too. XD
Clamzoni_of_RI
07-27-2008, 05:47 PM
Here's just an idea: L4D_Cruise
Setting: Carnival Sensation Cruise Liner, Gulf Bay
Time: 3rd day out at sea, late afternoon (To allow for a sunset Crescendo, and Pitch Black Finale)
Situation: 1st day out: All lower decks of your Carnival Cruise ship are sealed by Emergency flood doors due to a "Serious Hull breach". The ship's sick bay is also sealed; sick are redirected to the brig. 2nd Day out : Rumors of screams being heard coming from the sealed off decks circulate. Guards posted in hallways to reassure passengers. 3rd Day out Midday: Brig is over-run by rabid passengers , but successfully sealed without the knowledge of the passengers of the ship. 3rd day out 3:10PM: Faulty ventilation in lower decks due to lack of inspections in the past days after sealing results in excessively humid air being pumped into the lower decks. Overly Humid, salty air overwhelms the electronic systems sealing the lower decks and the doors over-ride to manual. With no manual seal input, the doors re-open.
Plot: 4 characters, one could be a cruise ship personnel so that the idea that the group knows where they are going is sensible, and the other 3 can be cruise-goers. The group initially starts out behind the main body of the horde, luckily, and is able to scavenge weapons from the remains of the ship's meager security force. However, they must make their voyage, starting at the deck above the previously sealed off ones, to the bridge, to radio for help.
Mini-Finales: Just some ideas for areas: The ships dining room, The theater, and the main deck.
Crescendo: After making your way up to the main deck you must make your way to the bridge of the ship. Half way across the main deck, however, you are swarmed by the main body of the horde, which you have been traveling behind for most of your journey. This body of zombies should number in the hundreds, although I know this is not very feasible with how much processing the AI takes up. The other passengers apparently thought the bridge was also a good place to go. Quick thinking is the key here. The 4 will be presented with a choice, try to fight through the horde to access the bridge directly, or lock themselves in the now powerless and unlighted brig, and thus travel through the brig to the bridge, as they are, more or less, connected. As the first option is not really one, as the main horde is too big, they will have to soldier through the brig. Once arriving at the bridge, finding it full of carnage, but yet empty, they contact the Coast Guard, and learn that a helo is already on the way, as the now late captain already sent an sos.
Finale: I'm toying with the concept of having several spots for the finale with the spot being up to the choice of the 4 players, perhaps the track at the front of the cruise ship, the helipad right above the bridge, the most difficult option, as the horde is closest, and perhaps a third option of trying to get a life boat and get picked up off the sea. Regardless, the finale should be rock-em sock-em and have a twist. Perhaps for the helipad above the Bridge, one or more of the survivors has to go back down to the bridge to correct a list that the ship has taken on that is preventing the helo from landing.
After you get picked up, the coast guard pilots could say something to the effect that they arrived just in time, and as you look back you see a column of water spray into the air as the ship is torpedoed by an attack submarine. Then the ship can explode.
Tell me what you think, I just thought this up after looking at Steves. Thanks.
awdrgy123
07-27-2008, 05:53 PM
haha this is actualy as good as the train ride from steve :D 9.9 outa 10 cause I didnt like that your idea was better then mine XD
Infest0125
07-27-2008, 05:54 PM
Steve, your idea was epic win.
Clamzoni_of_RI
07-27-2008, 05:56 PM
Yah, props to Steve, quite the interesting idea. The cramped confines of the trains interior would really ratchet up the intensity and urgency of the Map.
awdrgy123
07-27-2008, 05:58 PM
^ maybe make you are RLY shrunken down so the trains look big.
Clamzoni_of_RI
07-27-2008, 05:59 PM
^ Silly. :) Honey, I shrunk the Survivors?
dontleave
07-27-2008, 06:18 PM
I did mention the finale takes place on a bridge hundreds of meters above the ground, right?
No, you forgot. You might want to edit your post.
Steve Cloud
07-27-2008, 06:28 PM
I figure it'd be kind of wide to allow for a decent amount of movement but still very enclosed. You would be able to walk on top of the train occasionally though.
No, you forgot. You might want to edit your post.
I could have sworn...
Keptron
07-27-2008, 07:15 PM
l4d_moriasmine --> Mines of Moria from Lord Of The Rings, from the secret door to the part where Gandalf fight agains't the Balrog. The difference it's that the Trolls would be the Tank and others would be the orcs, this would be good because the Mines of Moria is huge and dark.
Crescendo:
The same as the movie, you gotta get out of this place.
Finale:
You have a big chance to get ra*** by AI director, as he spawn zombies where he wants, he would create at both sides of the bridge ( Where Balrog fell ) and would bring an intense fight to survive or to not be thrown in the abyss
Oblivion165
07-27-2008, 07:18 PM
Cornfield: In a small generator shed you have to warm up the generator (and protect it) so it can power a door you need to pass through!
Airport: When you walk through the metal detectors, gates come down over all exits and you have to hold off the infected for a amount of time until the alarm resets
Couldent think of one for the murky swamp :{
These things work well in Zombie Master but L4D is all about realistic Crescendos from what we've seen so far. IE: Waiting for an elevator to come from the very top of the building to the 1st'ish floor you are on.
BaldingSteve
07-27-2008, 08:04 PM
@Steve and Clamzoni, both those ideas are awesome and if you need help with either I will offer my support.
My idea: l4d_PlagasVillage
Basically, it is the same idea as in RE4. The scenarios are basically the beginning:
First:The beginning cabin and everything before the main village;
Second:The main village (crescendo where you have to get in touch with Hunnigan to find out where to go);
Third:Everything else up to the canyon (and possible the canyon itself unless I decide otherwise);
Fourth:Lake area;
Finale: The final big fight of the village with Luis in the big cabin before the castle. (I'm not sure what the thing will be to set off the finale as of yet)
If this turns out well I may also make a l4d_PlagasCastle and l4d_PlagasIsland
Jesus123
07-28-2008, 10:42 AM
BALDING STEVE BRILLANT! But what if we got more original and implied the orginal RE theme and used Raccoon City as a base for your main maps. Like you start off in the area of RE2 and there is like 12 different maps that lead up to the end of the campaign, that would be epic and awesome :D
arsis
07-28-2008, 11:09 AM
burning through the atmosphere.
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