I'd figure I would start to write up a devlog of ze_chandrila, my thoughts during development as keeping a thread open for suggestions for the map.
So...
What is ze_chandrila?
ze_chandrila is a zombie escape map (duh!) , a recreation of a specific level from the game Jedi Knight: Jedi Academy developed by Raven Software and published by LucasArts. During the mission your objective as Jaden Korr (the protagonist in the game) is to seal the tomb of the Third Barsen'thor due to the tomb being infiltrated by the Disciples of Ragnos, to stop them from siphoning force energy from the tomb.
That's it really.
What is the goal of the map?
As I've stated above the goal is to seal the tomb, get from point A to point B and complete your assignment.
That's the gameplay goal
The actual goal/s for me, the mapper, is/are quite different:
Recreation:
The goal for me is to recreate the level from JK:A as it is in the game, visually and atmospherically. I do not wish to alter anything of the baselayout, as it has occured to me (through playtesting on the server) that the base layout is fine as it is for a ze map.
Reconstruction:
Another goal is to take what is given, and build upon that. To use the layout as I see fit, an example of this is the following; in the ze map there is a puzzle room where you have to rotate pillars to align in a correct way to proceed the map. In the original game however, it's different. There are no pillars to turn, the only puzzle that exists in that room is that you have to use force push on the door to open. After you've killed the NPC's of course.
Thanks to Moltard, that room is now a puzzle. That room is also well placed since it's at the end of the first half of the map. People suggested that I use the other doors in the room as entrances for other stages and while I liked the idea of using different routes to get to the end goal. I didn't want to change the end goal since it would stray too far away from the goal of the level which this is based upon.
So I decided to take the best of both worlds, use the doors as entrances to alternative routes to the end goal. Using a simple logic_case and pickrandom for this. Similar to what FreeZe did for ze_potc. I got the three doors, now it's time to use them.
So, in the end. You there will be three routes picked at random, all convening at the same spot. The goal is to seal the tomb, nothing else.
Revelation:
The map is not supposed to be hardcore, there I said it. It will never feature a plethora of special items and Two steps from hell music. That is not what the map is supposed to be, the ultimate goal for the map itself (not the gameplay goal) is to be a map you can load up during low population hours and have a fun time, as well as during high-pop hours and it'll be equally challenging and fun.
The core idea of how I will achieve this is by following a simple dramatugical curve:
Drama kids, shit's crazy yo.
Will there be another stage?
yes, there will be. Reaching it however will be a bit unorthodox. Remember, the immediate goal is to seal the tomb. The ultimate goal however is what I need suggestions for:
With that said:
What would you like to see from the second stage?
So...
What is ze_chandrila?
ze_chandrila is a zombie escape map (duh!) , a recreation of a specific level from the game Jedi Knight: Jedi Academy developed by Raven Software and published by LucasArts. During the mission your objective as Jaden Korr (the protagonist in the game) is to seal the tomb of the Third Barsen'thor due to the tomb being infiltrated by the Disciples of Ragnos, to stop them from siphoning force energy from the tomb.
That's it really.
What is the goal of the map?
As I've stated above the goal is to seal the tomb, get from point A to point B and complete your assignment.
That's the gameplay goal
The actual goal/s for me, the mapper, is/are quite different:
Recreation:
The goal for me is to recreate the level from JK:A as it is in the game, visually and atmospherically. I do not wish to alter anything of the baselayout, as it has occured to me (through playtesting on the server) that the base layout is fine as it is for a ze map.
Reconstruction:
Another goal is to take what is given, and build upon that. To use the layout as I see fit, an example of this is the following; in the ze map there is a puzzle room where you have to rotate pillars to align in a correct way to proceed the map. In the original game however, it's different. There are no pillars to turn, the only puzzle that exists in that room is that you have to use force push on the door to open. After you've killed the NPC's of course.
Thanks to Moltard, that room is now a puzzle. That room is also well placed since it's at the end of the first half of the map. People suggested that I use the other doors in the room as entrances for other stages and while I liked the idea of using different routes to get to the end goal. I didn't want to change the end goal since it would stray too far away from the goal of the level which this is based upon.
So I decided to take the best of both worlds, use the doors as entrances to alternative routes to the end goal. Using a simple logic_case and pickrandom for this. Similar to what FreeZe did for ze_potc. I got the three doors, now it's time to use them.
So, in the end. You there will be three routes picked at random, all convening at the same spot. The goal is to seal the tomb, nothing else.
Revelation:
The map is not supposed to be hardcore, there I said it. It will never feature a plethora of special items and Two steps from hell music. That is not what the map is supposed to be, the ultimate goal for the map itself (not the gameplay goal) is to be a map you can load up during low population hours and have a fun time, as well as during high-pop hours and it'll be equally challenging and fun.
The core idea of how I will achieve this is by following a simple dramatugical curve:
Drama kids, shit's crazy yo.
Will there be another stage?
yes, there will be. Reaching it however will be a bit unorthodox. Remember, the immediate goal is to seal the tomb. The ultimate goal however is what I need suggestions for:
With that said:
What would you like to see from the second stage?
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