If this is anything like RE1, RECO and REO1, I'm sure it will be awesome. Unfortunately, now it's no longer in a mod where cooperation to defeat aliens and mutants was the popular choice; now, it's all about zombies. You'll probably need to do something interesting to make this one stand out, Franswa. Good luck! Loved your other maps :)
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Hey,
Yeah thanks. I am intentionally leaving a LOT of the details out of my post, because I don't want CC to become vaporware like reo2, (re2 wasn't vaporware, it was reco hehee!). Speaking of reo2, I have updated it to hl2, and it will be featured in my map series :P
Anyways, I already have one of the maps nearly completed, and I am about 20% done on map 2. I am sorry guys, but I am only going to be very broad. I don't wana jinx it :P The only thing I will tell you guys, is that I can guarantee that it will play very differently than generic l4d maps.
well, the gaming community appreciates all your effort, whether you hear it from us much:)
lol, sorry for the spelling, im tired:( best of luck and keep up the good work:D
Yes thanx for the patience!
Not releasing screenies, except to my die-hard fans has really helped! Those 100%'s are nearly compilable maps. As of right now I am going through and trying to make them playable, so expect some screenies soon!
Non-linear gameplay is actually not as difficult as you would believe. It would function similar to the classic resident evil games, where you "clear" zombos the first time. After going through the map, (I won't have the players traverse maps 4x like reco for a single thing so don't worry), the ai director does random "panic" moments where it spawns a horde that rushes a player. Not to mention the boss infected. There will never be a time where the players are running around the map not killing anything.
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But how would you set it up so that the Director does what you want, every time?