Here's another idea I'd like to throw to the forum.
This is a Side-mode (I can't believe that I still have to specify that for some of you braindead idiots)
40-watts
1 player. 1 revolver. 1 solitary lightbulb. What the f*ck happened? Also, zombies.
You wake up all alone in a damp and confined room, armed with a single, loaded revolver and a flashlight.
The only light source in the room hangs bare from the ceiling - a single, 40-watt, flickering lightbulb.
A single groan is heard from behind the only door of the room followed by a faint shuffling of feet.
The door, already noticeably decayed, starts to shudder and break, until it is finally knocked off it's hinges.
A zombie shuffles past the remnants of the broken door, moving slowly but surely towards the player.
That's the introduction to the overall premise of this mode.
The player has found themself in a series of underground, dilapidated series of corridors and rooms - a mixture of claustrophobic, pitch-black storage rooms, corridors, bathrooms - all without alive occupants. The only company that seems to be around are a series of undead that seemingly appear from nowhere, continually moving towards the player - the sole survivor of whatever tragedy occured perhaps hours or even years before. The player's goal is to survive for as long as possible, and cull as many undead as possible while investigating the circumstances as to whatever or whoever placed them in this unfortunate situation.
The player has little energy and seems to have suffered a non-lethal wound to his stomach, causing sluggish movement speed and noticable weapon sway (the player's movement speed is slightly above that of a zombie, with sprint disabled)
Rules and mechanics of the mode:
- There are no rounds - zombies spawn continuously with static health and speed.
- Power-ups and perks are non-existent.
- The zombies have 100 health and move at a rate equivalent to classic round 1 zombies.
- The second zombie spawns on the map 11.5 seconds after the first, in a room always non-adjacent to the player.
- Zombies do not spawn in rooms that the player has not opened access to yet (rooms blocked by a sliding door).
- Zombies that spawn groan loudly once when and where they spawn.
- Zombies aimlessly wander the map until they are in a fair proximity of the player - causing them to converge upon them.
- If a player escapes a zombies proximity, the zombie will move continuously towards the player regardless.
- The zombie shuffling is extremely faint, but can still be heard by someone with attentive ears in the correct proximity.
- A single swipe from a zombie knocks the player down, but they may recover after 5 seconds. A hit when downed is game over.
- Zombie respawn time reduces by 0.1 seconds for every zombie that has already spawned. Limited at 3 seconds.
- The knocked-down mechanic works similarly to Final Stand. Minimal movement when downed, but the player is able to shoot.
- The player's flashlight effectively works as a secondary - to be activated it has to be equipped instead of the revolver.
- The beam of light from the flashlight is fairly small, weak and dim.
- The revolver reload action is similar to the Python without a speed reloader.
- Revolver damage is: Headshot - 100 Body - 50 Limbs - 25
- Pistol damage is: Headshot - 100 Body - 35 Limbs - 20
- Both sidearms have a minimal, but noticeable amount of sway.
- Gunshots draw all zombies present on the map to the location of the shot.
- If the player is not in proximity when the zombies reach the gunshot location, aimless wandering continues.
- The flashlight only has a limited amount of power. As the flashlight is used more and more, the light becomes more dim, lasting only 15 minutes of use before completely dying.
- The map is sectioned into 14 parts - each part being a seperate room or corridor.
- 7 sections of the map have heavy sliding doors interconnected between the corridors and rooms.
- Opening a door is an action that takes 10 seconds. When the action is restarted, the door is reset.
- The rooms and corridors are linearly connected for the most part, but not in a parallel fashion.
- Revolver bullets are found in clusters of 6 on 4 tables placed throughout the map - but only on one table at any one time.
- Once you pick up a set of bullets, a new set of 6 spawns on a random table.
- The maximum amount of bullets the player can hold is 30 + 6 or (n x 5) + n for pistols. n = bullets in full clip.
- No information is supplied on the HUD at any time.
- All information is held on the start/pause menu, including ammo' in clip, in reserve, items in inventory, perks collected, zombies killed and time since waking up.
- The only permanent light source originates from the flickering lightbulb in the starting room. Every other room besides the one adjacent to the starting room is pitch-black.
- Some light emitters are present in the map, but they do not shine light upon their surroundings, but are clearly visible in the darkness.
Ambient lighting throughout the map includes:
Sparks continually flying from industrial power cables running across the storage area ceiling.
Red LED emitted from the digital floor number sign above both broken elevators.
Red light emitted from a 'Fire Escape' sign above a locked fire escape door.
Throughout the map, in obscure placements, are items that the player can use to elongate and aid their survival.
4 items spawn at the beginning of the game. Once an item has been picked up, another item spawns in the map.
All items spawn in randomized placements, of which there are atleast 50.
Once a player has replaced their revolver for a pistol, a revolver will spawn in the start room with no ammunition (replaces pistol).
Items that the player already has a maximum count for do not respawn until the player no longer has a max' amount.
Items spawn in obscure, not-easily-noticed locations. Examples could be:
Strapped to the underside of a tabled,
Hidden between storage items in the aisles,
Placed in locked lockers (player has to shoot the lock mechanism to gain access),
In a toilet urinal,
Hidden inside cupboards,
Tucked between piles of debris.
All items that can be picked up are slightly more colourful than those of the surrounding areas, to distinguish them to the player.
Useful items:
- Box of matches Common
- Counts as useable equipment (equipped via directional buttons).
- Each box contains 5 matches. When a match is lit, it lasts for 10 seconds.
- Once the box match box is equipped, pressing the "Fire weapon" button strikes a
match.
- The lit match may be thrown away by pressing the "Switch weapon" button.
- Maximum count is 1 box at a time.
- Red flare Common
- Can be lit and lasts for 5 minutes, casting a faint glow across the surrounding area.
- Stacks as a special grenade. Maximum count is 3.
- Once placed down, it cannot be moved.
- Used with the "Throw tactical" control button.
- Revolver speedloader Rare
- Attatchment instantly attatched to the player's revolver once picked up.
- Only respawns when the player has a revolver lacking a speedloader.
- Pistol Rare
- Replaces your revolver/current pistol, comes with one clip of ammo'.
- New clips now spawn on the tables instead of bullets.
- A pistol will spawn only if the player has already picked up a speed reloader.
- There is only one type of pistol available.
- Silencer Rare
- Gunshots no longer draw zombies in the map to the fired-from location.
- May only spawn if the player is in possession of a pistol, and is instantly attatched if found.
- Damage is unaffected.
- Extra battery Rare
- Stacks as useable equipment (Direction buttons to equip) Maximum count is 2.
- Is used to replace the current battery in the player's flashlight, which is then thrown
away.
- Once equipped, the player must press the "Throw lethal" to replace the current battery.
- Perk-cola can Insanely rare
- Once picked up, is instantly drunk and thrown away.
- Once a player has collected a perk in this game-mode, they will forever retain that
perk.
- The amount of perks available in this game-mode is only 3.
- All perks only subtly affect the player's actions. Health affecting perks are not present.
- Perks stack. Once you collect a perk, it disappears from the spawning cycle.
- Once all perks have been found, perk-cola cans cease to spawn.
Perks will include only very subtle effects, such as:
No sway of weapon. Slightly increased visual accuity across temporarily lit areas. Slightly increased hearing sensitivity. Slightly increased movement speed.
Items of little to no use:
All items of no use, once picked up, are simply observed for in the player's hands for a few seconds with the aid of their flashlight, before being thrown away.
These items may give some insight into what happened before the player fell unconscious.
- Broken mirror Common
- Decayed journal Common
- Teddy bear Common
- Broken compass Common
- Radio Common
- Once found, the player switches on the radio in it's spawn location, plays a mixture of
static, news notices on the apparent outbreak, broadcasts for help and this song:
http://www.youtube.com/watch?v=pwnW_kVMWjo
- Always spawns in a random location at the beginning of the game.
- Once played, is continually audible in the position at which is was found. Only audible
from that room and adjacent ones.
- Acts as a 'fifth item' to spawn - does not affect the other items spawning at all.
- Empty food tin-can Common
- Broken analogue watch, permanently affixed to 1:15 Common
Leaderboard rankings:
Highest amount of kills in a single game.
Highest amount of time survived in a single game.
Any input would be greatly appreciated, especially on the item list.
Cheers for reading!
http://tinypic.com/r/4rcbvk/6