Authors: Confused Flamingo, and xArctic Hunterx.We decided that the current cops 'n robbers, and hide and seek gametypes could both be improved by some of the techniques used in Cawk Patroll. After a while of parallel projects, with his experimentation with Cops and Robbers, and mine with Hide and Seek, we noticed how alarmingly similar they were. In the end, we came up with a shared project that threw Cops and Robbers, some modern and newly discovered gameplay tricks, Hide and Seek, (and some steroids for good measure), and created what we like to call: The cops are here, so hide the cake! (V4.1) Because of how many times we had to switch off the name of the edited version due to an alternate party leader, we ended up with a lot of versons. The Environment At any rate, this map utilizes the entire island, which represents a community under construction, built around a forlorn jail, which the "runners" have escaped from. The runners start on the island's west bank, in the Lumberyard, an area we designed to resemble the drop point of the raw materials, imported to start production of the housing. The hiding spots here consist mainly of rock crevices, a logging truck, barrels, and shady trees. The giant gates that section this off have an entrance/exit size consisting of one missing colloseum wall in the gate. The next area, the island's riverbed, is the Shantyland, an area in which lumber is being stored, and has a small house already built. Here, you may hide under bridges, behind crates, in barrels, or just behind a rock or structure. The final area, on the island's east bank, is known as the community, with three structures already complete. Here, the buildings provide most of the cover, but if you search hard enough, you'll notice more barrels, and a dumpster as well. To top it all off, is the purple effect for a nightime feel. The Hunt The zombies, or "cops" are pretty pissed about the escape. the four of them are determined to corral them again, and have two classes, four mongeese, and a spotlight falcon at their disposal to do so. The spotlight gives a waypoint, no movement and no jump, a white color, and a low damage resistance. The classes retain the same weapons, but in different slots; the shotgun is the primary for the evade class, while the DMR is the primary for the sprint. The shotgun is an instakill up close, enticing the runners to not taunt the cops with their high sprint speeds, while the dmr can kill if the runner remains still, but the shield recharge is high enough as to where the runners can escape from that fate rather easily. The goal is knowing when to run and when to hide, in order to survive the round. The cop's radar is 25m, but not enhanced, so, a still camper is a happy camper. Stevo here warned us about the boringness of a closed jail for respawning, so now it's a cage built into the top of the mountain. Props to him for that idea. The nonstarting infected must gun the runners out while in this cage, but the first one there is allowed a focus rifle, as an added "tracker" to point out locations to the cops. The kill boundries are clearly defined, and are easily avoided. Advantagous hiding spots are soft kill'd. There is no escape. The Screenshots The Jail The Community The Lumberyard The Truck The Jail (Inside) A good few of the images are small for whatever reason. I've included them anyways, just not in the immediate open. Spoiler Cop Spawn Overview (Without Jail) The Truck The Shantyland The Community In Front Of The Two Story House Inside Of The Two Story House Cop Spawn Aditional Info -You cannot kill the Cops. -Although this map is still in the testing and editing phase, we already know that the player count is 9-16. -The poll is here for the purpose of fixing one of our biggest indecisions. Currently, anyone infected is sent to the jail, where they target the remaining runners with DMRs. We have recieved suggestions to erase the jail, and have additional infected become cops. Both styles play well, making the decision even harder. Anyone who'd like to lend us a hand should vote. It would really help us with our prediciment. -You CANNOT kill the cops. Credit Thanks, Stevo, for the thoughts on the jail. Thanks, Innumerable testers, who stuck with us in the thick of it. Thanks, to anyone who has or is planning to vote. Hey Arctic If I forgot anything, please comment or PM me so I can edit it in.
This is more like some kind of... futuristic Cops N' Robbers map? Amirite? So Im hearing Border Patrol with a more of a Cops N' Robbers feel. Well most Cops N' Robber maps aren't that very good so Im looking forward to this one. I got my eye on you.
This map is awesome. I would love to get a game together and play it, the idea is so awesome and I love the different things you added to the classic cops and robbers game. oh and I tried to hide the cake in my pockets and I made a mess.
Like I say, due to testing this a few times, the first initial jail was fail because you just sat in a glass box for 5 minutes, the second improved jail allowed you to do something, but if your intial cops are retarded, you're still essentially just stuck in a box for 5 minutes. I personally think you should expand the map a little bit more and create a few more hiding places. Allow the alpha zombies to have a radar, and the respawned zombies to not have radar but still be able to go out and find the robbers. It'll speed games up and make it more rewarding to survive rather than just standing still for 5 minutes. I also think the robbers should have a radar, even if it's a small one.
It's everything you just said and more, man. Yes, but I can't cure stupidity, Stevo. Only laugh at it. That is not only a valid point, but an incredible idea. But bungie took an axe to alpha zombie, so I'm not sure what I can do with it. However, expanding the map sounds promising. What are you proposing? Adding the coastline, or just building more hiding spots? Remember here, that we're at $30.