[Map] Escape the Resort

Escape the Resort!

You wake up in a crashed ship. You don’t know how you ended up there. Growling and screaming can be heard outside. There is one thing for sure: You have to escape!

The new zombies event mission logic adopted for Island Resort.

Gameplay Info


Players start with the usual starter boxes containing low-mid level weaponary.


But if you are resourceful enough, you can find boxes scattered around, that contain high level weapons, or even PaP weapons!


Escape becomes available when you finish the tasks in the cave-dock:

Photos

PLAY HERE

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Ayyyy nice work!
I need to work faster on my mod too, before the trend takes over

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I cant find the first objective anywhere. I searched the whole island and found no radio. Can you show me where it is?

I honestly had no idea it was THAT hard to find.

I will make some improvements soon.

Eastern side. Giant red smoke coming out of it.

1.0.1:

  • Changed minimap to aircraft map so the whole island is visible.
  • Moved first objective out so it more noticable.
  • sector_2 battle area should not be empty anymore, bricking the match.
2 Likes

Why not make the bomb site glow?
Use the outline__enabled thing with marker_for_guns to have a red outline

Because of the minimap. It just cant show the objective ouside its edge and it would confuse people

Problems with adding effects to capzone is that they don’t disappear once captured. But with the whole island visible on the minimap, it should be fine.

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Is it possible to make the radio explode after it is completed?
Is there a tag or code that makes the bomb site thing explode?

TBH it’s been so long since i played the actual game and not the editor, i don’t remember if sites in destruction are removed. Probably not.

Well they do i think

They do

However, if you destroy them, you may accidentally blow your self up.

Because demolition has the explosion part which harms and removes the objective.

So, victor, you may wanna look for the demolition blk

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Ye, it would be nice if they don’t apply damage.
Guess it might be the chance to finally make a modified blk for a mod

1.1 is now released.

  • Upgraded lighthouse location; The lighthouse is now an actual location you can visit, instead of being part of the scenery. (You can’t enter the lighthouse, it’ s a scenery asset):

kép

  • Fixed PaP boxes giving event weapons along PaP weapons.
  • Replaced lights in cave with torches
  • Spawn area has been reworked.

The mission is designed like this: You choose the way you want to play. It’s a sandbox, you don’t even need to fight, but to finish the mission you must finish the tasks as follows:

  • 1: Call the radio three times. Radio is located on the eastern side of the map. Enemies can come from four directions. This is near impossible alone, even with PaP weapons; At least 2 players are needed IMO.

  • 2: Go to the church on the hilltop and destroy the dimensional gates. Ammo boxes are not far on the same level at the corners.

  • 3: Return to the center area, defeat the bosses

  • 4: Complete the trials. The totem is inside the Townhall, you can’t miss it. Being inside the building can be suicide, the ammo boxes are outside, so should be you.

  • 5: Escape! There is a cave below the town, the boat will be waiting for you and your squad at the dock.

You also choose the difficulty for yourself:

You can decide to only use the starter box weaponary for a near impossible challange,

use high tier weapons for medium difficulty. Boxes can be found around the map.

“Choose” easy difficulty by equiping PaP weapons from red boxes. (red box = it shines red at the top instead of green) These are well hidden but they always spawn at the same places, so you have to find them once.

Opposite to Nuketown, i wanted this to be a short mission, not longer than 20 minutes. At max, you have 40 minutes/stage.

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