

I managed to reduce the lag effect of the func_tracktrain with a game_ui entity freezing the player. The helicopter is supposed to be used by one person only. It starts flying when the user fires the minigun and unless triggered, you can't leave the helicopter. The bots are automatically teleported on the helicopter when you get away from them so it is a multiplayer map only. For me, this is a successful experiment since all my attempts to make a specter gunship out of that C-130 and a couple of miniguns failed horribly.
So I decided to make a map where I can showoff this new type of gameplay. For now it is called port and its layout is a remix and an expansion of de_port from CS:S. I got some screenshots for you although I know that your eyes will bleed at the sight of this yet-to-be-decently-named map. If there is something before pre-alpha, this is what this map is:
OUTSIDE


SPAWN



Features:
Destroyable gas station (Working on it)
Panic event featuring a howitzer and a destroyable tanker ship (ToDo)
Lots of destroyable props (ToDo)
Finale with escape and stuff (ToDo)
HDR and image post processing (Working on it)
Destroyable vehicles which leave a wreck when destroyed (Done)

The great thing about the destroyable vehicles is the whole effect and the fact that they can only be blown up by miniguns. When destroyed they put fire on the surrounding area making their explosion tactically relevant.
I'm not sure about how this map will end. There won't be a rescue but there will be something holding back the 3 survivor's escape. I was thinking of putting the boat from Death Toll and have the truck from Dead Air refuel it.
Now I will explain how I'll make the helicopter work properly. Since the ground team won't always be on the run and the helicopter must costantly guard them, it has to stay close to them. That will be achieved by splitting the map in engagement areas where the helicopter will fly in circles above them. This can be achieved quite easily with trigger_multiple and path_track entities. The idea is to make a loop above every engagement area and have the helicopter change loop as the survivors proceed in the level thanks to the trigger_multiple entity and the branch path selection in the path-track entities.
However, you could ask yourselfs what would happen if the ground team died since the helicopter guy is unreachable by zombies and loops in the same area. The solution is quite simple as well. By using a game_zone_player I can have the game count how many players are on the ground. If the number of player becomes 0, then via an output I could have the helicopter blow up and stuff.
Now I want to state my motive for making such a map:
Why the heck would the US Army fight the zombies on foot while it has gunships and tanks at its disposal?
in order to make L4D lol
I would now like to know what you guys would like to see in a map like this. My approach is pretty simple:
Blow stuff up and don't ask too many questions since all the instructions on how to use the map will be explained clearly in the spawn room.
And finally a question. Is there a way to toughen up the director a tad? I can already see that a map can get really easy
if you have a flying minigun moaning down the Zeds for you.









