UGC Mission Design

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zAnxiety's UGC Nexus

[ Edited ]

 

Hello, I am zAnxiety, but you can call me Gift. I've, like many others, crafted a few UGC Missions in inFamous 2 in my spare time. My most well known UGC being my Survival/Horde series W.I.C.K.E.D. (Wish I Could Kill Every Day). Here you can view a complete easily accessible list of my published UGC that I will keep up to date constantly.

When it comes to UGC missions I try to accomplish two things: one, I avoid spoiling anything in inFamous 2, and two, functional on a technical level that way the player doesn't get stuck somewhere because something didn't happen. But if you do manage to find a issue with one of my missions, do not hesitate to inform me here.

 

Table of Contents:

 

UGC With Descriptions:

Spoiler
Sometimes asked if I do anything other than Survival, Descent is just that. Made during my construction of W.I.C.K.E.D. 3, Descent has no combat and is a puzzle/minigame that involves gliding through sets of rings with your static thrusters. It's story prequels W.I.C.K.E.D. and the ending is in every way the very meaning of the phrase "for the fans".
Spoiler
Ah, the basic premise of the series. While no where on the level of W.I.C.K.E.D. 2 or 3, it laid the groundwork for them by accomplishing 10 Rounds and allowing the player to kill 178 enemies. Some players still enjoy this more basic version of W.I.C.K.E.D. so instead of adding several features and updates of 2 & 3, I've left it relatively unchanged. Despite using 100% memory, I accepted my limitations in W.I.C.K.E.D. and went beyond them in W.I.C.K.E.D. 2.
Spoiler
This is where the series earns most of it's praise and in a way it really begins. Rather than using Corrupted again, I went with Ice enemies in a new setting atop the Ice Tower. This doubled the enemy variety from the previous installment. Refining my logic setup allowed me to include a choice at the beginning. The Blue/Red Pill system gives players two ways to play with either Progression Based Power Unlocks over the course of 10 Rounds or Randomized Powers at the start of each Round.
Spoiler
Crushers, Ravagers, Mini-Gunners, and the Kitchen Sink. Breaking my formula of only 1 enemy faction and using all three for the third installment. Crediting inspiration from the final Crusher in Round 10 of W.I.C.K.E.D. 2, it focuses, as the title would suggest, slightly more on boss battles. But rest assured, there are still plently of regular enemies to kill. It also features a new explosive setting that can be credited to feedback wanting a more enclosed arena type setting. It brings back the Blue/Red Pill, includes randomized music, reward dialogue, a hidden bonus challenge round, and even a ending for those who can reach it.
Spoiler
The 4th installment built specifically for Festival of Blood takes you back to where it all began, and in a way, where it all begins again. Features 10 Rounds, 100+ enemies, 3 Endings, Cutscenes, Gift, Kalena, FoB enemies, darker dialogue to fit the theme, etc. It also features two modes; Regular & Pro Mode, which are in no way a substitute for the Blue/Red. Trust me, try the Regular Mode first. Features the most aggressive enemy in a W.I.C.K.E.D. yet! They will chase you clear across town if they have to.

Think Buffy, think Blade with the new emphasis on Staking. You will get instantly applied Health Rewards for every enemy staked, Firstborns yield a bigger Health Reward. Enemy Bosses with Passive Auras (Like Energy Drain) that presist until you stake them. Enemies will also get back up if incapacitated too long. They're vampires, to kill a vampire, you have to Stake them. 

More detail on what Hallo-w.i.c.k.e.d. IV features is in a post a little further down.
Spoiler
My first real from scratch mission, suggested by my friend Hert88. It's mostly stealth with a courier part near the end followed by a little Kill 'Em All to keep things fresh. There's enemies on patrol, while using precision it is possible to take out some enemies. There's also a little cheat sheet included if you need it. Fun fact, I learned a lot about checkpoints during the making of this mission that would later make my W.I.C.K.E.D. series possible.
Spoiler
My first mission and based on a template. There's multiple ways to finish this mission. Once the target is taken out you can proceed to the end, or defeat all the militia. Since it's possible to take out the target without being detected and then moving to the end with ease. It really depends on how you would like to play the mission.
  • Future Projects
Spoiler
???
  • Contact Info
Spoiler
If you have any questions, suggestions, feedback, comments, etc you can PM me on these forums or reach me through...
  • FAQs
Spoiler
  1. Will you ever include a God Mode in W.I.C.K.E.D.? No.
  2. What is the Bonus Challenge Round in W.I.C.K.E.D. 3? A discarded concept of Round 10. I deemed it too tough and changed it. Eventually I left it playable, but optional, for those who really wanted the challenge.
  3. Where is the Bonus Round in W.I.C.K.E.D. 3? It's playable for Red Ticket Players once they've survived Round 10.
  4. What happens after the events of W.I.C.K.E.D. 3's ending? I can't say.
  5. Will there be a Descent 2? Maybe.

 

 



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Re: zAnxiety's UGC Nexus

Hallo-w.i.c.k.e.d. IV (Survival/Horde) [FoB]
Bury 'Em All

    ...And so it came to pass that the Countess, who once bathed in the rejuvenating blood of a hundred virgins, was buried alive... And her castle in which so many cruel deeds took place fell rapidly into ruin. Rising over the buried dungeons in that god-forsaken wilderness, a solitary tower, like some monument to Evil, is all that remains.

    The Countess' fortune was believed to be divided among the clergy, although some say that more remains unfound, still buried alongside the rotting skulls that bear mute witness to the inhumanity of the human creature.

- Excerpt from Diablo 2

Hallo-w.i.c.k.e.d. IV is the 4th installment to my Survival Mode (Sometimes called Horde) series. It doesn't pick up after the events of W.I.C.K.E.D. 3: Monster's Ball, but rather (to fit with the theme and setting of FoB) a different take on the first W.I.C.K.E.D. But it features a lot of features you've seen added W.I.C.K.E.D. 2 & 3.

 

To Play It:


Link
Search Terms:

  • Hallo-w.i.c.k.e.d. IV
  • Hallo-w.i.c.k.e.d.
  • Hallo
  • W.I.C.K.E.D.
  • W.I.C.K.E.D. IV
  • zAnxiety


Returning Features:


  • 10 Full Rounds (Well, naturally.)
  • 2 Gameplay Modes of your choice (Not replacements for the Blue/Red)
  • 100+ Enemies
  • Boss Battles
  • Gift
  • Kalena
  • Randomized Music
  • Randomized Reward Dialogue
  • Pro-Tips/Hints
  • Randomized Enemies in each Round
  • A Ending(s)
  • And more!


New Features in Hallo-w.i.c.k.e.d. IV:


  • Darker Dialogue to fit the theme of FoB
  • The Most Aggressive Enemy in W.I.C.K.E.D. yet!
  • Take the fight where ever you want and make your stand where you want, because...
  • Enemies will chase you down. In fact, it's suggested you run.
  • Revamped Randomized Reward Dialogue with over 20 choices
  • Cutscenes (Player Controlled, read at your leisure or just skip to the action, it's all under your control)
  • Vampire Enemies (Saw that one coming, huh?)
  • 2 New Modes Regular & Pro Mode (Not replacements for Blue/Red)
  • W.I.C.K.E.D. 3's Bonus Challenge Round Expanded from 1 Round to 10 and called Pro Mode.
  • 3 Possible Endings
  • A new Chicken Exit called the Coward's Way Out with Special Thanks to bnfdhfdhfd
  • 12 Randomized Music Tracks (Compared to W.I.C.K.E.D. 3's 8 & Descent's 4)
  • Refined Combat Gameplay Designed Specifically for Festival of Blood
  • Emphasis on Staking, enemies will eventually get back up, so to take them out for good, Stake them.
  • Cole gains Health Rewards for Staking Enemies, these are applied instantly.
  • Bosses with Passive Abilities called Auras which persist until they are Staked.
  • Loading Screens before every Round that randomized enemy spawn locations further.
  • Pro-Tips are also attached on previously mentioned loading screens.
  • And more!

 

On a technical level, Hallo-w.i.c.k.e.d. IV (HW4) is more easier to remix than W.I.C.K.E.D. 3, similar to W.I.C.K.E.D. 2. So whether remixing it yourself, or just wanting to see how I did something so you can apply something similar to a level of your own. While essentially a spin off, I still used 100% memory. It earned the 4 in it's title to me.

Those who enjoyed the dialogue in the previous ones will be happy to know Hallo-w.i.c.k.e.d. IV features over 20 dialogue logic blocks and over 30 cutscene logic blocks. The dialogue is a bit darker to fit the theme, but I'm sure there is still some humor to be found as both Gift & Kalena return.

Also, Hallo-w.i.c.k.e.d. IV features for the first time, what one could call a chicken exit. Dubbed the Coward's Way Out and can be found behind the stage in the first 15 seconds of Rounds 6-10. In case you're pressed for time or having some trouble and want to end to the mission completion screen. It has it's own ending so you won't see Regular or Pro Mode Endings if you use it.

Yes, there is 3 different Endings in Hallo-w.i.c.k.e.d. IV, the Regular Mode's can be considered canonical and wasn't in the original version of HW4. So it, some pre-round dialogue, and some reward dialogue are all new or even changed.

On the Combat, I love Festival of Blood. I love staking enemies. It looks so bad ass. So I put rather a strong emphasis on it in Hallo-w.i.c.k.e.d. IV. Enemies will get back up after some time unless you stake them. Stakes count as kills, because... they're vampires. It should be noted, they don't get back up with 100% health. I only give them enough to stand back up so they'll still be rather wounded still, this helps in later rounds in terms of crowd control.

Firstborns give you a bigger health reward than regular enemies when staked. Bigger risk... bigger reward. This health reward instantly adds (yes adds, not sets, I thought this out ;)health to Cole. Since enemies can still hit you while you're doing the stake animation and staking is the way to kill things, it's mostly there to keep you alive. Chaining some stakes together can keep your combo going and keep you killing without needing to drain as often in some cases.

I have a Intermission before Round 6 explaining Auras, but I'll cover Auras here too...

 

Spoiler
But Firstborns in Round 6 to 10 will always have a Aura. There's 3 different ones each with their own Aura assigned to them. This "Aura" persists until they are staked. Just knocking them down won't get rid of it. You got to stake them. But... for staking them, you'll get a special reward for Staking that specific Firstborn. I've insured myself that their Auras will only activate if that specific Firstborn has been picked to spawn. Their spawns, and spawn locations, are random. Say in Round 6, you encounter your first Firstborn with a Aura, will it always be the same one? No. Randomized spawns.

For example, the one I call Achmel the Cursed always has the health drain Aura. This health drain is small, say 1%. Over time, yeah it will eventually kill you. Just after a few minutes provided nothing else hits you or such. Staking him is unique from the other Firstborns because it fully heals you.

That very small drain mostly disables Cole ability to regenerate health by standing still and not being hit. You can still heal by staking enemies and draining electricity. But it's not the only reason to drain electricity often in later Rounds because of...

Bartuc the Bloody. If he spawns (If you've never played W.I.C.K.E.D. before, it's not uncommon to see multiple bosses in later rounds) his Energy Drain Aura will stay active until he's staked. Much like Achmel, staking him not only gives you the Firstborn Stake 25% Health reward, but it will fully replenish your energy. Both being present or at least one makes it important stay on your toes and occasionally drain some power.

The third Firstborn with a Aura is called Ventar the Unholy. His Aura heals friendly (to him) slightly vampires. Staking him gives you the standard 25% Firstborn Stake Health Reward and releases a unique to him blast that damages all enemies. You might see multiple x's pop up on your map as a result, great time to chain some stakes.

There's a 4th Firstborn (It is the 4th installment so...) doesn't have a Aura, but is a little tougher. I call him Lister the Tormentor for a reason, you also get a 25% Health Reward for staking him.

 

I had to build this installment twice from scratch. I hope you have as much fun playing it as I had making it, but most of all... 

Enjoy.

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