A Theory on Infection Mapmaking

Discussion in 'Halo and Forge Discussion' started by SargeantSarcasm, Oct 13, 2009.

  1. A Fluffy Pillow

    A Fluffy Pillow Ancient
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    Actually, you can sorta set objectives. Insane54 and someone else made Cave Freaks on avalanch with Vip settings. Zombies traits were the general player traits, and the vip and his team had traits based on VIP team traits. The objectives were VIP go to points. To get to the final destination they had to get in a hornet at the end of a linear path. It played well, and if you died you went to a viewing place and watched the rest of your team... VIP death ended round.
    Anyways, great guide. I really got a better understanding about zombie outbreaks through the game, you know from the graphs. However, a leiner path doesn't always mean the dreaded fat kid. X5's manifest and Cave Freaks are 2 great examples of lenier infection gameplay. Overall, great job and I definitely took some good points and ideas away with me that i didn't know before.
     
  2. Bloo Jay

    Bloo Jay Ancient
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    Sarge, just because of you I actually got an idea for an open world style map... But I don't make infection maps, so I'm kind of in a predicament...
     
  3. MONSTERheart

    MONSTERheart Ancient
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    Great guide.

    One fun thing you can use custom power-ups for is "health packs". For this to work, you need to make it so that human shields/health don't regenerate, and then when they pick up the power-up their shields regenerate for, say, 3 seconds. I would recommend making it so that the zombies don't kill in one hit, otherwise it would be kind of pointless. I implemented this in a map I made, "Safari", where you are going on an "exotic predator hunting expedition". The "exotic predators" (zombies, that is) don't kill in one hit, but if your attacked by more than one you could be in trouble. Definitely makes people more hesitant about running out all guns blazing.

    I'm pretty sure I wasn't the first one to use the custom-power ups like this, so don't try to catch me on that one.
     
  4. BraveDave

    BraveDave Ancient
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    Wow you seen to know what your talking about. I havent read the whole thing yet im reading different bits everyday. I just started making and infection map so this has really interested me. Do you think once its done you could take a look at it and give me suggestion on the map and the gametype?

    Pics of map:
    Its only 25% done but I thought it would be good if you could help. PM me if you help
    [​IMG]
    [​IMG]

    Edit:p does anyone know how to make a spoiler?
     
    #44 BraveDave, Oct 15, 2009
    Last edited by a moderator: Oct 16, 2009
  5. stouf761

    stouf761 Ancient
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    @ dave:
    [noparse]the code is NOT like you have it.[/noparse]
     
  6. Mewster

    Mewster Ancient
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    You just happen to post this at the same time that i started making an infection map lol. Thanks for all of the helpful advice, two thumbs up! :D
     
  7. ChurchZ77

    ChurchZ77 Guest

    This is Excellent, I will review it every time I make a Zombie Map.


     
  8. Benji

    Benji Ancient
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    watch the white text, some people can't read it.

    on topic, great write up.
     
  9. Weeden Project

    Weeden Project Ancient
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    A very interesting article here, with any luck it will give me a reason to make a new map.
     
  10. G043R

    G043R Ancient
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    Howde Sarge, I enjoyed reading over your article about Infection maps. Feel in love with it more of a better term. I came from a LAN party setting in which every night is Zombie night and Zombie beach party.

    I feel one biggest conflict thou. ON, at least the map I am working on for hub of the Dead, the map itself isn't the problem. The individuals space out and have little last stands. This is fine if they choice it, but shortens the game when your only allowed to use Save One Bullet. Was there any word on using other rules and games times talked about in the rules for this contest?

    O, yes back to my point other than guns, I was wondering what would you do to improve people to want to team up, with out weapons. I often found the need for people to team up only came into effect when ammo was limited and you had varsity of weapons to use.

    The game type limits itself in this contest, as well conflicts lightly with your much more better written article.
     
  11. SargeantSarcasm

    SargeantSarcasm In Loving Memory
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    This was not written for the contest proper. It was written for the sake of instructing people on the mindset behind making maps, however I decided to actually finish it in time for the contest, since well, it was good timing.

    As such, I didn't have time to go over gametype basics and thus had to focus solely on mapmaking and emphasizing key ideals. For the record, I absolutely loathe Save One Bullet.

    As for keeping people together, its really a matter of making it unbearable for humans to solo it. So, sans weapons, the first thing that comes to mind is ramping up the zombie's traits to make them harder to kill on a solo-basis. In terms of the map itself, more routes? Its hard to give advice without specific knowledge of the map.
     
  12. G043R

    G043R Ancient
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  13. Blazeinator

    Blazeinator Ancient
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    Great write up, defiantly an interesting read. I never thought any talented forger would recommend armories, but I do see there purpose and might use them in the future. Unfortunatly for me, all my IRL friends absolutly love fat kid maps and play them in all our customs FML
     
  14. Atik

    Atik Ancient
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    I like this. and it inspired me to do a zombie game based in a millitary base!
     
  15. Xtr4M1nty

    Xtr4M1nty Ancient
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    Very good post, thanks!

    I enjoyed reading this post, it made me re-think a few of my games.


    :squirrel_rocking: post man!
     
  16. Farbeef

    Farbeef Forerunner
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    I loved this guide! I think there needs to be some more forging 201 guides because this one was so great :)
     
  17. Agent J

    Agent J Forerunner
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    Thanks very much for this helpful, informative guide. I needed some inspiration and tips for a Foundry infection map I am in the process of making and that's what I got. Again, thank you.
     
  18. Organite

    Organite Journalist
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    It was interesting to see this pop-up in the 201 section.

    I had wondered what would qualify as the next step in forgery.

    201 seems to focus less on forging itself and more on the strategy behind developing something that creates euphoria for the brain.

    Its like learning proper grammar then learning how to write an analytical essay.

    That aside, this guide was very helpful. Some of it was common sense, but it did address many issues I do see in infection (or at least serious infection).
     
  19. RoyOfRuin

    RoyOfRuin Forerunner

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    Nice infection guide. It didn't take that long to read surprisingly.
     
  20. saml1997

    saml1997 Forerunner
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    i really needed this guide. in school i came up for the idea of an infection map on sandbox that takes place during the start of a zombiepocalypse. you spawn in a train station themed map where an outbreak of a mind controlling flood sort of virus was unleashed on humanity. the train station was evacuated by the military and was then locked down. Only one problem. Not everyone made it out... you spawn looking at a hall with some stairs, and after about a second (spawn at start no, instant respawn on) the bottoms of scaffolding spawns so you cant go in the hall. you and a few others are stuck in a chaotic train station with zombies.

    thats as far as i got. i was thinking about making some crashed trains with a few weapons inside that where intended for use of the conductor in case of any violence on the train. and maybe a kiosk of some sort near the hall with a magnum. the main focus of this map is to instill fear in the players, similar to the fear most people get when they play on the "veruckt" in **** Zombies in CoD WaW
     

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