Yeah, yeah, I know this has been done before but I made a map anyway and thought I might show it to the willing and unwilling. LEFT 4 HALO "Fight 4 your friends! Fight 4 your life!" The Goodies: Spoiler Somewhere in a sandy city, a zombie break-out occurs. No one really cares to do anything so the surviving spartans/elites must escape from their undead friends! The Safe House isn't safe for long. Better get moving. Move through the building. There is only one way to go! The alley way is very dangerous. Watch out from zombies from behind, they will kill you in one hit! This gate is locked to prevent the infection from spreading. Obviously, it didn't work. The key is nearby inside a building. But who said getting in was going to be easy? Moving along, the streets show the plight of people and the mess left behind. While there are other alley ways with helpful tools, they are not the way, but will assist you to the key. The entrance to the building for which you seek is at the end of the street. Wind through the building and you will get to the key. Key in hand, you are able to go through the gate... ...only to find more ruin. Certain, shotty, users may want to take a detour to a certain weapon. At the end of the road (literally) you will make your last stand against the zombies. Beware, while it may look as if you can camp, they will come at you from everywhere if they're smart. Points of Interest Humans -Their health does not regenerate. But is plenty. -Start with pistols, but weapons with limited ammo are spread out through the level. -Limited jump. -Swords can be picked up as melee weapons, though it will ultimately drain your health and is not recommended. Zombies -Health is low, numbers and teamwork are key. -Jumping is high. Use it for ambush! -Swords are the weapons of choice in the afterlife. Who knew? General -There is a 5 minute time limit. That is when the 'copter comes and ends the round. -Ammo does not respawn, except the pipe bombs (spikers) and molotovs (firebomb). -50% of the players are humans and the other half zombies. If you so wish, you can adjust the zombie spawn to the current number of players minus 4. So if you have 16 people, set the zombie spawn to 12. Or if you have 9 set it to 5 and vice versa. This is only if you wish to get the original left 4 dead experience (results may vary). -HIGHLY recommended to play with 10-16 players. Otherwise, it gets boring. click -> GAMETYPES HERE! <- click From what I've heard, people don't like this gametype. I think it works well. If you use your own gametype, make sure that humans have limited jumping, otherwise the map will not work. ----------------- click -> MAPS HERE! <- click --- OK, nothing. Really? Any criticism will do.
i just have to say that if the zombies are one shot AND the humans have a lot of over shields, frankly it's not as bad as the "left 4 dead" gametype, it's worse, much worse. that, combined with the numerous camping spots on the map makes this game terrible to play. furthermore i have found several ways to exit the map as both the human and zombie and you should have better blocked off the hole leading to the crypt. i sir, give this map and gametype a 2/10.
He did not say one shot, he said low health. And the humans shields do not regenerate. One other thing that separtates from the other crap left 4 dead maps is that it fits the left 4 dead style in that you are constantly moving (if your smart) and not camping in a building conveniently loaded with infinite power weapons. Having played the actual game I can say that this looks like one of the better left 4 dead maps.
i did in fact test this game and i do believe they are one shot. i was able to kill the zombies with one shot to the chest with a magnum. also, it takes 9 hits from the zombie to kill the human (other than assassination). it is the same as 'left 4 dead" except the humans have over shields. i also do NOT expect people to not camp because of how well the camping spots are protected.
I actually agree with both of the above posters to a degree. Frankly, the gametype is an atrocity. Whoever is a zombie doesn't stand a fighting chance against the human players. All I had to do though was tinker with damage and resistance percentages to make it playable. The map on the otherhand was pretty good. It definitely resembles a classic L4D style bout especially since it is on the main tier of Sandbox. The fact that open sky is seen adds greatly to the atmosphere of the map. The mini objective in the middle of the map presented a nice twist, and there really is a nice deal of length to the map. A crescendo (holdout) event would have increased that length, but I can only ask for so much. Spawns were a bit hard to work with, and off-to-the-side weapon placements were easily campable, also the backwards wedge,huge(s) at certain points made it easy to escape the map which is (sadly) something everyone strives to do. You definitely have some things to fix. It's not an awful map as Sea Urchin suggested, but take the things he mentioned into account.
im not saying that the map is awful, im saying that the gametype for the map is awful. i do not find much wrong with the map except the numerous camping areas that go TERRIBLY with the gametype. the camping areas would go great if the zombies were a bit stronger. and the humans a little weaker.
Really Urchin? Thats not what the post said... Anyway, I love this from what you are telling me. I will download it, but from I hear I may have to make my own gametype for it. After all, this is called ForgeHub. Judge the map. If you don't like the gametype, fix it. If it was CustomHub, this would be a different story.
I'm glad some people are seeing points to this map and gametype that others aren't. Of course the zombies can't kill the humans in one hit (unless assassination). They don't do that in L4D. Of course the humans can kill the zombies in one hit. They can do that in L4D. Of course the zombies can leave the map, but it is not like there are any points out there (but how the humans got out, I don't know. Zombie aren't doing they're job then). There is not unlimited ammo spots. If that happened, then you tweaked the game. The spots with the weapons are not easily campable when they are easy to reach by zombies and low ammo weapons to begin with. The point of this map is teamwork, on both sides. Humans need to stick together with their low ammo weapons. Zombies need to coordinate attacks to wipe out humans. If you're complaining that the humans can kill zombies in one hit, then you obviously did not play the map right.
I remember looking for a very long time for a way to break the map. After searching for a very very long time I discovered one way to get out as a human. You don't have any pictures of this spot in your post, so i'll do my best to describe it. It's a wall with a horizontal column small red. If the humans move a barricade (not very hard to do, especially if you pick up a sword), the human can then jump from the dip in the middle of the barricade to the top, then onto the column and then out of the map. The other thing I didn't like about the map, was how campable it was. Whats the humans motive to leave their beginning safe haven, when one magnum shot kills a zombie? This wouldn't be as big a problem if the zombies were stronger. This segways me perfectly to talk about the gametype. I understand you were trying to replicate L4D as much as possible. But what you have to keep in mind, is how much fun that will be in Halo. In this case, it doesn't transfer well at all. Just the map alone can replicate L4D, but keep the gametype Save One Bullet, or even Braaaaains. A change in the gametype will be the only thing keeping people playing this map. Honestly, once we started the game, just about every human had a Hell's Janitor and some of the zombies had already quit. It's just not fun getting killed over and over and over and over. So take that under consideration please. Onto the map. It is laid out very well and definatly has a L4D feel to it (although some FX probably would've helped). I don't think the map would be campable with a better gametype. I would recommend doing something to make the humans leave the safe room, because with your gametype the humans don't even have to move. Maybe try kill balls or custom power ups that deplete health. The next cool thing I noticed with the map was the switch you used to allow the humans to move on. It was a real pain to find at first but we got it down after that. To make the game move faster, why not have zombies spawn on the rooftops so that they don't have to spend forever climbing the buildings, and making themselves easy targets. You've got a lot of potential with this map, but to make it enjoyable for both sides ive made a list of things that should be adjusted and changed: 1. Breakable (mentioned above) 2. Gametype unenjoyable for zombies 3. Some spots easily campable 4. No different zombie classes Hope you take this criticism positively because I think it will benefit your map. 1/4
Thanks for the constructive criticism. The gametype can easily be changed for specific needs. Originally, I had the zombies spawn on top of the first building, but then I found that they would easily assassinate the humans from the start or on the streets making it really hard for them to go anywhere. I feel that the map plays differently for different people. If you play with people where they can't navigate (eg, climb up the outside of the building and hit them in the safe zone) then it might not be fun. From now on, I should start making maps aimed for the intellectually challenged rather than problem-solvers... :/
Even though Left 4 Dead Halo maps are unoriginal, I must say this is one of the best l4d maps that i have played. The only thing is, (like others said) the gametype is weak.