Outlast on Archetype

Discussion in 'Reach Casual Maps' started by fabioisonfire, Oct 17, 2010.

  1. fabioisonfire

    fabioisonfire Ancient
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    Outlast
    on
    Archetype

    In the beginning, there were zombies...

    Check out the Outlast gametype thread for map building guidelines and more!

    About:
    Outlast is a new Infection game variant that I strongly believe is a game changer for Infection, much like Conquest was for Territories. Outlast is a throwback to the Call of Duty: World at War **** Zombies mini-game we all know and love. Recently, I've seen a lot of great **** Zombie remake maps go up, and a lot of them look excellent.

    But they are all missing the essential '**** Zombie feel' to them. Buying weapons, holding the barricades, retreating to higher ground, and scrambling backwards against a horde of zombies. That is, until now.

    I've developed a system (both with the Outlast gametype and map geometry) that allows for this signature **** Zombies feel. What does this system consist of, you ask? There are two main components.

    Weapon Purchasing:
    Weapon purchasing is a huge factor in Outlast. Grenades spawn at a centralized location on the map for Survivors to pick up. Players then go to specified weapon stores, and throw a grenade into the slot.

    [​IMG]

    And they are dispensed their weapon of choosing.

    [​IMG]

    The weapon stores are re-usable, and very reliable. They play a giant part in the success of the Survivors, and add another dimension to gameplay entirely.

    Barricades:
    I feel like every barricade in most **** Zombie remake maps have been missing something as well.

    My barricade system consists of a door, sandbag wall, and a one-way shield door placed in the center of the sandbag wall- this allows Infected to 'barrel' over the sandbag wall, without jumping, just as they do in **** Zombies. This is a much simpler, more elegant way to create a barricade. The Portable Shields are at a great height, as well.

    Temporary Portable Shield lag fix:
    If you and your party are experiencing the lag glitch that makes it so some Portable Shields don't deplete, simply wait for the glitching shield to recharge, then hit it again, and it will work.

    Outlast:
    Outlast, as a gametype, paired with my innovations, make for a rollicking good time, for both Survivor and Infected alike. The original Outlast map, Archetype, is a simple example of what an Outlast map can be.

    I'd like anyone who wants to make their own map for Outlast, using my own methodology. I can't wait to see what you guys can do with it! As I stated above, I believe this could do a lot for the Infection gametype.

    Screenshots:

    [​IMG]
    View of the first floor.

    [​IMG]
    View of the second floor.

    [​IMG]
    View of a doorway and barricade.

    [​IMG]
    The undead flood in as a barricade has been destroyed.

    [​IMG]
    The DMR proves handy for this survivor.

    Interested in making an Outlast map? Post it here, and I'll add it to my Outlast File Set.
     
    #1 fabioisonfire, Oct 17, 2010
    Last edited: Oct 21, 2010
  2. JDB95

    JDB95 Ancient
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    Is there significance to the title, Archeype?
    Just wondering, interesting title.
    Looks cool I like the looks of the weapon machines.
     
  3. fabioisonfire

    fabioisonfire Ancient
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    Yeah, the significance is simply that Archetype is the 'first' Outlast map. I'd like anyone to make maps for Outlast, using the same barricade and weapon store mechanics that I have here for Archetype.
     
  4. JDB95

    JDB95 Ancient
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    O so it is a cool name, and it has meaning. Really smart man, I am definitly going to download and maybe make my own map for this game
     
    #4 JDB95, Oct 17, 2010
    Last edited: Oct 21, 2010
  5. Governator

    Governator Forerunner

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    How exactly did you make the weapon purchasing mechanic? Looks intriguing.
     
  6. fabioisonfire

    fabioisonfire Ancient
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    It works on very few resources. I used 4 1x1 flat blocks to make the structure itself. Inside, there is a Fusion Coil, with the weapon on top of it. Grenade goes in, Fusion Coil explodes, weapon hits tilted block, comes out to player.

    It's very reliable, albiet the weapons can fly kind of far, sometimes.
     
  7. B0rnP3ac3mak3r

    B0rnP3ac3mak3r Forerunner

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    Downloading now, love the map from the screenshots. Testin it out with a few friends in a few minutes.
     
  8. fabioisonfire

    fabioisonfire Ancient
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    Thanks, I appreciate it! Let me know how it goes!
     
  9. Gunnergrunt

    Gunnergrunt Ancient
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    Your description won my download before I even saw the pictures, and that is a very rare occurrence! Once I round up a party to try this out, I will swing back by with my feedback.
     
  10. fabioisonfire

    fabioisonfire Ancient
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    That means a lot, coming from you, man. I truly appreciate you taking a look.
     
  11. ChopsMcgee

    ChopsMcgee Forerunner

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    Still to try this out in a match but for me the weapon dispensers dont work.

    Am I doing it right?

    Does it matter how you throw the grenade in?

    Its almost as if the weapon bounces off the lip.

    Looks very cool though1!!!!!
     
  12. DeathsVengeance

    DeathsVengeance Ancient
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    I agree fully, this is very original and thank you for finally solving the purchasing technique, cant wait to play it
     
  13. fabioisonfire

    fabioisonfire Ancient
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    Not sure if I'm getting trolled, but I'll answer. It's odd that this is occurring for you- between myself and everyone I've tested it with, they dispensers work around 95%~ of the time. It shouldn't matter much on the way you throw it in, either.
     
  14. Zow Jr

    Zow Jr Forerunner

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    I Dled this while looking at your gametype. I love how you made a weapon purchasing system! I just cannot get over that! When I get a party of players, I'ma tellz them.

    *After playing*
    Coming soon to an Archtype near you!
     
  15. fireskull

    fireskull Ancient
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    Great job. The aesthetics, your new take on barricades, and the "Gun Shops" sold me the download. :)
     
  16. ChopsMcgee

    ChopsMcgee Forerunner

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    Genuinly not trolling - also I should have said, freaking awesome btw!

    Maybe its me, I just did a few custom games with just me in to try it out so there was no real `pace` if you catch my drift, as no one was trying to hack me lol.

    With the DMR one mostly, it sometimes seems to bounce into the ledge at the front of the dispenser rather than hit the roof. Ive found if I toss the grenades at the angled bit they pop right down and it seems to work more.

    I wanna play this with more people though, if anyones havin a big match on it FR me and inv. me if your on :)
     
  17. fabioisonfire

    fabioisonfire Ancient
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    I'd be happy to add you and play with a few friends of mine. I'm working on an Outlast Halloween map pack, and we'd be happy to have you test with us. I appreciate the feedback, man.
     
  18. ChopsMcgee

    ChopsMcgee Forerunner

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    Cheers,

    Not sure if it shows it (Ithink it does) but anyway my GT is:

    i chops mcgee i

    Happy hunting!
     
  19. JDB95

    JDB95 Ancient
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    I would like to test/play sometime as well. I have been working on my own Outlast map and maybe we can test that as well.
     
  20. Gunnergrunt

    Gunnergrunt Ancient
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    Finally got a game in! It was well worth the wait. It did have the original **** zombies feel to it, more so than other NZ remakes I have played. I thought the weapon purchases system was great. It was so simply and worked every time. As for the barricades, we experienced a lot of that lagging shield glitch you mentioned, and most people didn't understand how to fix it. The general complaint was about the zero jump height, but I understand why you used that setting. I really liked how you set up the barricades so the players would automatically hop over them once the shields were down. That was pretty clever. Overall, i enjoyed your game and will be entertaining my parties with it from time to time. Great work!
     

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