Part 1: The Apartments

Discussion in 'Halo and Forge Discussion' started by Insane_Crysis, Feb 27, 2011.

  1. Part 1: The Apartments

    So, Some Miscellaneous Things...
    Hello Forgehub Members. As of now, I have gotten back into the mood of Forging after a long, lazy, break. My newest map now, is one that surprisingly, hasn't been abandoned by me. Some of you might be asking, what about your other map Vanguard? Well, I at least haven't completely abandoned it, but I am about to continue it after this map is completed. I also have been working on a Gridlock Remake from Gears of War which just needs testing. So going on towards the map, Part 1: The Apartments is based solely on a Journey style gameplay, which involves the Survivors to escape the apartment complex. I have been working hard to make it feel as if it were an actual Apartment. I got the inspiration to create an Infection Map, because the other day, I was reading Plasma Blade's Infection Making Guide, which should be noted.

    About the Map
    Comprised so far, of only 2 stories, I have gotten the top floor completed, and the 2nd floor completed. I have a Budget of $7440 left, which is surprisingly good. But I am running out of room, the main construction is in the Coliseum/Hangar part. I am now, revising details on the inside and working my way towards the Lounge, then the Survivors must escape through an Elevator Shaft, and out onto the streets, where Part 2 will take place.

    The Gametype
    Well, I haven't really had time to work on the Gametype yet, which leaves options from you guys, the community. I guess, since it is a Journey style map, it will include different Zombie Classes. Gametype to be continued...

    Timed Events
    Again, refering to Plasma Blades' guide, there will still be an option of timed events, whether upon waiting for the Elevators to come down, or to other options. Safehouse anyone?

    Weapons





    As of now, I have 1x Shotgun, 2x Pistol, 1x DMR [Seems a Little Overpowered], 1x AR.
    • Shotgun x1 | Never | 0 Spare Clips
    • Pistol x1 | Never | 0 Spare Clips
    • DMR x1 | 90 Secs | 0 Sparce Clips
    • AR x1 | 60 Secs | 0 Spare Clips
    • Special Room Pistol x1 | 60 Secs | 0 Spare Clips
    Weapons also to be tested.

    Forging Hours
    Unavailable Monday - Thursday
    Available Friday - Sunday






    Debated/Undecided Things
    • Larger Complex/Map Area
    • Timed Events
    • Elevator Shaft
    Optional [Towards the Community]





    I would appreciated several things if you guys are up to it.
    • Testing [I cannot, as I do not have a mic.]
    • Professional Map Presentors [I would like my map to look fancy. :D]
    • Video [Preferably Rendered Clip or Youtube Video]
    Testing
    • I will be unavailable to test this map because I lack a mic.
    Professional Map Presentors
    • Please make my map look fancy, as I do not have anything to make my map look fancy. Title, Introduction, Pictures, Video and Download.
    Video
    • Optional, so that a quick fly-through will be great.
    Important
    Be aware, as humans spawn, they have one minute before a soft kill barrier respawns, preventing camping in the spawn.

    Pictures
    Now the part you've all been waiting for... [I hope you were...]

    Overview: Top Floor

    [​IMG]

    Ghetto, isn't it?

    Bathroom: Main Floor

    [​IMG]

    I hope it looks great.

    UPDATE
    [​IMG]

    Bedroom: Main Floor

    [​IMG]

    Yeah, Shotgun and Pistol.

    Kitchen: Main Floor

    [​IMG]

    Ehh, I think I'll go make some more details.

    Hallway: Main Floor

    [​IMG]

    Outside the spawn.

    UPDATE
    Uhhh, picture not on B.Net yet. But the debris has been removed, and the hallway extended. Along with two new rooms.

    Hallway 2: Second Floor

    [​IMG]

    When going down the staircase. You reach this...

    UPDATE
    [​IMG]

    Room 2: Second Floor

    [​IMG]

    Beware.

    Room 3: Second Floor

    [​IMG]

    Again, beware.

    Room 4 and Staircase

    [​IMG]

    Point of interest...

    Mechanics
    By the way, the crates require 3-4 hits to open, acting as a real door.

    End Stuff
    So, this concludes my map so far, I hope you all enjoy, because the final product will be awesome. Sorry for the lame pictures, I had no angle to take them, plus, in game it looks a lot better. Any feedback will be greatly appreciated, thank you.

    UPDATE
    Gladly, I had some free time on my hands [30 mins], and was able to accomplish a few things. Some listed below, and others hidden in the [Spoilers Tag]

    [​IMG]

    [​IMG]
     
    #1 Insane_Crysis, Feb 27, 2011
    Last edited by a moderator: Mar 1, 2011
  2. Aschur

    Aschur Wubba lubba dub dub
    Forge Critic Senior Member

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    As I have Cs5, I can pimp your post for you. Looks good, and like an apartment as far as I can tell.
     
  3. Hachiman
    Wow, thanks for the relpy. I would appreciate it greatly if you have the time.

    Other
    I have decided to make my Apartment Complex larger, as I could take down the wall the right of the spawn as you leave, and create another hallway, with a staircase leading up and down. Hopefully, by the end of the Forging Process, it will have 3 or 4 stories. Thanks for your reply though.
     
  4. Plasma Blades

    Plasma Blades Ancient
    Senior Member

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    Couple of things.

    I love how you designed the bathroom, it looks great. I'd suggest moving the magnum to the sink and adding a mirror. Having two weapons that close means that one person is likely to pick them both up. In these games it's best to spread the various weapons out among different people.

    There's a cave-in of rocks on the top floor; I'm not sure if that would make much sense unless the hotel is surrounded by rocks in the first place, which kind of ruins the typical placement of windows in an apartment complex.

    So do the infected spawn in the various rooms and are forced to knock over each crate to get out? If so, that's a pretty pretty cool idea. However, if that's the case I could see the issue of the crate getting stuck on the other side of the shield door making it impossible to get out.

    If the humans jump down an elevator shaft, can the zombies get back up it? If a human is camping at the top, it could harm gameplay if the zombies can't get back to them.

    I like how you used the flag stands as fire sprinklers, very nice touch.

    The healthpack in one of the pictures seems like it's pretty early in the map (though I guess that would depend on how much damage the humans can take).


    If you need any help, send me a message.
     

  5. Wow, thanks for such the great criticism. I have thought about what you have said and I have have decided to take into effect what you said.

    Changes to the Map
    Well, since I am only available to Forge Friday - Sunday, I will start on the changes when I have time.

    Now what you said was a very good point. The blocked end of the hallway with rocks was supposed to be rubble, but seeing now that it would not fit, I have decided to remove the rocks and extend the hallway. Also, I suppose you are correct again about the Health Pack, which I should move down into the lobby/lounge. Another substaintial change would be the covered hallway to the right as you leave the safe room; I have also decided to extend both hallways, top, and bottom. Hopefully, I will have enough room to create one or two more stories.

    About the one-way shield door and the supply crate. I have tested it out plenty of times and to say the least, it works just fine. The best way is to melee the crate from the left or right side 3-4 times, then the one-way shield door should take into effect and pull the crate and the zombie along with opening the door.

    Also, thanks for the complement on the fire sprinklers, I forgot to add the remaning ones to the end of the hallway.

    Anyways, thanks for the amazing advice, I'll try to continue on it as soon as possible.

    *EDIT: About the elevator shaft, I have not yet decided upon the shaft part, but yeah the zombies can get back in my opinion by taking the teleporters (sorry that I forgot to mention) in their zombie spawn and teleport back up. But yeah, I almost forgot about that. Thanks. [By dying, I suppose they can respawn at the spawn.]
     
    #5 Insane_Crysis, Feb 28, 2011
    Last edited by a moderator: Feb 28, 2011
  6. Plasma Blades

    Plasma Blades Ancient
    Senior Member

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    I do like the concept of making your way through a building infected by infected (in fact, that was going to be the central setting in my next map; Guess you beat me to it!). Though I feel compelled to ask, since the map looks like it holds much promise: In extending the hallway, is it evident to the humans that they're not supposed to go that way? And if they do go down that way, is there anything worthwhile down there? Are the zombie spawns so that they cannot camp at the end of the hallway?

    Do you plan on this map ending in the lobby, or will the survivors make their way out into the streets?

    As far as the door opening goes, you may want to reconsider the spawns. Not only would having alternate spawns save quite a lot of money, but they would also be more effective. In using the crates, when the infected begins to get pulled by the shield door, their view is temporarily crippled, whereas the survivors have a perfectly fine view of the infected, allowing them to easily get the first strike, likely killing the infected before any substantial damage is dealt (if any is dealt at all).

    However, I don't think that dying should be the only method of getting back above the elevator shaft. One way that I used in one of my unreleased maps is making a particular pair of teleporters two-way nodes. That way, if they are at the bottom of the elevator shaft, they make their way back to the node, back to the spawn, and can therefore spawn elsewhere. However, the problem I have with this (though it's the only budget-friendly solution I can think of) is that the infected rarely know that the nodes are two way. If you can find a way to make this more clear, tell me.

    Like I said, this map looks great from what I can tell. As I said, it looks like it holds much promise; I look forward to its release.
     

  7. Ok, I see where you are going with this; these are great points.

    I did want the humans to get feel for the apartments, so I believe that they must get to the lounge, then make their way towards the exit. [We'll see depending on how much room the coliseum holds.] The extension of the hallway, was to make the survivors split up, or search for weapons, as the safe house has a lack weapons needed to survive.

    Great point on the one-way shield doors also. I have been wondering that myself, as the door operates fine, I don't know about the lack of view. Clearly, 3-4 melee(s) should open it quick enough for the zombie to come out. Other than that, I'll look for a better solution.

    Also, good point. The teleporters are quite tricky. If I understand correctly, if the humans remain to stay at the top, and there was no way back up, then the zombies must die, or find another alternative point. My solution is probably building a staircase, depending if it is a budget-friendly solution. But I do have $7330 left from the editing.

    Anyways, thank you for the advice. Would you like to see my map? I could send you a link of the unfinished map and you can see what it is like so far.
     

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