I was recently making a map in the style of a Left 4 Dead infection map, where you must follow a linear path to reach a "safe room" for anyone who is unfamiliar. When I realised that you can't set your gametype so you can get points for entering a safe haven, you can only set it so that you can get points for kills inside a safe haven. So my question is, is there any other way to be able to make it so that you will get points when you reach a certain destination? One idea I thought of was by making a suicide worth points (only way to get points), and putting a death barrier inside the safe room, so once you reached the safe room, you would be killed by the death barrier, get a point for committing suicide and then become a zombie. The main flaw behind this would be that zombies could also just pass through the safe room barrier and commit suicide, just getting them an infinite amount of points. So my second question is there a way to stop zombies from entering a certain room, but humans can still get in? Or another idea would be to just have a room with a safe haven inside it, the safe haven would make you invincible and would last forever. So once you were at the end you would just wait for the round to end and receive your survival points, which would be incredibly boring.
This may be just an idea, but maybe a one way shield of some sort???? Sounds like a fun map [br][/br]Edited by merge: Oh! I have a good idea! Make it so that it's a checkpoint, and when a survivor makes it in, the team gets a point, and so when all players get in, the game ends.
In journey maps, you don't need to give human points for reaching the end. Typically they're organized around zombie kill points, and movement is promoted through clever spawns and limited ammo. In other words, place a zombie teleporter at the human spawn, forcing them to leave the initial area. In addition to that, make sure that weapons slowly increase in power as the map progresses, and keep placing ammunition for their initial weapons throughout the way. It's key to make sure that none of the weapons respawn, meaning they must continue to get more weaponry and ammo. I wrote a massive guide on journey/objective maps. If you're interested, it's the fourth bullet in my signature.
Not really. You could just do what Rifte Gifle did and measure out how long it takes a player to get to the end of the safe room. Using that data, you can make it so that the time limit is only a few seconds longer than the amount of time it takes to get to the end. Players will reach the Safe Haven and will soon be awarded points for survival. If you would rather have Humans pull off a "last stand" sort of thing at the end of the map, then make the Safe Haven give Humans slightly buffed stats (ie. they take five sword hits instead of two; They can no longer be assassinated; They're health recharges).
If you DL the new Infection variant with Alpha Zombie you can award points for being in a safe haven.
You don't happen to know where it's located in the options? I've looked for it under the new varient that I downloaded here, and I can't find it.
Yea I apparently didn't know what I was talking about. It's still Safe Haven kills, not Safe Haven points. My bad. So far though, this guy's best bet is the suicide thing giving the humans points and infecting them. He'd just have to make sure there was absolutely no way for anyone, zombies or humans to commit suicide any other way.
Well you know if the safe havens were to spawn in order (like their suppose to Bungie) then you could use the safe havens to motivate players to the safe havens where they could get points for killing the zombies.