Description:Alone and stranded you and your fellow survivors must defend yourselves from the undead.Your death is inevitable,you can only delay it. Gametype Description:Alpha zombies will have about a 10% higher jump height than humans and regular zombies.Due to the fact that humans must find weapons to defend themselves weapon pickup is enabled. Humans will start with assault rifles. Infection,Safe Havens and Alpha zombies will also work on this map,however it is not recommended. Weapons on the map: Assault rifle:1x Magnum:2X Grenade Launcher:2x Shotgun:2x Sniper rifle:2x (Keep in mind all weapons have no extra clips to use,so be wary of your ammo supply!) Work Together Find Weapons Survive Loadout Camera: Overview Of The Map: Human Spawn: Zombie Spawn:
Some nice aesthetics in this map; clean forging and it looks like you haven't used any framerate-hindering pieces, which is a plus. I like the zombie spawn area, and the houses look neat and well put together. I'll give this a dl and tell you what I think later.
The map looks good, judging by the overview. The Human Initial Spawn hive worries me -- it may be large and open enough to make Zombie assaults very difficult if the Humans decide not to move. The Shotgun has a nine-foot advantage over the Sword, and there don't appear to be any paths that could be used to flank that area, so... that could be a problem. You may want to test for that. Lights, numerous Inclines with glass siding, several Walls and Wall Doubles with small glass panels and proximity-activated embedded lights, and several Window Doubles. Glassy Block 2x2 Flats are also visible on the far building near the Human Initial Spawn hive, and several pieces with proximity-activated embedded lights (Railings in particular) can be seen on the other structures. There appear to be parallel sets of Window Doubles (such that you could look through two sets of glass at a time), which may be a particular issue for Zombies (since each of them effectively has a dynamic light bolted onto their arm). Whether or not these pieces produce actual issues in-game can't be predicted with any certainty, and some effects (lights and embedded lights) will not be present in split-screen. However, the map does seem to be at some risk of frame rate lag. Only tests will tell.
This maps looks great. The houses look nice and cleanly forged. You probably could have done better on the aesthetics, but they look good from what I can see. There is a problem though: the houses only have one entrance. This makes it very hard for the zombies to kill humans camping in them. Some screenshots of inside the houses would be nice, as well as a description of the gametype and weapons.
This map looks pretty good, though I feel it lacks deeper aesthetics, such as the houses looking very much the same. But I'll commend you on the loadout cam, very creepy.
Well,actually all the houses actually do have more than one entrance however due to the screenshots you cant really tell.(Sorry about the confusion.)
nice zombie map, looks fun you should lower some of the graves so the bottoms arent showing to make it look more like a tombstone
Basketskate3 is right, a description about the gametype would be great. What makes it different than regular infection? Does this map work with regular infection? Anyway, the map looks good, and I'll be sure to try it out if I can a large custom game together.
I'm pretty sure the inclines won't do all that much, and the only railings that really cause any trouble are small railings anyway. I thought that it had been proven that glass doesn't add to framerate? Correct me if I'm wrong here, but I thought the only reason it was problematic was because it loaded scenery behind it. I overlooked the lights though...*derp*