ZMP Laboratory

Discussion in 'Halo and Forge Discussion' started by Oakly HiDef, Mar 31, 2012.

  1. Oakly HiDef

    Oakly HiDef RivalMass
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  2. cody cero

    cody cero Ancient
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    I don't know how valid my input will be because there is a reason my signature is "The genius forger that knows nothing about forge". It's because I actually know very little about the forging standards such as aesthetics and gameplay. But I am very creative and innovative when it comes to mechanics and glitches.

    But anyway. I have to say it looks pretty good, based on the images it seems to lack cover. But just by the fact that there is so little cover, I'm guessing there isn't supposed to be much.

    As I said, my word probably doesn't mean a whole lot =/
    I saw a lot of your videos and they are all excellent, but you can't always judge a books by its cover. It's not impossible for the gifted to produce a few stinkers.
     
  3. SawtoothMoney86

    SawtoothMoney86 Promethean

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    dude this is preview post and the map actually has a ton of cover the angles these screenshots was taken at obviously does not show the cover
     
  4. PA1NTS

    PA1NTS Promethean
    Forge Critic Senior Member

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    Looks like another solid infection map to come. If it works out, i'll be adding this to my BIOC staff infection lobby. The border around the pics is slightly in the way though. Try something smaller, or less opacity. But I guess it is a preview. Overall great job. Im excited tom play it.
     
  5. ForgeNewbie

    ForgeNewbie Promethean

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    I can't really see much of the maps, effects cover a lot of it. But from what I can see, it looks cool!
     
  6. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    Ah, I thought this was an Oakley. YUSI put this on one night, so I 'll leave my thoughts from that game.

    While it wasn't unbreakable, the back room gave a pretty dang strong holdout for humans, and it was even more difficult to break open the room through the crate blocking the door. While it was broken once or wife by a big zombie rush, I would keep an eye on this room especially to see if humans can effectively lock it down with a good team.

    The area past the shield door and the subsequent rooms felt underused, mostly because so many people went to the holdout room. I stayed there once just to test myself, and even though I was taken down eventually, 3 or four guys could potentially hold off zombie spawn if there are no other entrances (were there, I don't remember?)

    The issue I see with this is that humans almost always go to the main holdout room, whether it is the best choice or not, because it looks like the best place to go. Maybe you should do something similar to ZM_Quarry and offer several different risk vs reward holdout points. If this is already in place then I guess I didn't see it in my game, but overall you may want to see if players use other areas of the map besides the main hall and the holdout room.

    Still not bad all around, if a little smaller than usual.
     
  7. SawtoothMoney86

    SawtoothMoney86 Promethean

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    hey flying you know this map is alreay done and tested, people camp in those places for some random reason i don't know and does everyone think oakley made this map? cause all the comments seem to say he did, this map was made by Me (SawtoothMoney86) and EPIC SH00TER, also the room past the shield door has the shield door entrance the lift that goes from the spawn up and then there's the hall entrance. also the crate despawns after 60 seconds and there are htree entrances into the loft area. the crate is meant to give less die hard infection players the feeling that they need to move on to get kills and then the lift has the bottom spcorner where you can use teamwork, have people at the bottom of the lift and top. then there's the rubble path up to the loft and when the crate despawns the humans in the loft focus on that and then when the humans covering the bottom get taken out because of the lack of line of sight then the zombies push up, i'm not sure how it was a huge problem, this was like version 50, and yes a good team should be able to lock it down that's were the zombies have to start thinking. they do get plenty of cover on their way to the gravity lift room then they take out the humans and push into the loft, and when the crate de spawns then it gets progressively harder, there are actuaally many good places to hold out. you can holdout in the glass corridor room, in the plasma battery bar room, in the spawn room, by using the cover to your advantage, i guess the people you played with did not take advantage of the spots that were given, the loft actually isn't a great spot it just becomes it when you have a die hard group of people and even then it's hard, flying shoe if you want to see these changes happen send me (SawtoothMoney86) an invite some time and help me out, okay?
     
  8. Oakly HiDef

    Oakly HiDef RivalMass
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    yeah this is a map made by epic shooter and sawtooth money so they have been in charge of the tweaks. The attic room only had two entrances before so the inclusion of a new entrance does help. I can see how it might still be somewhat of an issue as it is definitely the strongest point.

    From the gameplay I have had on it it has played well but maybe there could be some slight tweaks to increase replayability
     
  9. SawtoothMoney86

    SawtoothMoney86 Promethean

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    oakley if you think some slight tweaks can be made then why don't we hop into a game next time your on and do the tweaks?
     

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