Containment

Discussion in 'Reach Casual Maps' started by atomic321, Jul 5, 2012.

  1. atomic321

    atomic321 Promethean

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    FOREWORD
    "Containment" is a linear-styled Infection map based around a Forerunner Flood Containment Facility on the Halo Ring, Installation 04. The map is inspired by various campaign levels from accross the Halo series (most notably "343 Guilty Spark", that loved and hated level from Halo: Combat Evolved) mixted together with ideas from my own maps and thoughts. This map was a fun build because I usually focus on Miniature Aesthetic maps and Small-scale, detailed Infection/SWAT maps. It was a short project, but crossed with the Update has taken around a week to complete. I hope you, the Communtiy, like the enhancements I have made to Containment and enjoy!

    INTRODUCTION
    The Forerunners did their utmost to keep the Parasite contained and immobile. The dissappearance of this long-forgotten race has rendered their facilities derelict, and the Flood roams free once more. After a malfunction with the nuclear reactor of a UNSC submarine, the crew becomes mutated, and you - the crew - are now shipwrecked, lost, and forgotten on a mysterious beach. Up ahead is an ancient Forerunner structure, but you seek shelter in a tomb...

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    DESCRIPTION
    The Humans spawn just within the aft hull of the destroyed submarine, and make their way accross a beach strewn with debris from the wrecked sub and covered in rock. They are 'chased' by the mutated crew, who spawn in the fore section of the vessel, towards the Forerunner structure. They must holdout here for as the sub's remaining engineers attempt to blow the door to the interior of the strange facility.

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    As the survivors enter the structure, they arrive in a large hall or atrium, the ground disrupted by sand, rock and grass from the dereliction of ages past. They kill those they once called friends as a door is opened up, battered out the way by the crew. They pass down a short hallway, past a Terminal, and into a large courtyard.

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    The courtyard looks to be a kind of outdoor holding area, glass chambers linig the walls...empty. The undead crew start to come from all directions and the Humans try desperately to survive. Eventually, a rock slips, and a large rock falls, allowing passage deeper into the heart of the Forerunner building. They traverse a short hallway and enter a long, rectangular room. The Containment room.

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    An ancient Forerunner AI still active in the centre warns them to turn back, to run, but it is too late. Six doors occupy the edge of the room, two on the left are barred by rubble or jamed, but one is completely destroyed and torn open. The three on the right also show signs of recent disrtuption. It is here that the Humans come face to face with the might of the Flood. It is here that they make their final stand. Thi will be their tomb, always and forever.

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    MAP DETAILS
    Area: Coastline/Beach

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    Timed Event 1: Occurs at 60s, explosion of crates
    Timed Event 2: Occurs at 120s, grav. lift pushes crate (needs to be hit to move after lift spawns)
    Timed Event 3: Occurs at 180s, rock spawns as ramp

    First Teleporter/Sender: Spawns at 75s, leading to Area 2 (hall)
    Second Teleporter/Sender: Spawns at 140s, leading to containment chamber in Area 3 (courtyard)
    Third Teleporter/Sender: Spawns at 150s, leading to roof in Area 3 (courtyard)
    Fourth Teleporter/Sender: Spawns at 180s, leading to destroyed chamber in Area 4 (containment room)
    Fifth Teleporter/Sender: Spawns at 180s, leading to large chamber in Area 4 (containment room)

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    GAMETYPE DETAILS
    Rounds: 4 Rounds
    TIme Limit: 4 mins
    Human Traits:
    The Humans spawn with the standard 100% movement bar jump height, whicj is reduced to 75% to prevent players from bypassing the timed events. They are equiped with a Shotgun, Magnum and default Sprint. Humans have a normal, 25m motion tracker. The health does not recharge, and the shields recharge at 25%. As a Last Man Standing, you have unlimited Sprint and 2x Overshield.
    Zombie Traits:
    The inital (alpha) zombies have 110% damage resistance, but no shields. They are equiped with an Energy Sword and Sprint, both unlimited. They do 200% melee modifier, and 100% damage modifier. They have 150% speed/jumo height, and an enhanced, 75m motion tracker and are coloured "Zombie". The infected have 200% damage resistance, but are slower at 120% speed and 150% jump height. They deal 150% melee modifier and 100% damage modifier. They are also equiped with an unlimited Energy Sword, but default Sprint, and are coloured "Brown".

    EPILOGUE
    Special Thanks to:

    TheHaloForgeEpidemic, for all their amazing work with tutorials and tips.
    REMkings, Waterfallninja3, Cars and Zigywig, for all the great feedback for improving the map.

    Enjoy the map, and happy forging!
    atomic321
     
    #1 atomic321, Jul 5, 2012
    Last edited: Jul 9, 2012
  2. REMkings

    REMkings BIOC
    Forge Critic Senior Member

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    Just some advice: Next time probably post a Map Preview first instead of already posting the map in the Map Forums, if you didn't test it yet. 99 out of 100 times you have to change things in the gametype and/or on the map after testing it.

    The map looks neat, the door made of crates, as well as the crashed submarine, were most likely inspired by THFE but that doesn't make them any worse, because they are actually really cool. The different sections of the map look nice and different, as well as the aesthetics in general. Especially the surface under the turret in the fourth picture looks really neat. I will try to check out this map sometime soon, and write it down to test it in my upcoming BIOC lobby, or the next one if I don't get around to it. (Have a lot of maps to test, unfortunately.) Good job so far!
     
  3. atomic321

    atomic321 Promethean

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    Cheers, I am unfamiliar with the workings of ForgeHub, so thanks for the advice. The ideas were partly due to THFE, but I had my submarine inspired by one my earlier maps, "UNSC Vanguard". It is my second attempt at a linear infection map, the first being "Sublevel 7" was an epic fail. As I say, the map is basic and lacks detail and thought (as in gameplay), and still requires a playtest. Thank you for the feedback!
     
  4. Waterfall

    Waterfall Forerunner
    Senior Member

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    Wow this looks pretty good.i like the story line.and the intro was pretty interesting as well.i like the exploding door.unfortunantly it is something being used quite often now(guilty)lol.
    No I also feel that you did not pull of the Forrunner theme very well.
    Forrunner structures did not have pipes and things of the sort.i strongly suggest removing the crates that you used for cover and replacing them with actual structures that seem like they are part of the overall building.to me it looks like you were so used to working on human aesthetics that you accidentally crossed them into the Forrunner aesthetics(which is understandable even the creators if the original halo had to struggle not to do that)
     
  5. atomic321

    atomic321 Promethean

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    Thank you for your feedback. I will address the Forerunner themes ASAP, and when I come to think about it, you are correct; I usually do miniature aesthetics (I have a whole series if you want to check it out on my FileShare) in the Human style, and this heavily affects all of my forging. I will try to edit the map to suit the theme before I playtest it. Cheers again.
     
  6. Waterfall

    Waterfall Forerunner
    Senior Member

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    Sure I'll check out your fileshare I love aesthetic maps.
     
  7. atomic321

    atomic321 Promethean

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    Thanks, however, I think I only have one of the three miniature aesthetic "map packs" up on my FileShare just now. I'm on the process of completing the other two and will upload them within two weeks.
     
  8. Yellow Sausage

    Yellow Sausage Promethean

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    This looks great but that 1st picture is alot like THFE's Linear Infection tutorial. Still as Waterfallninja said, the storyline is great. You should really get this into a BIOC lobby.
     
  9. Zigywig

    Zigywig Forerunner

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    The point of tutorials is for you to use them. If he uses something from THFE, big deal, let him use it.

    OT: The map looks very well forged and gameplay seems to be very solid. I like the crashed submarine you made in the 2nd pic, great aesthetics! I'll look at this later in forge, awesome job!
     
  10. atomic321

    atomic321 Promethean

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    Yeah, it was from THFE. This map was, generally, a spin-off, a sort of tester or practise at linear infection maps. After playtesting Containment (at some point) I will focus more on developing the aesthetics and the Forerunner theme, start making it truly my own and unique. Thank you for your feedback.

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    Edited by merge:


    Thank you! Yes, the maritime theme is kind of a specialty. If you want to check out my earlier maps from when I first started forging, you will see certain techniques and themes come forth. Sometimes I have a small signature; a terminal from Halo 3 on some maps, although it isn't present here-I'll add it in afyer playtest. Cheers again.
     
    #10 atomic321, Jul 5, 2012
    Last edited: Jul 5, 2012
  11. Zigywig

    Zigywig Forerunner

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    Finally got a game on this, and I found a few issues, mainly involving the map and the gametype. For starters, I didn't like the gametype you used, and so did everyone else I played it with. I recommend you set it up for zm_outbreak, arguably the best infection gametype out there right now. For some reason I'm not used to people using shotguns and pistols anymore. Another thing too, put some weapons on the map. With zm_outbreak, all we could pick up was assault rifles. There is a turret on the map, but we can't pick it up for some odd reason, even though you can with the gametype I played with.

    tl;dr Its a good map that can be better. This is what REMkings means when you have to test a map before posting it.
     
  12. atomic321

    atomic321 Promethean

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    << attention >>
    the updated version of containment will be active on this thread by monday 9th july.

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    Right, I have tried to allow to to pick up the turret, I have no idea what's wrong. I shall change the gametype, however, I do not have enough budget to place weapons on the map...? I'm glad you got to test it (new or old?), any flaws would be appreciated, like, did the timed events work well or not...? Cheers
     
    #12 atomic321, Jul 9, 2012
    Last edited: Jul 9, 2012

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