MULLERTJE submitted a new map: Murky Mausoleum - Haunted, creepy, terrifying...oh and a lot of fun. Read more about this map...
Hey thanks so much for checking it out. Yeah I have thought of so much more to add but the one thing from keeping me doing so was the fact infection is not here yet. I don't want to make it too camp friendly with all my ideas. You make great points that seriously had crossed my mind this week. Open graves, a staircase, hills etc. But I need to test the gametype first. And yes this was actually very helpful
I really like infection maps like this. I made a map very similar to this on halo mcc. In my opinion I think you should try seeing how the map looks with a more realistic fog. I feel like it might give it a better infection feeling.
Yeah I've tried numerous styles and the more realistic ones were kinda 'old dracula movie' if you know what I mean and I wanted some green because of the very green infected and swords we saw in the trailer. Maybe I will tone it down a bit. Thanks.
MULLERTJE updated MURKY MAUSOLEUM with a new update entry: Update 1 Read the rest of this update entry...
Immersion is one of my favourite parts of forge. To load a map and feel like you are in a completely different place every map you load is one of the many awesome things about Halo. I'd work on the exterior immersion a lot. I feel like you won't have an issue with any budgets in creating boundaries that make you think "Gee, I'm not on a floating piece of rock in space." The openness of the graveyard poses a threat to all infected spawns. Chances are if everyone is outside (which they will go after a few rounds as they discover you can camp spawns) you will see infected spawn. This is not good. There are many options you can use to remedy the problem. You could erect a township or larger crypts to block sight lines. You could very well decide to enclose the area in cliffs and create an eerie mountain burial site. The sky is the limit! (Or rather the objective budget ) I would also consider closing up a few window holes in the main building too. You get a swiss-cheese effect going on with infected having too many options to get humans, and humans having too little options to find a holdout that doesn't expose all sides (or provide too many close quarters flanking positions.) Add me on live if you want to talk more about infection. Starting Monday I will have considerably more amounts of free time that I currently do.
Hey thanks a lot, your feedback is much appreciated! But I don't know if you took a look at the screenshots alone or took a walk around the map because this thing is huge, especially the headstones and graves. I wanted to make it big because I predict the "infected" will be superfast due to H5's abilities and I hate too campfriendly games if you know what I mean. Unfortunately we have to wait till the gametype for more info. I absolutely agree that the distant skybox could be filled and make it more alive and real etc. I will check the possibilities soon. Thanks again for your post.
I can assure you they will not be super fast if they are based off the Hivemind variant that was widely accepted by all in Halo 4. Infected will be slightly faster than humans, and about half a clip of Assault rifle ammunition to kill. The submission thread for infection maps does lead me to believe you can create your own custom game type for your map. You could then adjust the settings to fit. I did only look at pictures, but the grunt toys on top of the gate tell me all I need for scaling purposes. The look for your map is there, you just need to create a facade around the exterior like I mentioned before.
MULLERTJE updated MURKY MAUSOLEUM with a new update entry: Update 2 Read the rest of this update entry...
MULLERTJE updated MURKY MAUSOLEUM with a new update entry: Update 3 Read the rest of this update entry...
I'll try and remember to check it out tomorrow. From what I can see it already looks better, both aesthetic- and gameplay-wise.