Hello to all of you beautiful people! So after a lot of experimentation with the Halo 5 forge and with the announcement of Infection, I decided to start pumping maps a lot more to get experience and new tricks to improve my speed. My goal is to submit my map for the first phase of the infection contest (The deadline is VERY VERY close I know. But hey, let's give it a try right?) and try to polish it as much as I can before submitting it. My base guideline was: use crystaline shapes and contrasting colors in a cool way to create an infection map. I decided to go with Black/White contrast and a touch of purple, which is the main reason why the map is called Amethyst. How is the map going to play? My goal is to have the humans choose their holdout location depending on their playstyle. 1st possibily: Holdout inside the building. A lot of weapon ammo, a lot of quick escape routes but in a very claustrophobic environment. 2nd possibility: Holdout in the cave. Less flanking routes, longer line of sight, but fewer weapons and escape routes that require you to push through the infected or that require a couple of skill jump. Here are the preliminary screenshots from inside forge: Overview: Spoiler Cave: Spoiler Crystal (the inspiration): Spoiler When I realised I was able to do a crystallike shape, I just knew I wanted to put it somwhere nice. It soon became the core idea of the map. Building and landing pad: Spoiler The building is still pretty rough. I'll add a few items in the room and texture to the walls tomorrow. If I have the time, I'll add generetors and other similar items on the roof to break lines of sight too. Other sections: Spoiler I'll try to test this on Friday. I finish work at 1:30PM so I'll have plenty of time to make adjustments on that day. Thank you for your interest!
Strange. They all appeared on my screen. Anyway, it should be fixed now. I uploaded the whole thing. I'll put them in spoilers during my breaks to ease the navigation.
Update! Weapons, spawns and lighting added! Reworked the background scenery and added water "flow" on walkable areas in the goo. 3 ARs 2 BRs 1 DMR 2 SMGs 1 Shotty 3 Magnums Zombies spawn in cave near the DMR and humans in the building in what will most likely be the repair bay. New pics will follow when I will have finished the inside of the building.
I'd place more attention on the building as you mentioned. This is an average map right now, but I think you can work it to become something greater.
I know that the building is pretty horizontal right now. I'll try to add holes in the ceiling to add interaction between the levels. That and a lot if accent pieces to add details. I also wanted some sort a scripting feature, i thought about spawning the pelican and make it follow a trajectory to incite the players to go to the pelican because of the lack of ammo on the map. That's only if I can do it.
Update! I spent a few hours to refine the interior of the building and take some sexier screenshots than directly from forge So I changed a bit the weapons on the map: 4 ARs with 2 spare clips for ammo refill, 3 Magnums, no spare clip, 1 DMR No spare clip 1 SMG 1 spare clip 1 Sniper, no spare clip, 1 Shotgun, 1 spare clip Weapons are placed outside the building to force the players to go out and risk their lives for ammo or a second weapon. Here are updated screenshots, mainly of the building. The cave remained mostly the same. I also hit budget limit on this pass. Spoiler: Images I personnally think the new building looks sexy as hell now. I also added cameras, named locations and other things to make the experience complete.