When's the next update again with the second wave of Infection stuff? End of this month or early next month?
I would imagine Hog wild. Also, let me add that I am currently working on a massive overhaul to Black Friday. That map was rushed out the ass and I've never liked how it turned out. Gonna try and push that eventually
Yeah, there is little any of you could have done. 343 kinda screwed up not releasing information on the infection mode before releasing the actual game type. There was no way of knowing zombie speed, zombie health, alpha male traits, human traits and so on. I understand there was little to work with considering there was no way in knowing the game type traits until after release. For that reason I blame 343. With that said I did play some more matches on The Crypt and I had a game where the players didn't hold out on the bridge. This is the first game in about 10 that I have played where the humans used a different hold out. We stayed in the corridor next to the purple crypt room. Unfortunately, this was just as overpowering as the bridge hold out. In all four rounds the humans won with at least 3 people surviving. My personal feedback would be to nerf the long sight lines. Since zombies can easily be killed, long corridors are basically their kryptonite. Even in mass numbers and solid teamwork it is hard for the zombies to reach the end of the corridors to attack the humans. The long corridors plus the open center of the map creates long sight lines that basically allow for the player to see across map.
I know monotone is something people go for in infection maps but it's over the top, I can't stand it... However the gameplay is okay except for the two major holdouts that are almost impenetrable... Honestly I'd much rather play Power Installation than Black Friday though!
The worst isn't even the center of the map or the corridor. It the big area near the purple pit. If enough humans are holding out there, the only hope the Infected have of getting to them is to hope they run out of bullets soon. I would also rather chop off my balls than get blown.
I saw Power Installation early on for some interest in getting the wheels rotating, but didn't see it after the initial look. I'd really like to add that scripting in, letting players activate switches or something, which: gets the wheels turning spawns rotating warning lights and the alarm sound FX spawns the lightning FX to zap the crappy campers with electric arcs inside the generator room... since that's new and junk I think the map would work a bit better in that case.
About 25% done with Boarding Pass. It's quite different from its previous versions and is looking pretty sweaty.