I love Infection. It's literally the only reason I play Halo 5 anymore. The things you people are creating are truly amazing and are giving this game life. But i must confess that recently, the maps and game modes that are coming out just aren't doing it for me. I keep noticing design decisions that are actively making the games less enjoyable. I'm making this thread as a form of constructive criticism, because I want forge creations to ascend even higher than they have already. So first, I will be pointing out things I notice actively make for a less fun game of infection, and then the antithesis of those things that I think work to enhance the game. I would also like you to do the same. I will be using your input to help create a map I'm currently building. Dislikes: Problem: Over-sized maps Solution: Better-scaling and saturation. I call this the Majora's Mask effect. In Legend of Zelda: Majora's Mask, the map is smaller than Ocarina of Time's, but each area of the game is more saturated with characters and stories and side-quests so it feels more meaningful and vibrant and full of life. I've noticed some of maps have a tendency to mistake quantity for quality when it comes to map-size. I would suggest focusing on making each piece of the map have a purpose and an opportunity for a unique encounter. Problem: Mismatching, ugly color scheme and out of place aesthetics. Solution: Keep it simple and have a theme Maps that aren't easy on the eyes are less fun to play on. Clashing colors and seemingly random decorative pieces can be jarring and distracting. Google a color wheel and colors that go well together to create a seamless atmosphere. Problem: Wide, open spaces Solution: Strategically placed and aesthetically pleasing cover and Line-of-sight blockers. Unless you have a damn good reason for having them, wide open spaces make being a zombie very unpleasant and really just seem kind of lazy. Trees rocks and decorative structures go a long way to making your map feel organic. Problem: Games where Survivors are always vulnerable and as a result usually don't last very long. Solution: Damage and speed balancing If a round of your infection game is taking less than a minute, usually the survivors won't be having much fun. Up until a certain point (I'd say 3 minutes), less game-time means less time for tension to build and less time for exciting encounters. If dying feels cheap and easy as a survivor, I'm not gonna be very enthralled, just agitated. Also here's some quick things that I think add some flavor to the game: Maps that encourage teamwork via pathing Map interactivity with a reasonable amount of switches. Strong, unique map themes. Rooms that aren't just big rectangles. Strategically placed weapons. Unique zombie traits used effectively. I think that about covers it. Might add more if I think of any later. Thanks for listening to me (constructively!) complain. Now it's your turn. What to you makes, breaks, or enhances an infection map/game for you? What design choices really get your adrenaline pumping while you dispatch the undead? Also, just for fun, what's the forged infection map that you love or remember the most?
I like Infection maps that have a sense of progression where the whole team is moving as a unit, as opposed to a static arena where everyone breaks off and looks for their own camp spot. It's more fun as a Zombie this way because the other Zombies are right beside you, so you become this collective swarm over time. When it's done right, there's a shifting of power where the Humans are an unstoppable force while they're moving together until they become overwhelmed when they have their backs up against a wall waiting for a door to open. I think with scripting we can do cool stuff like "defend this point for 60 seconds to open the door", and then it opens up a new area with new challenges.
This ^ I've seen so many Infection maps doing this (some of them are even in Matchmaking). It's not fun at all to be standing still and looking left and right to check for Infected for like 10 minutes. A good holdout should encourage survivors to move to different sections, go down some stairs, check the flank, etc. Linear infection was the bomb back in Reach and Halo 4. Have you seen this one? It's ****ing amazing. Not at all like that Survive the Underground garbage in the customs browser. Personally, I've begun planning my own linear Infection map. I missed it haha Recently, not many good Infection maps are being made which is kinda sad. Most of the good and experienced Infection forgers aren't making anything new. #MakeInfectionGreatAgain
I also have stopped enjoying the linear "Survive" maps. I feel like people have forgotten the basic "dos and don'ts" about level design and are focusing way too much on gimmicks and props and are just hoping it plays well. Also, can we please start getting more maps and gametypes that play like Halo 3 infection? Without the hovering, sprinting, and boosting that ruins map flow and scaling?
I'm making a linear infection map with this old Halo 3 style. WIP thread coming in the next few days. First phase is already done. I agree with you guys that there aren't many good linear infection maps in Halo 5 (personally I couldn't name one), that's why I want to change that with this map. More info coming soon...
Things have changed. It's not just about level design anymore. A map's more likely to get popular if it looks great/has a great theme or has a cool gimmick. In the case of Survive the Underground, there's an admittedly cool moving train. Everything else about it is garb. The actual design and layout of the map is terrible for linear Infection and whoever made it just made the Infected super fast to balance **** out. @REMkings m8 can you just finish your linear map already? Save us.
You need to try my map No Vacancy, it's exactly what you are looking for. https://www.halowaypoint.com/en-us/...pant Sol_bec94c22-c230-4d93-bd4f-5d6c7ecd0a73 Gametype: https://www.halowaypoint.com/en-us/...pant Sol_93409ee0-df9f-48e4-a494-8c0b2d351e5e