Hey all, Pleas Sir69 here, Let me introduce myself. I am a mainly linear-infection forger, with the escape linear infection map series under my belt, including escape the coast, escape the crash, escape the wall, shore etc. I am in the works on a new linear infection map, still on it's early planning stages. After browsing some feedback to different linear infection maps on the forgehub forums, I realized that many forgehub members are looking to play on a linear infection map, but couldn't quite scratch that itch with the currently available halo 5 lin-infec maps. So my question to you is, what gameplay sections, or concepts would you like to see? Examples could be per-se skipping on rocks as infected catching up to a moving tugboat which the survivors are defending. All idea's will be considered. Let me get this out of the way: I want to make a map that tries to include sections of what people would like to see in a linear infection map. I don't want to look as though I am lazy for idea's, since I have many gameplay sections already planned in my head, but instead I would rather make something that people want to play based on their ideas, rather than mine. - Pleas Sir69
I think mainly people are looking for some sort of objective for each section/phase of the maps. Running to the finish with an occasional wait out the timer gets old. With all the fancy scripts now we should be able to make totally unique and almost campaign mission-like linear infection maps.
I think I can incorporate objectives in a map. Something like survivors defending a tank slowly moving its way up to a warehouse, while the infected have to destroy 4 points to the tank, which ends the round. Is this an example of what you mean?
My new version of The Labs has objectives in it now. I got the inspiration from the very amazing linear infection map Ship in Peredition. @Please Sir69 I'll be down to coforge with you again if you want. Also, sadly enough the "Survive the..." series and stuff like that really gets extreme opinions on them meaning people either think they're really fun and will play them in custom games constantly (aka Survive the Underground) no hate to that map and ryan though of course, or people downright think they're awful and just trash maps. And I feel like the reason they get hate for that is cause standards for forgers have risen so much lately and it's kinda sad now. Since when did a Halo forge map have to look aesthetically pleasing and follow set guidelines to be fun? A map can still be fun even though it may not look the best. Of course having a map look nice is very well appreciated and something you should still keep in mind when forging, but it shouldn't be the only thing someone uses to judge the map's gameplay. But I guess that's how we're moving on. Sorry this turned into a rant... I guess to actually answer your question: Maps need to look nice, have somewhat of a story, and innovate upon old ideas and turn them into newer and better ones instead of reusing same ideas.
Hey KeeLoker I'll be down to forge with you over the weekends (school started so less time in my schedule for forging over the week).
So far, the only linear Infection map I've seen that I actually like is Ship in perdition Many different objectives, interesting holdouts, good aesthetics, and is just an overall well planned map. It has what I look for in Infection maps. Only issue I have with it are its second and third phases which are too difficult for the Infected. My exact feedback as to why that is can be found in the map's comments. Linear maps need many different options and routes for both Infected and survivors and in that regard, Ship in perdition could use some work. If you're looking for some sort of guideline for linear maps, I'm not sure there's one. Not yet, at least. But I suggest you give Ship in perdition a look and try to address its failures. If you're willing to go deeper, I know some excellent Halo 4 and Halo Reach maps that can help.
If I'm honest, the scenario itself can be anything you put your mind to, but it has to be fun and meaningful for both humans and infected. You want people to say "oh sweet I spawned as the alpha", and I think a lot of linear infection maps miss this mark spectacularly. The other issue is more a mechanic of linear infection as a whole. When the next stage of the linear movement is offered, why should I take it? If my BR is one-shotting everyone in this open room and they have 1 spawn entrance, why move? You have to assume that everyone in your lobby will be inclined to adopt the map's dominant strategy, and be aware of the fact that it might not align with the intended strat you set out. But, if I had to offer an idea, I'd suggest a raid-like mechanic section to unlock a door using a series of switches or balls. Let the humans dictate the flow of the linear progression (infected would most likely defend the switch/ball spawns), but make the room imposing and difficult to hold to evoke a sense of urgency.
I've been wanting to do a map like this for so long, but my brain doesn't do scripting in this game lol
You don't really need to make it super complicated. Pretty much once to reach the end of each phase/area, require the Spartans to do [X] to open door to next area.
https://www.forgehub.com/threads/the-evolution-of-linear-infection.149237/ I made this at the end of MCC, when the population was dead. I thought, now might be the time to repost it in here, since just a few people have seen my ideas back then. I'm happy that this matter is being discussed, a bit late, but nonetheless.
This might not be a unique idea, but what about an infection map where instead of running away, you are retreating? The map is progressed by infected players activating scripts (like destroying explosive barrels or something). So the infected players can either try to infect human players or activate the scripts. Each new area would be a progressively more difficult area for human players to defend. For example, maybe the first area you could have an area to defend, but infected players want to destroy explosive barrels. When they do, it blasts open a hole in a wall, but also causes some event which makes the human players move to the next area. Second area maybe they are in an enclosed room with many doors. Infected players can open these doors, but it will open the doors to the next room too. So the humans can stay in that room, but infected players will be pouring out of the newly opened doors. So each time a script is activated, the current area becomes less favourable than the next one, but the areas become harder to defend overall. Just an idea. Don't know if it would be good, or easy to implement. It's also only sort of a linear infection map.
I ****ing know you. lmao I have an idea though. A puzzle where you have a certain amount of time to solve it, and the infection watch you do it from a glass ceiling. I mean, if you don't solve it you'll be ****ed so IDK lol but that's that. But in a broader sense, it would be a puzzle that FORCES teamwork. And that goes to something else is that with linear maps there's not usually much implementation of teamwork. Many times I've played, we've been at some hogs to escape but one person happens to hop in before me, so I turn around, everyone's gone, and I'm ****ed. And this happens in many different ways where you get thrown under the bus. It pisses me off, and is one of the reasons that I stay away from the linear area a little more. But I promise, if you just take some quality time too brainstorm how to make a quality map that creates innovating ways to make it so that people will be rewarded for helping each other out, and penalized for trying to do their own thing, your map will be the best linear map to have come out yet. And I promise I would play linear infection just for that map, if you're successful. And I'm sure many others would be too. Another thing, which is really not as important as the first thing is that it would be cool if your map had parts with planned layouts to play like core-infection, but smaller versions. I think it would be cool if you went against the "just wing it" concept a tiny bit, and had creative little play spaces like that, which offer the experience of a core infection map, while keeping the adrenaline rush of linear in the back of your mind like "****, I still need to escape these dudes". Good luck, and I wish you the best. Also, if you ever need an aesthetics guy, I'll make you some GOOOD ****.
I REALLY like this idea. It hasn't been done before (as far as I know) and already have a few ideas of how this could work. Applause to you sir.
same lol, I can't rotate for my life. Instead I either spawn in doors, or move them in horizontally/vertically lol. I don't think i've ever made a rotating script in my life
I was thinking over your idea, and a few ideas from ship in peridition (thanks zanny) I think I have an idea that might fit. Infected will come pouring down a narrow hallway, while survivors at the end have to hold them off while one of them enter in a button combo (1-4), which stops in my case a 'nuke' from erupting. (timer on the wall while it happens) If the timer on the wall runs out --> nuke launches --> survivors all die. I think this idea includes teamwork, an objective, and some puzzle strategy to complete, all while maintaining the thrilling experience that linear infections are made to give. edit: holy **** who the **** says "all while maintaining the thrilling experience that linear infections are made to give." please don't make fun of me
I have figured out to make infected spawn only in the area of the humans. It beats having infected to run through teleporters at certain times. It uses minimal scripting and only an extra invisible block with each infected spawn point. I will work on a prefab for it and or message me and I can help show you how to set it up. I have a basic layout of an infection map that would work with it and objectives, but I would like to co-forge it so it comes out the best it can be. Gamer tag is fame28, send a friend request and a message and I would be happy to share the spawn system and map idea.
Thanks for the offer man, but I already know how to do this. I use the teleporter box and kill box technique, where every infected spawn in a box with only one tp sender under them, so they spawn --> fall --> get picked up by the tp sender. And all the infected spawns on the map are under the same channel, but I spawn and despawn their teleporters accordingly. Is this the technique you had to share?