Inverted Gravity Created by eguitarplaya33 Supported Gametypes: Use Survive Game Varient Only! Map Description Alpha zombie spawns on the top floor, with four deployable gravity lifts which he must throw into the pit to force the humans into the air. There are 8 teleporters in the air that death spawn. So the object of the game for the humans is to survive at the bottom floor without being sent up into the teleporters. Facts: -All Players are invulnerable -Deployable Gravity lifts are set to instant respawn -Alpha Zombies are forced color to black (humans have no forced color) -There are four gravity lifts on the bottom floor already -Gravity to all players is set to 200% -The map can not be escaped -You may get lucky and might miss the teleporters -The bottom floor is not the floor of foundry ( interlocked double boxes) -Last Man standing gets 10 points -Alpha zombie gets 1 point for infecting a human ( if the dont fall to there death from death spawn) -Alpha Zombie is chosen from the previous winner -There are five rounds _________________________________________________ Top Floor where alpha zombies spawn. Bottom Floor where humans spawn. Throw the gravity lifts into the pit Which send you flying into the air Into the death spawn teleporters Destroying Gravity lifts to help my survival Outside of map _________________________________________________ This is my first infection map posted on forge hub. I have posted two other maps. And yes the Alpha Zombie can jump into the pit, but they are risking: 1-Landing into the teleporters 2-Getting meleed by the humans in the back Picture of Maker: This Map has been update and turned into a V2 Inverted Gravity v2
this looks like a great idea!!! it looks like it may be possible to jump down from the top to the bottom between the teleporters though, but a very original idea indeed!!! oh and welcome to forgehub!!!
This is an amazing idea but the teleporters seem like they were placed randomly, I completely understand that you have only so many tele's to work with considering I made a teleportation map but the tele's being how they are takes away from the charm of the map. I still love the idea, teleporters ftw.
Hey man, this really is an amazing idea. Seems like it could last for a while. The fun factor I mean. Anyways, great job.
I had to make the teleporters randomly placed because foundry only supplies 8 teleporters and 9 were needed to make the teleporters even. So I placed them horizontal, vertical, and diagnal to take up the place lost from the ninth teleporter.
great concept for infection i have never seen this before, 5 stars only won thing it looks like teh the zonbie can go down there and just kill everyone and pretty much cheat
Interesting concept, but it seems like it might get boring because humans could dodge pretty easily until time runs out, especially since the center of the walls are unprotected by teleporters. It just seems a bit slow paced for me... 3/5 for idea.
Ya but the alpha zombie is at more risk of dying because there are more humans than him, so they would have to be an air head to do that
Very original in every way but if you used more interlocking and straitened it up it would be better but still very good.
Wow what a great idea! I mean man this is great! It would be a load of laughs on this map! I'm so dling now!!
Not so, you should only have used 1 receiver so far (as the place where you die) so you've only used 1 channel. If you make all your two-ways different channels and give them corresponding receivers you can still have a further 7 senders in your map. e.g. || = A teleporter node sender - ||0 ||0 ||0 ||0 ||0 ||0 ||0 ||0 (Each of your senders are on channel 0) receiver - ||0 (Receiver for the senders) ||1 ||2 ||3 ||4 ||5 ||6 ||7 (Extra receivers that also send you to death) two-way - ||1 ||2 ||3 ||4 ||5 ||6 ||7 (Each two-way corresponds to 1 and only 1 receiver and no other two-ways, so they're acting soley as senders) So you see, you can have an extra 7 senders, you just need to make an extra 7 receivers to death, all on different channels. Anyway it's a nice concept. I would make it so there is no "safe zone" for the humans, which at the moment are the edges of the room, because you can just hide next to the wall and when you're grav lifted you just hit the bridge. So make the human "pit" smaller to get rid of that. Furthermore you can now add more teleporters with the method I described so I would neaten that up. But you've got a great idea there and with a bit of polish it could be really superb, I would play it.