Inverted Gravity

Discussion in 'Halo 3 Casual Maps' started by EGP, Jul 27, 2008.

  1. EGP

    EGP Ancient
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    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.
    [​IMG]

    Bottom Floor where humans spawn.
    [​IMG]

    Throw the gravity lifts into the pit
    [​IMG]

    Which send you flying into the air
    [​IMG]

    Into the death spawn teleporters
    [​IMG]

    Destroying Gravity lifts to help my survival
    [​IMG]

    Outside of map
    [​IMG]

    _________________________________________________

    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:
    [​IMG]

    This Map has been update and turned into a V2

    Inverted Gravity v2
     
    #1 EGP, Jul 27, 2008
    Last edited: Oct 6, 2008
  2. wiggums

    wiggums Guest

    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!!!
     
  3. Pettifer7

    Pettifer7 Ancient
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    i like this map it seems good i say 4/5
     
  4. Speed-e-cake

    Speed-e-cake Ancient
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    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.
     
  5. Smeagle

    Smeagle Ancient
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    Hey man, this really is an amazing idea.
    Seems like it could last for a while.
    The fun factor I mean.
    Anyways, great job.
     
  6. Kyoichi

    Kyoichi Ancient
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    Nice map. Seems like a fun enough idea.
     
    Scopulus likes this.
  7. Zeta Arcadee

    Zeta Arcadee Ancient
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    Good idea. I would make the teleporters more even though.
     
  8. Murdock Sampson

    Murdock Sampson Ancient
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    its original, but seems uneventful. ppl might not enjoy it. 7/10.
     
  9. EGP

    EGP Ancient
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    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.
     
  10. FordCalvin

    FordCalvin Ancient
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    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
     
  11. KratosAurion777

    KratosAurion777 Ancient
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    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.
     
  12. Pettifer7

    Pettifer7 Ancient
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    nice i really like it
     
  13. EGP

    EGP Ancient
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    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
     
  14. Alien Emperor

    Alien Emperor Ancient
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    looks like a good idea dfinetly mre of a mingiame than anything else
     
  15. Mechutu

    Mechutu Ancient
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    Very original in every way but if you used more interlocking and straitened it up it would be better but still very good. :)
     
  16. EGP

    EGP Ancient
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    Ya, I was going to put it in mini games but since its infection it has to go in casual maps
     
  17. defleopard98

    defleopard98 Ancient
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    2-way teleporters work as senders too... Use that to make more teleporters
     
  18. EGP

    EGP Ancient
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    Except that two way teleporters can send you to sender nodes and you wont die thanks tho
     
  19. Boydeh ..

    Boydeh .. Ancient
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    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!!
     
  20. buddhacrane

    buddhacrane Ancient
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    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.
     

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