[b]Sabre's Journey 2 [Final][/b]

Discussion in 'Halo 3 Casual Maps' started by SABRE88, Aug 20, 2008.

  1. ShadowVanish

    ShadowVanish Ancient
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    Oh heres the updated version.

    P.S.
    Ask a moderator to fix your title.
     
  2. Grey Benefit

    Grey Benefit Ancient
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    Ha, you're absolutely right XD

    And you also make a good point. You said yourself that it took you 10+ hours, and all those good maps I was talking about are very likely to have taken a good deal longer. So for 10 hours, you did pretty well.
     
  3. sangheili dude

    sangheili dude Ancient
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    this map is just classic and when i played the first one its was always a varient of fat kid used
     
  4. DeadeyeForge

    DeadeyeForge Ancient
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    Looks like fun. I know i've played this map before, it was probably the old version. 5/5 for game play, time it took to make.
     
  5. ShadowVanish

    ShadowVanish Ancient
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    This post is for everyone of the Negative Feedbacks now and future.

    - If you never even downloaded it stop giving negative feedback about pictures. If he put alot of pictures to show off everything that would give away the suprise of what happens in the game.

    - I would love to see someone try to make a better Journey map than Sabre. This may not be interlocked perfectly but it is hard as hell to make a Journey map. It is very frustrating. Also the bumps and parts that arent perfect make this map harder to get through. Like in a certain part its curved in a weird way so while you crouch it makes you uncrouch and you have to crouch again making the process slower.

    - He said "Fat Kid Styled Gametype". So in other words they are slow and strong but still die after shot enough. They have normal sheild and Damage Ressistance.
     
  6. Shihuru

    Shihuru Ancient
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    I never understood these journey maps, can you fill me in?
     
  7. SABRE88

    SABRE88 Ancient
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    Hey Shiruru,

    This is a completely different style of infection, it's almost a mini game.

    A basic overview of the gametype: Humans Spawn with Bruteshots and infinite ammo and have to get through a long complex, hard to navigate tunnel filled with barricades and tricky jumps, traps, etc. They use their bruteshots and have to work together to move the barricades and get to the end of the tunnel while a moderately slow zombie is chasing them.

    It is far more complex than that though, when you really look into the map and gametype.

    Zombies are slow, however, not so slow that it is unfair for them. They are the perfect speed to catch up to the humans, usually by the first few barricades. The zombie (if the're a smart player) will usually annihlate the humans before they even get halfway. It might sound unfair for the humans, but it is actually extremely easy to get to the end, and to kill the zombies, the trick is to communicate and work together.

    Many of the obstacles are tricky, a few times through the map and people should know what to do every time. Some barricades will get stuck if you shoot them in different spots, other barricades have to be shot behind them, so they fall towards you rather than away from you. Some barricades move to slow to be shot by one or two people.

    The trick to get through the map is to kill the zombie together once the zombie catches up. If people don't work together it is near impossible. I have a random secondary as the weapons setting for humans, and some people don't understand why I did it, but here's why: For the simple fact that without a random weapon, like a plasma pistol or needler, the humans probably would NEVER get through the map. But the few games where humans get needlers or PP and work together, they can make it to the end. It is fairly balanced and usually fair, as long as no humans camp a tunnel with the needler and continue throgh the map.

    One important thing to mention is that the more zombies there are, the less likely it is for the humans to get through the map.

    Anyway, the "journey" is getting through the tunnel filled with obstacles, barricades, tricky jumps, and traps while being chased by this slow strong scary zombie. Its all enclosed, scary, and sometimes confusing. It usually scares the people that play it. It is very suspenseful and very exciting.

    I hope you give it a try, I know you will like it!

    -SABRE88
     
  8. TrickyG

    TrickyG Ancient
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    Sabre,

    There is one horrible problem in the map that keeps ruining everyones chance to get to the final room. The part at the end where the humans destroy the grav-lift that allows the zombies to skip right to the end. Everytime the grav-lift gets accidently destroyed allowing 3 zombies to run through while we're trapped by a set of boxes.
     
  9. De Wy El Ay En

    De Wy El Ay En Ancient
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    it looks great! and infection is my favorite so its a must download for me!
     
  10. SABRE88

    SABRE88 Ancient
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    Hey Tricky,

    I know that that is sometimes a huge problem, and although I won't be addressing it for SJ2, In SJ3 I have a permanent solution to make the gameplay almost flawless. I almost removed those boxes, but decided not to, because after all, the game wouldn't be scary or fun if you knew you were going to make it to the end every time...

    You know, there's a reason I put random secondary on, that's to give the humans a chance to get farther with a needler or PP. Even then, its hard to get through it if everyone is not working together. I know for a lot of ppl, its not the map they were expecting, they wanted SJ2 to be as easy as the first one, but that's not what i wanted. I wanted to create a "journey map" that was difficult to get through, fun because you never knew how far you'd get, and fun for the zombies because you pretty much knew you would catch up to the humans and annihilate them.

    The random secondary weapon and tricky obstacles make the gameplay different every time, which is exactly what I wanted. There have been a few unforeseen problems, such as a few of the hallways being too difficult to get through for some people, and the grav lift/teleporter problem. I am already working on a third Journey, which will hopefully address every aspect of gameplay, at least that's what I want to attempt to do. I don't want the humans getting to the end every time, and I don't want the Zombies to have a boring unfair game...

    Anyway, thank you for pointing that out to me, If anyone has complaints or found problems then I would greatly appreciate if you tell me, so when i design SJ3 it has more of what you want and less of what you don't want.

    -SABRE88
     
  11. Blacktay

    Blacktay Ancient
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    I and my friends usually play this map. It's very good!

    The problem is on the zombie. For only 3 humans is totally overpowered. So we need change zombie's resistance. Then, we can play and go to the last part of the circuit.

    Oh, yes. If the zombie pick up the personalized improvement, he can go to the last part with the teleporter, jump the gravity lift and stay on the barriers to kill the humans when they go to the base.
     
  12. xFr1ct10nx

    xFr1ct10nx Ancient
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    awesome map i loved the 1st one cant wait to play it
     
  13. SABRE88

    SABRE88 Ancient
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    Yes I know that the resistance is a little high for a small party, I usually play it with at least 7 or 8 ppl so its never a problem for me, but that's just one thing you can't always be sure on.

    I know about that issue, and I'm not really going to try and fix it for SJ2, but SJ3 will not have problems. You can imagine how hard it is to try and make a map that has no cheap spots, but without hundreds of hours of hundreds of people playing it you can never really find everything til its been extensively tested. That was just an unforeseen problem. There are only a few really minor problems, but I will address them in SJ3 and make sure that I don't make the same mistake twice.

    Anyway, thank you for pointing that out!

    -Sabre88
     

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