Construction Site Beta (ß) Woot! My fourth map posted in four days, I'm working overtime on this. It's another one of my older maps. I made this while I was on vacation at Naples, Florida, lol. So, that map was slightly rushed, but really good for a rushed map. So where's Construction Site Alpha? Here it is, Construction Site Alpha. _______________________________________________________________ So what is Construction Site Beta? Construction Site Beta is a large maze complex built for infection. It's a very large map, my second largest map ever built. It was designed for large parties of 12-16 players, but you can use as low as 4 players if you choose to do so. Since there are two main sections of the maze, you could do something else with the map so that it works with other gametypes. A friend of mine recommended FFA slayer with scattered spawn points inside the maze, but I just stuck with infection. _______________________________________________________________ The Map Please note that some of the pictures are taken without a roof so that the interior can be clearly viewed. Overview (without the roof): In this map, the humans and zombies spawn relatively near each other. Zombies spawn in the area below, protected by shield doors, and humans spawn on the two double boxes above the zombie pit. From the spawn, the zombie has access to two routes which lead to both sides of the maze. As you can see in the picture, the shield door is geo-merged into the ground. This happened on accident, when I tried to interlock the shield door into the wall and the wall pushed the shield door under the map. This was the first time I ever found out about geo-merging. Human spawn area: There are two routes into the maze from the human spawn (the picture is taken in the opening to one of the routes). Along with that there is a holdout base at the spawn. This is probably my favorite part about forging the map, because it looks really good and plays well. Inside the front open double box, there is a beam rifle cove. Now for some random pics of the map: One of the routes from the human spawn (crouching anf crouch-jumping required for both pathways): Hidden firebomb grenades: Energy Sword spawn: Fence box cross-section: Overpass: Underpass: Entrance to the last stand area (near the zombie spawn, difficult to reach): Tunnel to the end of the last stand area (blocked off with three pallets held by scenery): Final last stand area (it holds two shotguns and a sniper rifle): Scenery outside of last stand area (I had some spare objects that I couldn't use for the roof): ________________________________________________________________ The Gametype and Gamplay Humans and zombies have their own traits. Humans: Damage Resistance 100% Normal Shields 100% Damage Modifier Primary weapon Assualt Rifle, secondary weapon Magnum Starting Grenades Limited Ammo 100% Speed 100% Gravity 25 m Motion Sensor Zombies: Aplha Zombie 100% Damage Resistance No shields 50% Shield recharge rate 150% damage modifier Primary weapon Gravity Hammer 90% Speed 100% Gravity 75 m Enhanced Motion Sensor Forced Color Black Zombies 90% Damage Resistance No shields 90% Shield Recharge Rate 100% Damage Modifier Primary Weapon Energy Sword 100% Speed 100% Gravity 75 m Enhanced Motion Sensor Forced Color Black Last Man Standing 150% Damage Resistance Infinite Ammo 110% Speed 150% Gravity General Settings: 5 rounds No time limit Unlimited Lives Per Round Friendly Fire Disabled Weapons and Equipment List: Assault Rilfe x 3 Battle Rifle x 1 Beam Rifle x 1 Covenant Carbine x 1 Energy Sword x 1 Flamethrower x 1 Gravity Hammer x 1 Magnum x 2 Mauler x 4 Needler x 1 Sentinal Beam x 1 Shotgun x 2 SMG x 1 Sniper Rifle x 1 Spartan Laser x 1 Spiker x 1 Firebomb Grenades x 2 Radar Jammer x 1 Big map needs a lot of weapons... _______________________________________________________________ Download Links Map: Construction: ß Gametype: Construct Crew ß And remember children...
Well I must say, You have been doing a ton of work in the last couple of days. This looks like a really good map and I like it. I cant believe that the shield doar thing was the first time you have heard of geomerging. It is in almost every map now but still good map. maybe next time you can incorporate more geomerging into your maps. I like the idea of the map and a download 5/5 good idea and first post!!!!!!!!!!!!!!!!!
This map looks like it would play pretty good but it doesn't look all that nice (not much interlocking/geomerging). Although you didn't even know how to geomerge. Great idea though. 4/5
I know how to geo-merge now, and this map has A LOT of interlocking in it. The pictures clearly show that, and in every picture there is some form of interlocking, except the picture with the firebomb grenades behind the wire spool.
The map looks very easy to get out of and it doesnt look very original. I hope you do expand this idea though as it may have some fun gameplay involved 3/5
No, you can't escape this map, it's been tested countless times. I even stated in the description that some of the pictures were taken without the roof. As for originality, yeah it's a maze game. But I've added a little twist to it. It's not only a maze game, it's a defense game and a good one at that. All maze gametypes appear to work well with this map, including peasant hunt (a friend of mine play-tested it with a custom games party). Still, I plan on making Aplha much better than this. The problem with this map was that 1) it was rushed and 2) I didn't use objects wisely.
Well, the way you've found of geo-merging isn't really the most efficient way to do it. There are two ways, both which are listed in Forging 101. I'd give you a link, but I'm lazy, and it's easy to find. The map, though, isn't bad. But have you actually finished the map? Because the title says "Beta".
It's complete, it's just called Beta because it's the second design behind Alpha. And I know how to properly geo-merge, so there's no need to give me any tutourials. As a matter of fact, I will use geo-merging in my next map I post onto Forgehub.
Yet Another map from Master Debayter! Only on problem: Can't the Alpha zombie just kill people through walls with the grav hammer? Oh well, I'm sure it's still good. I like the map layout, too, but a time limit would be good. We all know that the humans aren't meant to be able to win, but at least give 'em a chance!
Yes, he can, and it makes gameplay much better believe it or not, because sometimes the Alpha zombie just can't get a kill. So, I gave him an advantage. Also, a time limit would be a little dull for a map like this, although if there was one, I'd say 5-8 minutes would be sufficient for each round. I didn't see a need for a time limit.
id really like 2 play this but nobody is on halo anymore if you would like to play this give me a pm. if you want to play or test, give me a pm. but dude this map is awesome, well done
Heh, if you think you want to play this map, wait until you see the next map I release. I won't say what it is, only that I'm glad I forged it.
I give it a 5/5 because it was fun but most of the people i played it with said it was slow paced and boring
Construction Site Alpha is completed. Here's the forgehub link to Alpha: http://www.forgehub.com/forum/mini-game-maps/47108-construction-site-alpha.html#post606622. Personally, I like Alpha better than Beta.
Whats it called when you merge 2 objects into eachother, and not into the map itself, just to eachother?