Working on a new (interesting) project

Discussion in 'Halo and Forge Discussion' started by Master Debayter, Jan 20, 2009.

  1. TheRayzerTag

    TheRayzerTag Ancient
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    That's exactly the reason why I dislike Braaaaaains (or Braaaaains, I don't know) on Haunted Mansion. Humans just camp on the roof with the shotgun and turret and stay there, untill a zombie grabs the Camo and kills one. I hope this map is different. (by the way, this isn't going to make it in MM because of the budget glitch, right? *sad face*...)
     
  2. Tornroot

    Tornroot Ancient
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    Lol, the random box is just ot of view.

    Anyway these pictures really make it look amazing, cave especially.

    Once again, can't wait! :D
     
  3. Fallenrat

    Fallenrat Ancient
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    Yeah zombies might quit out after not getting kills, I know one game that whenever someone would put it on I would quit knowing an hour of my time would be wasted otherwise. but if the map is good enough people will undure it so they get to be humans.

    So this will work if it is made well enough and by looking at the pics it will.
     
  4. Oakly HiDef

    Oakly HiDef RivalMass
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    First we will focus on finishing the map and then really fine tune the gameplay. We will have to balance the feel of **** Zombies with the fact that the zombies are actual players who might quit if they die all the time.


    -The map on foundry is relatively close quarters. You can try to look out the windows as in Call of Duty but due to foundry's limitations the sightlines aren't very far. You won't be able to constantly kill zombies from a far and so the fighting will tend to take place inside which is fair.

    -The zombies will initially spawn with weak traits and then grow stronger with the use of power ups and respawn traits. I do not want to have zombies that die with headshots, but rather have them be a bit slower and powerful than braaaaains zombies. Maybe try to make a health/damage ratio that is similar to Manifest so that the zombies don't die right away.

    -Something that will have to be debated is the zombie starting weapon. We could go with the traditional sword start but this has some draw backs. It allows the zombies to lunge allmost all they way across the bunker and once they die the humans can pick up swords which is irritating. The second option would be to give the zombies plasma pistols. We could give the humans higher damage resistance and no shields so the pistols have no effect. The zombies then have to get very close to the humans before they beat them to death. The animations look better and it allows the humans to run around zombies if they are quick enough.
     
  5. Master Debayter

    Master Debayter Ancient
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    As far as the gametype goes, I guess that zombies need to be fairly easy to kill. However, they'll be harder to kill than the zombies from the actual game, mainly because they're not AI's in Halo. Also, there will probably be more than four humans allowed on the map, so that there are more kill oppurtunities for the zombies. If it's not fun that way, then we'll just have to make it so much fun to play as a human that they'll play each round as the zombie until they get to play as a human for a round.

    Personally, the first game I want to be the zombie, not a human. The zombies may have a game just as exciting as the humans, especially since the zombies get to play in the field. You couldn't do that in COD:WaW because the zombies were controlled by AI's. Plus, we're going to add explosives in the field, because I love a good explosion. :joker:
     
  6. A hobo

    A hobo Ancient
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    With the explosives, though, how will you make the surrounding explosion bigger? I doubt one fusion coil explosion will kill zombies, especially if they stay away from them. Any ideas on this problem?
     
  7. Camel Carcass

    Camel Carcass Ancient
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    Maybe we could find some way to force them close to the explosive?

    Ooh, we could make it so that avoiding them takes more time, and the zombies are already slow, and anxious, so that most zombies couldn't be bothered to go round and avoid them.

    Any other ideas?
     
  8. SVV33T SAUC3

    SVV33T SAUC3 Ancient
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    I noticed you said they should have a roof, but in much of the map, there is no roof. I just read through the nine new pages (WOW!). I missed them because I have been at my dad's house for a while (he doesn't have internet). I hope I get my xbox fixed before it's finished because I like testing good maps.
     
  9. A hobo

    A hobo Ancient
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    I know, but add it in where there needs to be one..?
     
    #269 A hobo, Mar 15, 2009
    Last edited: Mar 17, 2009
  10. Oakly HiDef

    Oakly HiDef RivalMass
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    Well, I was about to post a couple new pictures but decided to wait a little bit. Nothing ground breaking but still something to look at.

    Master Debayter and I forged on the map and then I worked on it more after. The entire second level has a wall and floor now which is smooth. We have finished the main structure and can now go in to add the details. Creating an entire roof is not going to be possible, because of the sheer size of the building and the amount of items that have been used up. Instead we will make the walls higher and then maybe put in some fencewalls and fenceboxes overhead to give it an enclosed feeling.

    To do list...
    (ok I decided to add the pictures)

    -Create the spawns

    Here is where the humans will spawn, as in the original. I am not sure if we are going to have many humans start or set it to a percentage to have them be vastly outnumbered from the start.

    [​IMG]

    -put all the weapons up on the walls (those in the original room are ready)

    [​IMG]

    Just wanted to show the door to the help room. After sixty seconds it is active and requires only someone to bump into it to slide open.

    [​IMG]

    -Add in small barriers such as barrels and possibly geomerged crates/dumpsters

    (here is another pic of the tunnel. It has been slighly off set to have a crooked shape. Not sure if this is of interest... anyways)

    [​IMG]

    The fence box will allow the zombie to get to the second story window

    [​IMG]

    -Finalize a method of blocking off the stairs. This is sort of tricky because we can not simply have debris on the stairs that is pushed to the side. We do not have enough weapon holders to hold up a gravlift which would clear the debris. Placing mancannons there would push the player off the stairs and it is not very practical. This would also result in a barrier being pushed off the stairs onto the map that could affect gameplay negatively. I believe that we are better off having the stairs spawn later on in the game altogether.

    [​IMG]

    [​IMG]

    -The ghosts in the upstairs windows are having some problems and they don't always send the zombie over as they should.
     
  11. R3pentance

    R3pentance Ancient
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    omg this lookd so cool now unlucky about the ghosts but everything on this map is coming together. this is gonna be so cool to play with 16 people.
     
  12. Master Debayter

    Master Debayter Ancient
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    Alright, I'm going to update the checklist on the first page. I guess I'll take the map next so I can work on those ghosts upstairs, work on the explosives in the field, and work on the zombies' spawn system. I'm probably not going to have to zombies spawn in the field, but instead take teleporters that bring them into the field. That way I don't have to add much more to the map trying to block spawns that would lead the zombies upstairs to the second story.

    Edit: Alright take a look at the front page. The only thing that hasn't been started on at all yet is the zombie spawn system.
     
    #272 Master Debayter, Mar 16, 2009
    Last edited: Mar 16, 2009
  13. R3pentance

    R3pentance Ancient
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    this is good news debayter
    but rival mass for the problems with the stairs and the dumpster if your using deployable grav lifts then u could angle a wall or something so the dumpster bounces of it and flies out side, then you could have a platform for it to land on and since the zombies cant jump very igh they wont be able to reach it
     
    #273 R3pentance, Mar 16, 2009
    Last edited: Mar 16, 2009
  14. RRAAAAAWWWWWWWR

    RRAAAAAWWWWWWWR Ancient
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    Easy solution to the zombies getting upstairs early, don't have the stairs spawn until a certain time into the game?
     
  15. Oakly HiDef

    Oakly HiDef RivalMass
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    This is what we are going to have to do. If gravity is high then I doubt anyone will be able to do a stack jump.

    I worked on the map some more this morning and it is really moving along. I fixed one of the ghost windows and the other one just needs to be tweaked a bit more. The second floor is almost done and I have done half of the extended walls to prevent escape. most of our boxes have been used up and we will have to finish it up with walls and bridges. I would say that we are now 80% done. Once the upper walls are finished we then have to add.

    -Weapons on the walls

    -Obstacles (aesthetic details)

    -Zombie/Human spawns
     
  16. Camel Carcass

    Camel Carcass Ancient
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    Are you making another thread for the final map or just updating this one?
     
  17. Master Debayter

    Master Debayter Ancient
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    You mean version two? We're probably just going to update this one.

    The map might be posted by the end of this week (Friday), but until then I have to meet with RivalMass online and add the finishing touches myself. I have it all planned out in my head, how the spawns will work, the field explosives, the gametype traits, all of it.
     
  18. SVV33T SAUC3

    SVV33T SAUC3 Ancient
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    Well, that's good news. I'm glad to here it, but my xbox isn't back and I need to renew my live :( ! I hope it gets back in time! I really want to test!
     
  19. The Hudacris

    The Hudacris Ancient
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    Holy crap. This morning it was 63%. Then a week ago it was 34%. My friend. I really wanna see this map. Im dying to look at it. Dying.
     
  20. Master Debayter

    Master Debayter Ancient
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    I'm just waiting on RivalMass right now. He messaged me saying that we could finish the map by tonight! o_O But I can't go online tonight unless I sneak on and don't get caught...

    However, I should at least be able to see the map by tonight, which is good news, since I think RivalMass finished almost everything.

    And we shouldn't hit the object limit, because I still have those spare objects out of the map for the money glitch that I have yet to tamper with yet.
     

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