Halo 3- L4D Survival Remakes

Discussion in 'Halo and Forge Discussion' started by Eternal Reconnaissance, Apr 26, 2009.

?

How useful is this thread?

  1. This thread sucks. Will never catch on.

    10.5%
  2. It is ok, but not my kinda thing...

    8.8%
  3. I'll wait for it to get popularity...

    7.0%
  4. I like this, hopefully people will use this to publicize L4D maps.

    33.3%
  5. Great, loving the offered challenges.

    10.5%
  6. Amazing thread! I will be active on it for sure!

    29.8%
  1. Chedderboy

    Chedderboy Ancient
    Senior Member

    Messages:
    395
    Likes Received:
    0
    Well, like on Last Resort, I'm trying to block off the main building, and the containers don't always nicely fit in the gaps. Interlocking would help, but it won't work.
    But its going relatively good, so I think I'll go ahead and finish the map.
     
  2. DarkestofAngels

    DarkestofAngels Ancient
    Senior Member

    Messages:
    55
    Likes Received:
    0
    okay I am going to remake "The Hospital" (Real name to Elveator Hallway. Seeing as my Original hit the item limit with only three buildings)
     
  3. Ghost717

    Ghost717 Ancient
    Senior Member

    Messages:
    88
    Likes Received:
    0
    I think this left 4 dead remake thing is great but I think that once a majority of the maps are made you should post a map pack. That way you can get to all the Left 4 dead maps and gametype without having to search and it is sure to attract a lot of attention.
     
  4. MetaWaddleDee

    MetaWaddleDee Ancient
    Senior Member

    Messages:
    1,331
    Likes Received:
    0
    that's a great idea!

    alright everybody we need every crescendo on No Mercy, then, we release a map pack!
     
  5. Chedderboy

    Chedderboy Ancient
    Senior Member

    Messages:
    395
    Likes Received:
    0
    If we do that, then we need to have a standard gametype.

    Also, it'll have to be a post here and not a new map post...since it won't technically be a new map. Just saying.
     
  6. DarkestofAngels

    DarkestofAngels Ancient
    Senior Member

    Messages:
    55
    Likes Received:
    0
    Well guys, if you do want a No Mercy Map pack, I am doing the challenge Eternal gave us, (The Hospital). Also, I will be posting of picture of the hallways from hospital soon, I just need to do a couple of interlocks
     
    #106 DarkestofAngels, May 19, 2009
    Last edited: May 19, 2009
  7. Riptide Sage

    Riptide Sage Ancient
    Senior Member

    Messages:
    87
    Likes Received:
    0
    if we are going to make a standard gametype, there are a many things to be decided
    1) do you spawn as a special infected, or do you choose to be one?
    2)should humans and/or zombies use the health system (really high shields, but no regen)
    3)what equipment do special infected get?
    4)what items do the humans get?
    5)how long do the humans have to prepare?
    6)human traits
    7)zombie traits (there CAN be different health amounts for different special infected)
    8)tank traits
    9) how do we handle first aid kits and pain pills? (i vote we let the actual body health (whats left after you drain shields) for the humans be their "healing" as it will regen over time, i say we leave them with ~2 sword lunges at minimal health)

    well looks like we got some work to do, but one gametype should really unify the map packs.
     
  8. DarkestofAngels

    DarkestofAngels Ancient
    Senior Member

    Messages:
    55
    Likes Received:
    0
    This is just what I would want, but anyways.
    1) Choose to be one, or normal zombie
    2) Zombies, just have normal sheilds, Humans, really high, no regen
    3) Hunter=Sword, Grav lift (Pounce) Smoker=Beam Rifle, cover (Headshots for zombies turned off. Boomer=Mauler, Drain, or Flare. Tank=Custom, Over, Grav Hammer
    4)Sniper (Hunting Rifle), Shotgun (Shotgun) BR( Assualt Rifle)
    5) 45-60 seconds
    6)90% Speed, 110% Gravity (Seeing you can't jump as high as a spartan) and I don't know what else.
    7) Can't think of right now
    8) Speed=100% (If Normal is higher then 100%), and gravity same as normal. Damage put up (Don't know yet)
    9) I think we should have 50% Regen, for somewhat like Pain pills, and if we have 50% regen, then regenerators for Med Packs.

    Also, here is the basic layout from my Hospital map. (Only three walls, flooring, and weapons on it. It still needs some interlocking, but it shows it)

    [​IMG]
    I think it looks quiet a bit like The Hospital Level.
     
  9. MetaWaddleDee

    MetaWaddleDee Ancient
    Senior Member

    Messages:
    1,331
    Likes Received:
    0
    1) I say spawn as a hunter because any other way you have to have a gun, and guns =/= zombies (excluding smoker)
    2) I'd say no health, but lots of it
    3) hunter = sword
    smoker = needler
    boomer = radar jammer
    tank = custom power-up/hammer
    4) I think firebombs are too strong to have a chance of falling into the zombie's hands but otherwise tripmines
    5) either 30- 45 seconds
    6) (not sure yet)
    7) 150% running speed, 75-100 health, normal gravity
    8) Unsure...
    9) I say that unless anyone finds a way to do this, we just exclude it.
     
    #109 MetaWaddleDee, May 19, 2009
    Last edited: May 19, 2009
  10. Ghost717

    Ghost717 Ancient
    Senior Member

    Messages:
    88
    Likes Received:
    0
    How many left 4 dead maps are their?
     
  11. DarkestofAngels

    DarkestofAngels Ancient
    Senior Member

    Messages:
    55
    Likes Received:
    0
    As of right now, there is four, they are listed at the first page, under May 17th update.
     
  12. Chedderboy

    Chedderboy Ancient
    Senior Member

    Messages:
    395
    Likes Received:
    0
    When the standard gametype was suggested, everyone posted their personal gametypes...I see what you did thar.

    1) do you spawn as a special infected, or do you choose to be one?
    I think this could go either way. Personally, I like spawning in upgrade chambers, as this eliminates the possibility of picking up multiple powerups, but if a way is found that allows people to choose their infected and is cheatproof, that'd be fine by me.

    2)should humans and/or zombies use the health system (really high shields, but no regen)
    I like Eternal Reconnaissance's system-humans have high health, and slow recharge. Zombies have no health.

    3)what equipment do special infected get?
    I think we can all agree on the hunter and boomer. Hunters get energy sword, camo, and maybe grav lift. Boomers get flares, possibly some other weapon. I think giving tanks a grav hammer, overshields, and a custom powerup increasing his damage resistance and turning down his speed and gravity.
    The smoker is a point of contention. I gave him a radar jammer and sentinel beam. The radar jammer I think can be kept, but the real question is which weapon to give him. I've seen three suggested: needler, beam rifle, and sentinel beam. It really depends on whether he should be more of a support class, or a long-range sniper character.


    4)what items do the humans get?
    Sniper, shotgun, AR, and magnum. Fusion coils, and trip mines. Plus fire grenades, and spike or frag grenades. If the respawn settings are set to pickup weapons in the first 5 seconds, there's no problem of the zombies getting to grenades (Or any other equipment for that matter.)

    5)how long do the humans have to prepare?
    Anywhere from 10 seconds to a minute. 10 seconds seems short, but there's not that much to prepare. Plus, the zombies are people too, and they'll get bored if they have to wait for more than a minute.

    6)human traits
    I've covered the health settings, but to expand on it...
    Vehicles off. The only use in L4D of vehicles is scenery.
    90% damage modifier. Normal zombies, since there aren't as many of them, should take longer to kill. But only slightly.
    150% damage resistance, 2x overshields.
    100% movespeed, 100% gravity.
    Weapon pickup on.


    7)zombie traits (there CAN be different health amounts for different special infected)
    For the most part, I think they'll all share about the same traits:
    75% gravity, 120% movespeed
    50% damage modifier
    100% damage resistance
    No recharge
    Vehicle use off
    Weapon pickup disabled
    Headshots enabled


    8)tank traits
    2x overshield
    150% damage resistance
    75% movespeed, 150% gravity


    9) how do we handle first aid kits and pain pills? (i vote we let the actual body health (whats left after you drain shields) for the humans be their "healing" as it will regen over time, i say we leave them with ~2 sword lunges at minimal health)
    As I said, I like Eternal Reconnaissance's system. Pain pills are slow healing, medkits are overshields.
     
  13. MetaWaddleDee

    MetaWaddleDee Ancient
    Senior Member

    Messages:
    1,331
    Likes Received:
    0
    When the standard gametype was suggested, everyone posted their personal gametypes...I see what you did thar.

    1) do you spawn as a special infected, or do you choose to be one?
    I think this could go either way. Personally, I like spawning in upgrade chambers, as this eliminates the possibility of picking up multiple powerups, but if a way is found that allows people to choose their infected and is cheatproof, that'd be fine by me.
    I don't see the point in picking up multiple weapons. if the smoker (whichever variant he is (needler, sentinal beam, beam rifle)) picks up invisibility he becomes visible when he fires which combination of pickups gives an unfair advantage to zombies?

    2)should humans and/or zombies use the health system (really high shields, but no regen)
    I like Eternal Reconnaissance's system-humans have high health, and slow recharge. Zombies have no health.
    The slowest recharge anyone can have is 50% and that is way too high and it makes it so a good team of survivors could survive for an overly lengthy amount of time. and a player who messes up once gets killed immediately. I say no recharge

    3)what equipment do special infected get?
    I think we can all agree on the hunter and boomer. Hunters get energy sword, camo, and maybe grav lift. Boomers get flares, possibly some other weapon. I think giving tanks a grav hammer, overshields, and a custom powerup increasing his damage resistance and turning down his speed and gravity.
    The smoker is a point of contention. I gave him a radar jammer and sentinel beam. The radar jammer I think can be kept, but the real question is which weapon to give him. I've seen three suggested: needler, beam rifle, and sentinel beam. It really depends on whether he should be more of a support class, or a long-range sniper character.

    I don't see why the hunter gets invisibility, and the boomer flare is just flat out useless, I say we abandon the boomer character and just make him a piece of equipment, and why does the smoker get a radar jammer anyway?

    4)what items do the humans get?
    Sniper, shotgun, AR, and magnum. Fusion coils, and trip mines. Plus fire grenades, and spike or frag grenades. If the respawn settings are set to pickup weapons in the first 5 seconds, there's no problem of the zombies getting to grenades (Or any other equipment for that matter.)
    I don't think the snipers translate between the games and I think the BR bears more of a resemblance to the sniper in L4D

    5)how long do the humans have to prepare?
    Anywhere from 10 seconds to a minute. 10 seconds seems short, but there's not that much to prepare. Plus, the zombies are people too, and they'll get bored if they have to wait for more than a minute.
    I agree but it has to be more than 10 sec.

    6)human traits
    I've covered the health settings, but to expand on it...
    Vehicles off. The only use in L4D of vehicles is scenery.
    90% damage modifier. Normal zombies, since there aren't as many of them, should take longer to kill. But only slightly.
    150% damage resistance, 2x overshields.
    100% movespeed, 100% gravity.
    Weapon pickup on.

    15 sword slashes for health (rough estimate)
    150% gravity
    all else normal


    7)zombie traits (there CAN be different health amounts for different special infected)
    For the most part, I think they'll all share about the same traits:
    75% gravity, 120% movespeed
    50% damage modifier
    100% damage resistance
    No recharge
    Vehicle use off
    Weapon pickup disabled
    Headshots enabled

    normal halo 3 stats maybe 75% damage resistance

    8)tank traits
    2x overshield
    150% damage resistance
    75% movespeed, 150% gravity
    more resistance


    9) how do we handle first aid kits and pain pills? (i vote we let the actual body health (whats left after you drain shields) for the humans be their "healing" as it will regen over time, i say we leave them with ~2 sword lunges at minimal health)
    As I said, I like Eternal Reconnaissance's system. Pain pills are slow healing, medkits are overshields.
    we dont
     
  14. aMoeba

    aMoeba Ancient
    Senior Member

    Messages:
    1,369
    Likes Received:
    0
    There's actually a very simple solution for class based zombies, cheat proof and you can pick which class you want. I made a map on standoff once based on medieval warfare with different classes, four actually. What I had done was I put two floating double boxes horizontally side by side in the air, and I put immovable barriers in the middle of each box to make 4 rooms. Each team (now with L4D you only have one class based team so you don't have to do both sides like I did). So for sake of simplicity let's say this. The zombie team will spawn in a place they can't be shot at or hurt, and there will be 4 sender nodes (however many classes you want up to 8). Next to each sender node, I had put movable objects to indicate certain classes. I had put a traffic cone for a wizard, a rocket for a pillager, a small crate for a soldier, and a barrel for a berserker. Each teleporter leads you to one section of the box where quickly respawning weapons are, and whatever traits that class gets. The class then jumps out of the box and goes to kill people! They can't get other traits because you can't jump into the box next to you, and teleporters are one way.

    If someone needs an example of this (I have an entire map dedicated to this system) feel free to add my GT, NewbAmoeba, I will gladly show you. It is very simple.
     
  15. Riptide Sage

    Riptide Sage Ancient
    Senior Member

    Messages:
    87
    Likes Received:
    0
    i don't know about you guys but, why DON'T special infected get a health boost? In L4D they are tougher, and if they use a health system we can use an overshield to double the health of the hunter and the smoker so they live longer, but not much, as for the tank whats the over shield for? you can build in any health you like, not to mention you control the degen rate of shields.as for equips, the boomer was used to confuse humans so we might give him the radar jammer and pls grenades. the smoker should lose the radar jammer as the actual smoke was not a key part, my personal vote for weapon remains beam riffle, but they have an overshield doubling helath. finally the hunter, my personal opinion is sword,grav lift, and overshield. As for a few other random things, if we stick with the health system we MUST make sure most of it is shields not "body health", just have lots of shields but low resitence, if we dont humans have a really high health that regens over time no matter what. finally if humans have health bars, zombies have swords, i can't see another solution. well thats my two cents what do you guys think of it?
     
  16. DarkestofAngels

    DarkestofAngels Ancient
    Senior Member

    Messages:
    55
    Likes Received:
    0
    Meta, I have a problem with that. It only happens in your map, since your spawn system is easier to understand, but for example, in my map, the Zombie spawn will be down tubes, and once your down there, theres no way of getting out.
     
  17. Chedderboy

    Chedderboy Ancient
    Senior Member

    Messages:
    395
    Likes Received:
    0
    I gave the boomer a flare and the smoker a radar jammer because that's what the barf and smoke do. When you're barfed on, you really can't see anything. When you're going through smoke, you can still tell who's your friend and who's a zombie, but its hard to tell exactly where the zombies are. Then, if the boomer and smoker work together, a flare + radar jammer is absolutely devastating.
    Of course, the boomer is essentially a walking flare, so its possible we may remove him.
     
  18. MetaWaddleDee

    MetaWaddleDee Ancient
    Senior Member

    Messages:
    1,331
    Likes Received:
    0
    The smoker doesn't throw smoke at them when he dies he has a visible death

    In the commentary valve said that people had trouble telling if he died so Valve added the smoke explosion, This shows that the smoke isn't a primary function of the smoker, and should not be included in his rendition in Halo

    and also, the flare is useless, and the radar jammer is useful so if anything the flare should be in the hands of the smoker
     
  19. thesilencebroken

    thesilencebroken Jill Sandwich
    Senior Member

    Messages:
    5,549
    Likes Received:
    159
    actually I disagree... the flare is a perfect fit to the boomer, and if you gave him something that he can melee with aside from it, theres no reason he couldnt stay as well. plasma pistol maybe? The point of the boomer in the actual game is to strategically help your partners, not be the star.... so if the boomer sets up and flares the enemies while the hunter or tank sneaks in, that could be devastating.

    the smoker dragging you from safety is its main asset, but im not sure how to replicate it. personally, i DO feel the sentinal beam is the best choice.
     
    #119 thesilencebroken, May 20, 2009
    Last edited: May 20, 2009
  20. MetaWaddleDee

    MetaWaddleDee Ancient
    Senior Member

    Messages:
    1,331
    Likes Received:
    0
    This is my problem

    the flare should be the boomer's equipment but it doesn't act like the L4D boomer did

    Flare - lasts about five seconds and in that time you just watch your radar or look for names.

    Radar Jammer - about 20 - 30 seconds (?) you are forced to back into a corner, constantly watch your back, or look for the radar jammer and blow it up.

    although the flare was my first choice for a boomer, It just didn't act like a boomer, The radar jammer did
     
    #120 MetaWaddleDee, May 20, 2009
    Last edited: May 20, 2009

Share This Page