Hello people of Forgehub! Today I bring you all my super secret project that I have been working on in super secretness for a super secret long time, its so secret that the only people who knew about it were the good members of zombies, inc and the super secret sworn to secrecy people that I tested with it. Anyway, to end with the secrecy and on with the map. __________________________________________________________________ Urban CQB V2 Into: So here's how I made it, basically a while back I formulated Urban CQB V1, it was an interesting map shall we say, I had included one instance of switch doors, a camping point (a great mistake) but otherwise a fairly basic, messy yet fun map. A few months ago I thought about improving on it, that was when work started, I was looking to keep all of the styles however, such as the cramped feel, multi layered combat and fair use of vehicles in sensible infection games. It was when Zombie Verruckt was released that I placed the vending machines, I noticed how a well used perk could completely save your team, it was then taht I figured that instead of using a basic switch, monies would have to be used, these come in the form of grenades, a stash is in the bank vault. Back story: This map really doesn't need a story, but it can have one anyway, just to keep everyone happy. Basically its based in an abandoned city district, the UNSC bought it out for use as a scientific research centre, however the research carried out went wrong (as you can imagine) resulting in a new and highly virulent strain of the flood, yet in a virus form. Twenty years later the virus was presumed burnt out, and the UNSC returned to the Urban facility, it was beginning to be used as an Urban training facility when accidents began happening, in one training mission the equipment was sabotaged, resulting in training grade rounds, being replaced with real ones. After several deaths were recorded it was ceased and the dead were placed in the innercity mortuary. Seven days later the excersises began again, that was when things began going wrong, two marines went missing over the course of the excersise, they were reportadly seen being slaughtered by the four dead marines. Three days later after a thourough search the four dead marines were found were they had been left, in the mortuary. The acclaimed witnesses were put on parole while this was looked into further. After four days the investigation team simply vanished without a trace, their last transmition was simply garbled screaming and shouting about the virus. The facility was closed down again and sealed off, never to be entered again. A secret UNSC operation has since been planned, a team of marines and elites have been sent in to find out what really happened here, and finish the infected for good... The initial landing was a failure, now you must unite, scavenge weapons, and fight for your lives, and your deaths... Gametype: This map is made for my gametype Urban Dead, however it cab be played with any seen fitting, I will be working to set theis up for slayer and objective gametypes later on. Gameplay: Basically its simple, unite, open buildings, scavenge weapons, admire the interlocking, don't get bogged down (camping = epic fail) and always be on the move. Use the vending machines to your advantage, and try to confuse the zombies, remember, if all else fails, panic and head for the roof tops/ Screenshots: No map would be complete without them, so here they are: The zombie teleport hub; from here they can get to almost any location in the map, and spawn in safety. Note: I have fixed the wonky teleport. The city, several acres of concrete jungle, full of various nooks and crannies made for hiding equipment and people in. The combat is not just on the streets however, the rooftops make perfect battle zones as well if you want to escape the cramped conditions on the ground. Here is the 'bank vault' the currency used to buy equipment from the vending machines is held in here, but beware, campers will be infected, really you might think twelve grenades are useful, but a zombies shields regenerate, and survivors don't when you really want them too after all, combat is the worst time to not regenerate in. The cages, an ex holding cell for the zombies, they proved too weak, now they contain a few useful items. But is it worth the risk? One of the many buildings in the compound, few guns, little cover, and a gaping hole in the roof, good to hold out at the beginning, but when the death count grows things will get worse. The streets, cramped and great for ambushes, don't get bogged down here, or its game over, zombies will come from all sides, beware of this as just leaving your back unguarded is the difference between life, or death... The vehicle trailer, a human help or a zombie problem, destroying these would be a good first move for the zombies. But in the cramped streets though, how much use would a warthog really be? The vending machines, very useful for keeping alive that little bit longer. Just throw a grenade in the bottom and collect your equipment. Remember flares, trip mines, regenerators and deployable covers all make useful distractions and perks. Just make sure you don't stand too close to the machines as they do have an awful health and safety issue. Links: So there you go, my super not any more secret project. Here's the links to what you want. Urban Dead (Gametype of you've forgotten) Urban CQB V2 (Map if you are really confused) Thanks for looking, please comment and download. -K-
This map is amazing!!! I have been playing infection for a long time, and this is one of the best maps I've seen. The varying locations of items makes for very interesting gameplay. Myself and my brother had a bash at this map, it didn't matter where we were all the locations proved a challenging an inoventive game play, wether it was the cramped in streets or many rooves ( the slanted one was an awsome place to hold out with a shotgun) Some area's are a bit out of sync and could use a bit more interlocking, but the speedy and suspencful nature of the gameplay soon makes you forget these trivial errors. Final word: a cramped in blast, will stay on my downloads for a loooonnnnggg time. 5.5/5 P.S. We also set up a juggernaut gametype wich also works perfectly with this maps asthetics.
Hmm, judging by what you said about the interlocking I would imagine you meant the bridge flooring, I will try and fix that as soon as possible, I will be updating the map weekly to keep up with any problems you find. -K-
IMPORTANT NOTICE. The download link is now fixed, it was down for the past few hours due to me tweaking the map, The bridge floors are now smoothly interlocked and some of the less smooth surfaces are more navigable, allowing more freedom in combat, I have also tweaked it to be compatible with other official game variants, if the link is down, tell me and I'll fix it and note the updates.
This map is great, played it at a couple of Brain Feasts and it was varied and well forged. The CQB parts were indeed fun as were the parts where I got to use a sniper + BR. Your forging technique is good though there were some escapable areas (which I hope you've addressed? They were gameplay breaking in some areas; particularly the one I got into which gave me a running riot before you and the guys were able to put me down). A solid, excellent map. Must download.
In the latest updated version, I have addressed the points you pointed out Nitro, I have also updated weapon spawning so as to make the games last longer, also I am beginning on a safer vending machine mechanism, any ideas let me know. Thanks for posting and downloading. -K-
This map looks very, very well made and thought out. I didn't have any trouble deciding whether or not to download this. It looks tough for a last man or two to camp and every room seems enticing to use as cover. The streets look like they weren't made just by remaining in space, but instead were carefully planned and would definitely add suspense whenever you wanted to move locations. the only potential problem I can see would be if all the players camped in a single corner. this would lead to a very boring game for a zombie. But then again, that's the way most infection games are, so I don't see it as a major problem. Also, maybe interlock the boxes in the fourth picture? Great map, 5/5
I will try and interlock them, however the object limit is a cruel master, I know about the camping issues, however, the zombies can get round them via the rooftops, I may place another teleport to make it easier for them. Keep downloading and posting. Thanks -K-
By the way, for the next version what do you think I should change, I am planning on not budget glitching it, but I also need tips for a more easily navigable layout, as some of the people I tested it with thought that the only problem was it being hard to navigate. Although is that not the point? Anyway, I shall try and bring up some action shots this weekend, keep downloading. -K-
Ok, this is probably the best "city" looking map I've seen yet. Nice job. This is also going to be the only city map on my downloads. Nice job. Oh, forgot...the vending machine idea is awesome.
Hmmm, what can I say? EPIC. The super secret experiment came to be a super success. Zombies and humans alike rate this a 5/5.
Does anyone know a way I can make the vending machines less dangerous, as they do injure you, more than they help you sometimes!? Any ideas? Also; Does anyone know a low item consuming way of blocking Foundry's rear corridors? Thanks -K-
wow. fantastic. everyone thinks sandbox is so good. i personally think its a lot worse for cities etc. anyways onto the map: just by the look of it i can tell its going to be amazing i love the veritey of everything! cramped streets, open rooftops, abandon zombie cages! fantastic! i will defenetly be downloading this
My xbox is broken, I'll be getting it back in a week, Until then I won't be able to update it any further, The next update can probably be expected in two weeks, either involving more work on the back corridor, or setting it up for more gametypes. -K-
Wow, this is a great map. Ive played alot of infection and this looks like one of the more original ones(not storywise) but like the vending machines, thats sorta-new....right? FEATURE
back corridor can be blocked simply with doors and bridges for the "base sides" those are pretty cheap. or you could use unlimited money glitch orrrrrr crates with tele porters behind them orrrrrrrrrrrr crates with weapon holders on top of them. for the veding machines you could put a custom power up that makes you invincible for like 5 seconds so you dont get hurt... and have it spawn every minuet
I was thinking about that, but then my door switches would have to be changed, and I like custom powerup switches as they are. I'm thinking of a new design which is so far working but not compact enough.
This definately looks like one fine crafted infection map. But I think the gameplay is questionable, I guess I'll have to download the map to test it out.