1. qrrby
    qrrby
    10/5,
    Version: 1.7
    The angry cats sounds bring unbridled feelings of giddy laughter through the comms; the familiar, yet very repressed shlucking sound tickles shudders into armor.

    Cesspool does what it says it does. The long scapes of corridor for strength in numbers, to quick paced enclosures, I very much enjoyed my infection games on it.

    Bias included, the 'any press is good press' mentality almost gives the map another layer to it, free from the confines of the very game itself.
  2. Ascend Hyperion
    Ascend Hyperion
    8/5,
    Version: 1.3
    I was rather impressed with this map. There were plenty of things done very right. I'll do my usual list of positive vs ideas for improvement.

    The Positive:

    The theme was absolutely nailed. There is never any question of location on the map. The sewer tunnels feel like just that, sewer tunnels. The addition of the extra rooms, the pumps rooms, mechanical nooks, etc, were all very well sculpted and they all helped tie the map together. The finer detailing on things such as the grates, fences and rubble were also good.

    Beyond the aesthetics, the map design was solid. The multiple tiers and elevations felt natural and within reason, as all the waterways did connect very clearly. Traversing the tunnels was not too monotonous, as each little section had a gimmick in it's design.

    Ideas for Improvement:

    First and foremost, the rain effect is a tad out of place I assume it's intention is to act as water drips but if so, that system is way too leaky. It also conflicts with areas of the map were the player can see up into the city above. Is it rain or water droplets? Consider either lessening the effect rate or using the actual water droplets FX in certain places instead.

    The map is dark, and thematically so but in some areas, it's way to dark. Corners and passage ways alike are shrouded and almost annoying to work through. Maybe consider adding more grates that allow natural light in, or light checkpoints (i.e fog lights, construction lights, flares, etc.)

    Finally, gameplay could potentially become very anti-infected. Here's the issue with Halo 5 Infection, we have ARs. Any fool can melt a zombie at long distance now and your long expanses in the tunnels could spell trouble if the Alpha infected aren't able to recruit some help early on. If this is showing to be a issue in play, consider more cover.


    Overall, very nice work. I recommend this to anybody looking to add a map into their infection playlist.