Dead Village

Infection

Map Description

  1. Dezert Fuze
    Ruins of an ancient village worn, used for natural resources and human experiments. It took a turn for the worst.

    My first ForgeHub submission ever. Also, my first contest submission -- for the Hub of the Dead contest. :D

    This map is what could be considered anything from small to mid-sized. It is walled-off all around, and in that sense is blocky. However, this "blockiness" is not blocky in a bad way, rather contributes to the story and "ancient village" aesthetics. It is countered by a flaming crane, an arch, some enclosing hills, and more outside of the playable area.

    Weapons:
    -DMR x1
    -Shotgun x3
    -Assault Rifle x3
    -Scattershot x1
    -SAW x1
    -Secret You-Know-What x1 ( Try to find it ;) )

    Grenades:
    -Splinter x5
    -Frag x6


    The layout is made in such a way where holdouts can be seen everywhere you turn, giving survivors an advantage. To balance that factor, verticality is added in a way where it is easier for the infected to get up than it is for the survivors, and the ground level is separated from the upper level, with slopes and crates that can be used as a transition from one to another. If survivors choose to hold out somewhere on the upper levels, the sightlines have been covered by huge chunks of rock, and also the broadness of the upper ground. What I mean by broadness of the upper ground, is the the upper level's fooring on buildings, is also the roofing of those same buildings. When the buildings are broad and big from the outside, the roof one is holding-out on top of is also very broad. This allows for the infected to sneak in through those very buildings, and exit through the many different points on the in those buildings, then jump up to the top from whichever angle they choose. The map naturally balances gameplay between the survivors and the infected, making it challenging, adventurous, fun, and advantageous for everyone. Another thing I've been told is that the map is reminiscent of Modern Warfare 3, Halo 3, and Counter-Strike GO in its feel.

    With the aesthetics, I'm personally someone who cares a LOT about the way things look. Whether it's a photoshop project, the neatness of an essay for school, or a forge map. I also enjoy making the aesthetics and layout inseperable from each other, giving the map a meaning and a purpose. In many cases I see forge maps that have very good layout, and are fun to play on. However, a map that has this good layout, yet lacks aesthetic detail and sophistication, is a map that isn't good in my eyes (not jabbing at anyone's maps, I'm talking about the process behind the one's I try to make). So, I decided to make it an ancient desert village, with the layout being perfect for the gamemode, as well as the aesthetics being unique. The aesthetic detail is inspired by Middle Eastern designs in the real-world, with some minor differences (I'm assuming that this isn't on Earth, so the "Middle-East" might not be the Earth Middle-

    Special thanks to:
    • MYTHICALTWINKIE
    • WyvernZu
    • xNFx Monsta
    • el halo geek
    • The 0micron
    • Ascend Hyperion
    For looking at my maps and helping me with various concepts, structures, and more.

    And thank you to each and every individual who playtested it! The map wouldn't be anything without all of you! :D

    I also want to mention that I ran many playtests, and tried to listen to what everyone else said besides me, so I could have a very fair and people-oriented map. After all, it is for playing.

    Sorry about the book I wrote above, but thanks for giving me the oppurtinity to share this project with you all! :D

    DON'T FORGET TO DOWNLOAD, COMMENT, AND RATE!! :D
    Drizzy_Dan likes this.

Discussion

  1. Dezert Fuze

    Dezert Fuze Legendary
    Senior Member

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    Dezert Fuze updated Dead Village with a new update entry:

    Dead Village Reworked

    Read the rest of this update entry...
     

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