SEWERS

Infection
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Map Description

  1. WAR
    A free roaming infection map designed to grant zombies safe passage underwater while promoting cautious yet progressive movement for humans on the surface. The narrow pathways are unchanging with uniformity in mind to create consistent gameplay eliminating unwanted exploits. Humans have increased damage resistance, making them a 2 hit melee kill. However, the fear of overpowered humans has been overturned as they have no radar and have to rely on keen perception skills to maintain safe guard. A Safe Haven trait zone marks the entire bottom surface area of the map, placing humans at a huge disadvantage in health, speed and limiting access to the surface.

Discussion

  1. theSpinCycle

    theSpinCycle Halo Reach Era
    Senior Member

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    For the framerate, maybe move the different waterways out of alignment. (the bottom section of the map). I'm thinking shift the waterway adjacent the GL to the left, move the 2nd holdout zone to where the frags are now, moving the frags closer to the zombie initials (for balance). But, of course, it's your map, Warholic :p Another area with long LoS of note is the Human spawn / DMR spawn-> bottom of pillar room LoS. Even if it doesn't have framerate, being cross-map killed by humans is no fun. :(


    Also, I would like a picture of how visible the zombies are when they're underneath the water. And the zombies' point of view from under the water. I don't know because I haven't played the map..

    EDIT: I'd like to get on this sometime. Invite me :p
     
  2. Berb

    Berb Forerunner
    Forge Critic Senior Member

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    This looks really awesome, I can't wait to get a game on this sometime soon.
     
  3. WAR

    WAR Cartographer
    The Creator Forge Critic

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    @Jack - I wish I could do more to flesh this out visually, but I'm currently in a FR drop bind

    @Shoe - Agreed, the ripples are of essential use, without them I would have to resort to radar. This is also why zombies can't sprint, because it removes that effect. The coolest thing about v2 is really the updated gametype and use of Safe Haven zones underwater (heavily inspired by H4's "trait zones"). Surprised that the Southern hall was your favorite, you might have been the only one:p

    @ Spin - Just put in a spoiler and threw in a pic underwater for ya. Thanks for the adjustment recommendations; I was thinking of moving them around but I have Forgeworld's kill boundaries (inches away from both East & West) to consider. I'll try and work it out.
     
  4. purely fat

    purely fat The Fattest Forger
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    Warholic you need to add me. This actually seems pretty unique compared to a lot of straight forward infection map.
     
  5. theSpinCycle

    theSpinCycle Halo Reach Era
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    Thanks, man :p Kill boundaries suck... by the way, in what part of FW did you put this map? I'm guessing by the coastline or the lagoon?
     
  6. Robster95

    Robster95 Promethean
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    WOW!!!!!! this looks FANTASTIC!!! i cant wait for this to come out please PM me when its released, whats this for slayer, infection etc?? but looks brilliant ive been waiting for a decent sewer map to come out :p
     
  7. WAR

    WAR Cartographer
    The Creator Forge Critic

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    Thinking this design might block the line of sight creating the FR issues. I'll have to see because the further I build south, it starts to disco...FML.
    DESIGN​
    [​IMG]

    @Tyrant - Hell yeah, its as though you were already on my FL. We keep on running customs together...

    @Spin - It was actually forged outside of the map in a place I like to call "zora's domain". You get about 4 - 5 units of habitable depth there.
     
    #9 WAR, Aug 27, 2012
    Last edited: Aug 27, 2012
  8. Yellow Sausage

    Yellow Sausage Promethean

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    I love your sketchs, so cleeeean

    I'd be up for testing. Wanna try this out cause it looks spooky

    and awesome.
     
  9. xzamplez

    xzamplez Ancient
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    This is like the only infection map that impresses me. Others are fun, but I never thought I'd call an infection map "solid".

    I think it might balance the game more if humans ran faster than zombies. If you made that change, constant movement would be more effective than hiding in a corner, which seemed to be a prevalent problem. It would also require zombies to work together and cut off the humans. I would at least try it, it may be an improvement.

    I'm still not impressed by your drawing. Your rock caves look like sickle cells.
     
    #11 xzamplez, Aug 27, 2012
    Last edited: Aug 27, 2012
  10. theSpinCycle

    theSpinCycle Halo Reach Era
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    @xzamplez Now that's an interesting idea. I don't think that's been used very often, if at all.. :)

    @yellow That looks like a haiku....

    And as for your new drawing, warholic, who says that the holdout point needs to be directly behind the small circular incline? If you shift it over a bit, you can cut down the size of the map by a couple units. IDK how severe your problem is, but that might help..
     
  11. DEADGAMER

    DEADGAMER Forerunner

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    I really like the aesthetics. Concept seems kinda cliche, but this is really good from what I can tell. You pulled it off pretty well.
     
  12. xzamplez

    xzamplez Ancient
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    Sorry, what? If you mean a sewer location.. Yes, it's been done, but none of the other maps revolve around the zombies being underwater to sneak up on the humans.
     
  13. theSpinCycle

    theSpinCycle Halo Reach Era
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    This is a completely unique combination, as far as I've seen.
     
  14. WAR

    WAR Cartographer
    The Creator Forge Critic

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    [​IMG]
    I'm going to try out your speed settings. I currently have humans at 110% and zombies at 120%, so I think it won't completely disrupt anything. I'm curious to see how it plays out.
     
    #16 WAR, Aug 27, 2012
    Last edited: Aug 27, 2012
  15. pyro

    pyro The Joker
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    Having zombies slower than humans is pretty tricky. Zombies typically have their speed as an advantage and without that the game becomes quite boring for them. Being slow and weaker with only a melee weapon is not fun.
     
  16. xzamplez

    xzamplez Ancient
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    Yeah, but the way the settings are, the zombies will eventually get you no matter what you do. If humans were faster, zombies would have to be more strategic. I doubt it would be boring for zombies, it's simply a matter of predicting a human's movement, and cutting them off.
     
  17. theSpinCycle

    theSpinCycle Halo Reach Era
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    Well, pyro has a point. I doubt it's easy to frontally attack and infect a human - the human coud just keep backing off.. that is, if the starting weapon's a shotgun. I haven't looked at the gametype yet, so IDK what the deal is with that.
     
  18. xzamplez

    xzamplez Ancient
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    Yes they can, which is why the zombies need to be smart and cutoff the humans.
     

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