1. Major Update (Map and Gameplay Changes)

    KeeLoker
    I've made a whole lot of changes to this map for a while now but I just haven't posted it on Forgehub. So I'm just going to show all the major ones but this is probably only half of the changes I've made to the map:

    Map Changes:

    Train/Subway Changes:

    The train was very well received and was enjoyed by many but the only complaint was the movement was a bit choppy due to the movement script in Halo being really glitchy. I tried coming up with other alternatives but nothing would work. I did however, add a new back to the train so the humans have the option to shoot at any Chimeras chasing down the train.
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    With that change however, people complained that the infected were being gunned down from constant fire from the humans, so to counter that I added a pipe system that runs along the ceiling of the subway above the train.
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    This allows the infected to drop down in front, on top, or behind the train.
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    Going along with the pipe theme, I changed a Chimera spawn so when the train is stopped, the Chimeras spawn in another pipe behind the train
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    Problems with Choosing a Path:
    As comes naturally with all linear infection maps: Teamwork is essential to survival. This involves communication and working together as a team. However, I found that occasionally some miscommunication can happen between humans when one path is chosen without letting other humans know of the decision that was made. So to counter this, I made it so when one path is chosen, the opposite path's button(s) will change to a blaring red color signifying that path is closed off.
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    Laboratory Changes:
    In the second phase of the upper path, the infected spawned in a small room with vents. This worked for a while until someone (*ahem* Max Extra *ahem*) got a triple kill by throwing a nade in the spawn. Obviously that's really bad so I changed the spawn so the infected drop down from vents.
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    Also towards the gondola part, once a gondola is activated, a door would close not allowing the infected to chase it down resulting in them getting left behind. I added a small gate that opens once the gondola is activated leading them to the pipes along the walls allowing them to chase down the moving gondolas
    [​IMG]

    Gameplay Changes:
    - Last man standing no longer have infinite ammo. This encourages progression since humans will eventually run out of ammo.
    - Only Alphas are able to sprint
    - Small tweaks to both humans and Chimeras
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