Grave Shift

Discussion in 'Halo 3 Casual Maps' started by MachM1217, Oct 29, 2009.

  1. MachM1217

    MachM1217 Ancient
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    Grave Shift

    Gametype: Keeper

    *Click on the titles to download*

    You are in a graveyard with some friends when suddenly the apocalypse occurs and the people in the the graveyard are thrown into hell, which ironically looks a little bit like the normal world. Try to stay alive in the graveyard and fend off the zombies that are breaking through the graves and sometimes prowling around the fences. Eventually the teleporters open up (this event is marked with an explosion) so that you can take the fight to Hell's doors. You will have to open the doors yourself with the provided explosives while fending off hordes of the undead since nobody in Hell really wants you to leave. There are active camos in the door spaces for the zombies. Once you break through the doors there is an armory to your right with some weapons left by mortals that also got cast into Hell and had tried to escape. At the end of the tunnel there is the door to the mortal world but you will have to wait for it to open. Once past the door you can fend off the undead using the machine gun turrets, but be careful since the zombies that were sent to the real world during the apocalypse might also try to kill you.

    A fun and fast paced game with 25% infected. Humans spawn with magnum and shotgun with limited ammo. Almost guaranteed to get your heart pumping unless the zombies are horrible.

    Payers: meant to be played with a large size party (8 or more)

    Humans:

    • 150% gravity
    • shotgun
    • magnum
    • no radar

    Zombies:

    • no shields
    • 75% speed
    • 50% gravity
    • normal radar
    Zombies start out underneath the graveyard in a huge room. To get to the surface of the graveyard, the zombies need to jump on top of the coffins (dumpster) and knock the pallets away or destroy them with your energy sword.

    Warning: Humans that go underneath the graveyard into the zombie spawn are not able to get back out of the ground since humans shouldn't be there anyway.


    Without teamwork, rarely does everybody ever survive past the graveyard. Seriously! Stick together! This includes Zombies.

    [​IMG]
    Graveyard

    [​IMG]
    Zombies pop out of the graves (holes in the ground covered with pallets)

    [​IMG]
    Unfinished grave

    [​IMG]
    Zombie spawn

    [​IMG]
    Stick together or nobody will stand a chance

    [​IMG]
    The gates of hell

    [​IMG]
    Armory. Trust me you'll need it

    [​IMG]
    Freedom

    [​IMG]
    Machine gun turrets

    [​IMG]
    Stay alert!

    comments or suggestions to help for a V2 are welcomed
     
    #1 MachM1217, Oct 29, 2009
    Last edited: Oct 30, 2009
  2. MachM1217

    MachM1217 Ancient
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    No...... If you ACTUALLY PLAYED the map then you would know that these problems don't occur unless the zombies are blithering idiots.
     
  3. jaybo1996

    jaybo1996 Ancient
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    Look; That guy's grammer was horrible, but His point is valid. People will camp in the armoury, and two machine gun turrets are overpowering. You can't blame the zombies because you suck at map design.
     
  4. MachM1217

    MachM1217 Ancient
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    Oh my god! what is with you people talking about things you don't know about. I guess that the machine guns are too powerful BUT in the times that I played this map and corrected it (a whole year before I posted this on forgehub) I have never had complaints about the humans being too powerful. I've actually have only had complaints from people saying that the zombies are too powerful. I have had only one person ever make it that far into the map and then be able to camp someplace on the map and they didn't camp at the machine guns. I the proceeded after the game to fix the camping spot. Listen, I could make a whole page long message explaining why this guy is wrong but I don't want to look like a person who is a horrible forger and whines at any complaints. People shouldn't waltz into a map thread and post something negative about it even though they didn't download it and try it out.
     
    #4 MachM1217, Oct 29, 2009
    Last edited: Oct 29, 2009
  5. madz333

    madz333 Ancient
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    Here is a really cool and long message written by SeargeantSarcasm that tells you some great things about infection map making, including not to have an armory.
    And if you dont want to look like a guy who complains, well, you do look like a guy who complains. It was constructive criticism, they are trying to help you. AND you asked for comments and suggestions for a V2
     
  6. DemoltionsDino

    DemoltionsDino Forerunner
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    Just a question, maybe not a new guy's place to ask, but how can a 3/4 speed, shieldless anything with a sword be too powerful when faced with two weapons fully capable of a single shot kill with ease?
     
  7. Aaronator

    Aaronator Ancient
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    I'm taking the side of the map maker. All of you can shut up if you haven't played on the map. He has a CUSTOM GAMETYPE you little blabbering illiterate retards. He can CHANGE the zombie stats. No doubt he evened out gameplay. And Madz, you are especially retarded. It the post he said most of the time armorys don't work. MOST OF THE TIME!! For instance, an closed in armory with 3+ entrances with more powerful zombies could actually be negative for the humans. Why don't you guys think for yourself before yelling out "OMGEE IT HAZ ARMORI! MUST BE BAD!!!"

    Not really. So next time, think before you talk.

    OP

    Looks pretty nice though, especially for a foundry infection map. I like the starting area with the house alot. I also like the linear path. I'll download later to check it out on the weekend. I'll then get back to you with a review.
     
  8. Rifte

    Rifte Ancient
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    It's not constructive criticism if they haven't actually played it yet. My guess is that they skip the thread, look at the pics, see an armory, and without even checking for a custom gametype, say instantly that camping will be a problem.

    I'll download this and get a game on it later, haven't played any new foundry infections in a while.

    btw.. the graveshift link at the bottom leads to your fileshare instead of the map.
     
    #8 Rifte, Oct 29, 2009
    Last edited: Oct 29, 2009
  9. CaptnAwesomee

    CaptnAwesomee Ancient
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    Cool Map, maybe put the armory in the middle that way people will stay close to that house you have in the middle, I like the fact the zombies comeout from the ground sets the mood, if only foundry had filters to make this look dark, but nice map I DL it
     
  10. ZOMBIECOW11

    ZOMBIECOW11 Ancient
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    Ya. I've played this map multiple times for an hour at times and it really is fairly balanced. At the beginning, one is lucky to even survive the graveyard. That is the whole challenge of the game, the turrets are the reward. However I don't quiet remember turrets when I last played it, but I think because the zombies can jump out of the graveyard they can flank the turreters, thus making them legit- Also, weren't there invisibilities somewhere. I'll test this again with you whenever Mach. I'm glad you finally posted it- by the way it is just coincidence that I came across this. - I think the reason people have beef with this is because they don't understand the cycle of the map. I'm pretty sure a lot of them think its just a free-walk map instead of a level-challenge map.
     
    #10 ZOMBIECOW11, Oct 30, 2009
    Last edited: Oct 30, 2009
  11. DemoltionsDino

    DemoltionsDino Forerunner
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    I also played this with a group of friends, there were 8 of us, myself included. We used the Zombie and Human percentages/stats/attributes/settings listed on the description, and it was far from balanced. Since we started with 6 humans and 2 zombies, the description of how the game went was something along the lines of: See zombie, shoot zombie, zombie dies, keep walking, reach armory, get battle rifle, keep walking, see zombies, shoot zombies, keep walking, reach turret, camp turret, shoot zombies, time expires.

    One person was infected, and we played 6 rounds. My final score was something along the lines of 89-92.

    But, now that the detraction is out of the way, the map itself is well put together, but not for the suggested gametype. When I set the zombies to be faster, more durable and lightly shielded to prevent instant kills this was a rather enjoyable gametype, with a well assembled map, excluding the Battle Rifles, which I removed and replaced with second Magnums and extra Shotgun ammo.
     
  12. MachM1217

    MachM1217 Ancient
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    I'm glad it eventually worked for yall. Thanks for playing it. But that is strange how none of the humans died at the beginning.
     

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