Zombie Complex

Discussion in 'Halo 3 Casual Maps' started by King Bacchus, Mar 11, 2010.

  1. King Bacchus

    King Bacchus Forerunner

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    Zombie Complex

    Download Map Here:
    Bungie.net : Halo 3 File Details

    Download Game-type Here:
    Bungie.net : Halo 3 File Details

    You're alone.... It's dark, and you're abandoned inside of a complex with a few co-workers. An infection has spread and those unfortunate are coming after you. What do you do? Well, you start pumpin' lead, of course!

    This is just a simple Infection game I came up with after suffering from EXTREME boredom. The map came out fairly well, but I'll let you be the judge of that. Here's an overview from above of what the map looks like:

    [​IMG]


    So here's how the game is played:

    There are four co-workers stranded in an abandoned complex. The power in the complex has failed, so no technology works properly. You start off in the main lobby (That's the room in the middle of the complex.) Everyone starts of with magnums, and you have to hold off as a team in that room until the doors around the building begin to open.

    Here's a door that's closed:

    [​IMG]

    Here's a door that's been opened:

    [​IMG]


    The doors open on their own, so there's no need for you to try to pry them open with your B button. Well, sometimes the doors just don't open when they should. Just walk into it if it isn't opened. Also, sometimes the doors will respawn on top of each other, so you end up with a "half-closed, half-opened door."

    As you progress to different rooms, you gain access to different and more powerful weapons, such as a shotgun, a flamethrower, and even the famed Battle Rifle. (I'm not going to list the time it takes for each door to open. That'll be a surprise for you!)

    Here are a few screenshots of what the map looks like:

    This is the main starting point for the Humans. (The Zombies spawn randomly around the map.)


    [​IMG]


    The humans start out here with nothing but magnums, as I already said. The zombies can enter the room through opened doors leading to other rooms, through the various windows around the map, or through various holes in the roof. The zombies are relatively weak, but so are the humans. It takes just a few shots to kill a zombie, but 3-4 hits to kill a human, so stay on your toes! (Or control sticks.) Teamwork is critical!

    After a minute or so, you gain access to the next room.


    [​IMG]


    The humans are given SMGs as a reward for surviving.

    After a little while, more doors around the complex begin to open. Here are some screenshots of a few of those rooms.

    This here is the Vehicle Bay. There's a shotgun hidden in between the 'hog and the mongoose. (And no, the vehicles can not be driven by either side, sorry, Dan XD)


    [​IMG]


    This is the "special room." There is a flamethrower, some grenades, and a BR hidden in the back.


    [​IMG]


    The BR can be reached by crouching, but beware of the hole in the roof above!


    [​IMG]

    Next up is a small room that connects two seperate buildings. Here you gain access to some ARs. (You don't HAVE to use them, if you're one of those "pros" who happen to be against the AR.)

    [​IMG]

    Next up is the "office" of the complex. (My budget was low and I didn't have enough options, so just go with this.) You can find some Carbine Rifles on the desk, and there are some Sniper Rifles hidden under the desk.

    [​IMG]

    And finally, the last room to open. This was designed to be the entrance to the complex, but again, my budget was low, so just go with it. The door is blocked off, so the only entrance is from behind. If you happen to make it this far, then congratulations, because you now have a rocket launcher.

    [​IMG]


    Here are a few screenshots of some gameplay:

    [​IMG]

    That was a little close...

    [​IMG]

    Ouch... Bye bye, Zombeh!

    Honor Rules:

    Humans:
    You CAN jump out of the windows, but you aren't supposed to. Also, you have a waypoint above your head, so jumping out a window would be a bad idea. Also, you are not allowed to destroy the grav-lifts that are holding the doors up.

    Zombies:
    You aren't allowed to destroy the grav-lifts, either.


    Okay, so here’s the lay-out of the game type:
    (You don't HAVE to read this, but I'm just choosing to provide it for those who are curious and would like to make any suggestions.)


    (The post doesn't end after this boring information! Scroll down!)

    1.Initial Zombie Count: (Ratio of Zombies to Humans is 3:1; Example: 12 zombies, 4 humans. Change according to the amount of players.)


    2.Infection settings

    a.Scoring:
    ·Zombie Kill Points: 1
    ·Infection Points: 5
    ·Last Man Standing Points: 5
    ·Suicide Points: 0
    ·Betrayal Points: 0

    b.Alpha Zombie Traits

    I.Shields And Health
    ·Damage Resistance: 50%
    ·Shield Multiplier: Normal Shields
    ·Shield Recharge Rate: 90% (Slower)
    ·Shield Vampirism: 10% Leech
    ·Immune to Headshots: Unchanged

    II.Weapons and Damage
    ·Damage Modifier: 50%
    ·Primary Weapon: Energy Sword
    ·Secondary Weapon: None
    ·Grenade Count: None
    ·Grenade Regeneration: Disabled
    ·Infinite Ammo: Enabled
    ·Weapon Pickup: Disabled

    III.Movement
    ·Player Speed: 75%
    ·Player Gravity: 50%
    ·Vehicle Use: None

    IV.Sensors
    ·Motion Tracker Mode: Enhanced
    ·Motion Tracker Range: 75 Meters

    V.Appearance:
    ·Active Camouflage: Off
    ·Waypoint: No Waypoint
    ·Forced Color: Zombie

    c.Zombie Traits
    (Same as Alpha Zombie)

    d.Last Man Standing Traits:
    (All Unchanged)

    e.Next Zombie: Random


    3.Weapons and Vehicles

    a.Primary Weapon: Magnum

    b.Secondary Weapon: None

    c.Weapons on Map: Map Default

    d.Grenades on Map: Map Default

    e.Vehicle Set: Map Default

    f.Indestructible Vehicles: Disabled

    g.Custom PowerUp Traits: (Unchanged; There is no Custom PowerUp.)


    4.General Settings

    a.Number of Rounds: 2

    b.Time Limit: 4 Minutes

    c.Base Player Traits

    I.Shields and Damage
    ·Damage Resistance: 200%
    ·Shield Multiplier: Normal Shields
    ·Shield Recharge Rate: 50% (Slower)
    ·Shield Vampirism: Disabled
    ·Immune to Headshots: Disabled

    II.Weapons and Damage
    ·Damage Modifier: 100%
    ·Primary Weapon: Magnum
    ·Secondary Weapon: None
    ·Grenade Count: None
    ·Grenade Regeneration: Disabled
    ·Infinite Ammo: Enabled
    ·Weapon Pickup: Enabled

    III.Movement
    ·Player Speed: 75 %
    ·Player Gravity: 200%
    ·Vehicle Use: None

    IV.Sensors
    ·Motion Tracker Mode: Off
    ·Motion Tracker Range: Unchanged

    V.Appearance
    ·Active Camouflage: Off
    ·Waypoint: Visible to Everyone
    ·Forced Color: Off

    d.Respawn Settings: (Unchanged)

    e.Team Changing: Not Allowed

    f.Friendly Fire: Disabled

    g.Betrayal Booting: Disabled


    The link to the map and gametype are listed at the top. Rate, comment, and provide some "constructive criticism" for me.
     
    #1 King Bacchus, Mar 11, 2010
    Last edited: Mar 11, 2010
  2. WlodygaDeuce

    WlodygaDeuce Ancient
    Senior Member

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    couldnt the humans just jump out the window if they crouch jump?
     
  3. King Bacchus

    King Bacchus Forerunner

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    Oh, yes, thank you for reminding me. I'm going to edit it and put a few "Honor Rules."
     
  4. WlodygaDeuce

    WlodygaDeuce Ancient
    Senior Member

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    your welcome
     
  5. KurmisTheFrog

    KurmisTheFrog Forerunner

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    why can't you make the grav lifts instantly respawn?
     
  6. King Bacchus

    King Bacchus Forerunner

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    If I set the Grav lifts in insta-respawn, then they would all spawn at the beginning of the map, which would make it easier for the humans. The game type wouldn't be balanced for each side.
     
  7. Chaos Gruntt

    Chaos Gruntt Forerunner

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    For the grav-lifts that lift the doors, maybe try putting up something thin like a tube ramp or something so it still lifts the doors but you can't see them.
     
  8. Berb

    Berb Forerunner
    Forge Critic Senior Member

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    You should fix the map. People shouldnt have to follow "honor rules"
     
  9. noklu

    noklu Ancient
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    Sometimes, to create a balanced, good map honor rules may be necessary. Looking at some successful game types (I'm pretty sure tremors has honor rules), honor rules aren't necessarily a problem that must be fixed, but rather an attempt to get past the limitations of Halo3 forge.

    The map itself has evidently had some thought put into it, and was well posted. However striking the limit is a nuisance. In future maps, try to plan a bit more ahead, to try avoid hitting the limits.

    I would like to know where exactly the zombies spawn, (outside?) and how they enter.
     
  10. King Bacchus

    King Bacchus Forerunner

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    I can go ahead and add the extra info if you like. And yes, I did try to avoid the limit and was lucky enough to have exactly 1 dollar left.
     

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