Snipe Alley. This game is set in a long tube up in the skybubble on sandbox, the humans start with a sniper rifle and can pick up a beam rifle if they need to. the objective is; Humans to kill as many zombies before th zombies reach the end and kill the humans IMPORTANT: this is really important for this to work as explained on the description of the GameType the party leader must change the number of zombies according to the number of players, there should be at maximum 4 zombies to 1 human or else it is unbalanced: 1-5 payers: 1 human, e.g: 4 players - 3 zombies, 1 human. 6-10 players 2 humans, e.g: 8 players - 6 zombies, 2 humans. 11-16 players, 3 humans, e.g: 15 players - 12 zombies, 3 humans. those are the basic rules and important information of this game. Game settings: number of rounds: 10 Time limit: 5 minutes Friendly fire: off Human settings: Infinite ammo Infection Settings: Camo: poor camo Weapons: Gravity hammer Run speed: 150% Gravity: 100% Infinite ammo Instant kill Helpful tips: Zombies: should aim towards using the hammer to its advantage to move quickly between the start and killing the humans. Humans: Try to go for no scopes because you hit at least 1 zombie and could end up getting 2 or more headshots with one bullet because of the bullet hitting the walls and bouncing about. The humans start here... there are beam rifles below their feet if they want one. The zombies start here... so prepare for the assault. Humans have to kill the zombies before they reach them. Zombies have to get as far as they can to reach the humans and kill them. finally all you have to do is smash your hammer and the humans are done for! Hope you like this game, the more people the more fun i find it. Download map: Click here to download Download GameType: Click here to download thank you for downloading and i hope you enjoy.
This simply seems like a map where the point is to rack up kills... I LOVE IT! I do have a problem though it seems like the zombies can jump, it seems like there would be more "headshots" if they couldn't jump
In games like this, there's really zero motivation for the zombies to play. Sure, the human snipers will be having a blast, but the zombies simply run to their deaths, and there's very little chance that they'll make it to the humans by the end of the round. A lot of people think that gametypes like these are "fun," because someone is having fun. Although, it's actually quite aggravating to the rest of us who aren't on the winning side. My point in saying all of this is that your idea seems fun, but you need to find some way to make it fair for all sides, or else very few people will download, let alone enjoy your game.
Yes that is the case with this game, it is not however if you have more than 6+ people because it is not as easy for the humans, this game fromwhere i took the pictures from each round lasted about 1-2 minutes because of there being 5 zombies, so i think its pretty balanced
I think it'd probably be nicer if there was a slightly wider area for the zombies to run through. Right now the humans can take a shot and kill 3-4 zombies, and spawn killing is also really easy. Try making the zombie running area in the shape of a cone, getting narrower as they get closer to the humans. If you lower the gravity then the ceiling in that cone-shaped area would be nice. If you really want to add some spice to the gametype, then make a CPU available to the zombies about 1 minute or so into the game that gives the zombie who picks it up more damage resistance, or something that could be a real threat to the humans so that they need to focus fire on the zombie.
I agree completely with Panncakez entirely. If I were you, I would make the hallway longer and wider. I would even go to the point to make it so that the Snipers cannot spawn-kill the Zombies, by placing walls for the Zombies to hide behind near the Zombie spawn. This way, the Zombies actually have a chance, and the game would become much more skilled and fun and less on hoping that the Sniper(s) miss. Here's a beautiful diagram that I drew on Paint. See? Put aside my art skills but take a look at what the gist is, the Zombies need some sort of protection. I also think this will take out an unfair ability for the Zombies, which us using their Gravity Hammer to send their teammate towards the Snipers. That's just my two cents, anyway.
I believe this is what he meant, and what i also think will make the game slightly improved. PEPPERS = Zombie spawn Orange stuff = Shield door to prevent spawn killing Blue dots = Snipers
I agree with MontageMedia's diagram more than ZapZap09's. ZapZap, you essentially make it easy for two snipers to camp both sides of that middle wall. Another couple of possibilities... Shield walls that appear as more time passes so the zombies get protection closer to the snipers. A zombie chamber above the corridor with slots the zombies can drop thru. Perhaps make chambers above that open up after 90 seconds and 150 seconds with holes in the ceiling to drop down even closer to the snipers. A good rule of thumb is that before creating a game and map for infection, put yourself in the zombie's shoes before the human's. If you wouldn't have fun as the zombie, then chances are... people will quit.
Honestly when one of these games comes up I either set down the controler and go eat something while I wait for the party leader to end the game because it's boring (only if I cannot find another game to play), or I quit to go play something else and remove the party leader as a friend. I just hope you took account for all the people who will quit in your initial calculations about number of zombies.