History : Having seen many people play this game mode, I decided to make a newer version using ghostmerging on sandbox for a best part Description : The goal is to repel the zombie alpha, which has an armor x4 and resistance of 2000. The map is actually composed of several floor, hence the name "level", the higher we go, the more powerful weapons become. The zombies who are infected run much quicker than the zombie alpha but a very they got a low resistance. Humans and Last Survivor: Damage: 90 Primary and Secondary Weapon: Random. Granada infinite disabled Infinite Ammo: Enabled Sensor 'movement: Disabled Benchmark: visible to all Zombie alpha : Shield: Armor x4 Damage Resistance: 2000 Shield Recharge Rate: 50% Shield Drain: Drain of 25% Damage: Fatal injury Primary Weapon: Energy Sword Secondary Weapon: Hammer antigravity Infinite Ammo: Enabled Recovery weapon: Disabled Granada infinite Off Gravity: 100% Displacement: 50% Motion Sensor: advanced mode and 150 meters Imposed Color: Gold Benchmark: No benchmark Zombie : Shield: No shield Damage Resistance: 90% Shield Recharge Rate: 200% Primary Weapon: Energy Sword Infinite Ammo: Enabled Infinite Grenades: Off Recovery weapon: Disabled Displacement: 200% Gravity: 100% Sensor: Advanced Mode Imposed Color: Black General settings : Numbers of rounds: 6 Time Limit: None Zombie Next: Random Zombie departure: 1 Point of suicide or betrayal: 0 Screenshots : Respawn of humans : Respawm of zombies : View of a corridor : $ View from a side room red : View from a side room blue : View of the last floor : General view : Weapon at each level : Ground : 1 human turret , 1 covenant turret and 2 plasma rifle Level 1 : 1 covenant turret , 4 rockets , and 1 frag grenade who respawn immediatly Level 2 : 2 beam rifle , 1 flamer , 2 sentinel laser , 4 covenant rockets and 1 spike greande who respawn immediatly Level 3 : 2 missile pad , 2 sniper , 4 laser and 1 plasma grenade whos respawn immediatly Level 4 : 2 shotguns , 4 carbine , 3 BR , 1 energy drain and 1 fire grenade who respawn immediatly . Downloads : MAP GAMETYPE
Looks like the best "Clinically obese kid" map that I've seen so far. However, these kinds of maps and gametype don't appeal that much to a lot of people. And since the high ground is easier to defend against zombies with you may want to put more powerful weapons on lower level, forcing humans to stay on the lower levels if they want better weapons. Other than that, the forging looks pretty good, keep it up.
Most "Clinicly Obese Kid" gametypes have Infinite Ammo enabled. This means Humans would just get the Power Weapons earlier, but still camp at the top. You'd essentially make the Zombies' jobs much harder.
The lighting and the map kind of make it seem...lonely and isolated. Not in the good way, haha. There is no space to jump in most of your rooms and basically no space at all. You need to open up.