Stairwell

Discussion in 'Halo 3 Casual Maps' started by SGTPepper23, Apr 30, 2008.

  1. SGTPepper23

    SGTPepper23 Ancient
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    [​IMG]

    THE MAP

    Stairwell V.2


    *****Version 2 Updates******
    *Rooftop reworked (interlocked, smoother, no potholes.)
    *Room A, Room B, and the hallway to B have been smoothed out and interlocked
    *Slightly more cover for zombies charging the complex
    *Assault Rifle ammo in each base.

    After spending alot of time thinking, forging, and testing this map I'm ready to release it to the Halo 3 Forge Forums. I don't know what you think but personally I'm tired of half ass infection maps with super fast high jumping zombies, no creativity, and no balance. Stairwell is a map idea that was inspired by the scene in 28 days later and went in its own direction. I believe this map to be my best work and I hope I can share it with as many people as possible. I made sure to stress balance between the Infected and the Survivor teams to make sure it is enjoyable being both human and zombie. I found it interesting that shield doors really help to balance out the gameplay in key areas of the map. It is useful for coordinating a wave of zombies. (And since I spent so much time balancing it is very important to download the matching gametype Xenocide). Well enough is enough let me get down to explaining to you Stairwell.

    Survivors

    The focus of Stairwell is to ascend and take refuge in one of the rooms available to you or if you are being too overwhelmed ascend to the rooftop to fight off the horde. The survivors spawn on the first floor of the apartment complex and are encouraged to ascend to the second level. From there they will be given the choice of going to rooms A or B. In each room there is an arsenal of 1 Magnum, 2 SMGS, and 2 Maulers. The only difference between the two rooms weapon choice is that Room A contains a battle rifle and Room B contains a carbine. Nearby rooms A and B are lifts which will send you to the rooftop which gives you access to a machine gun turret. Aside from the turret there is also a brute shot, a sentinel beam, and two firebomb grenades. If you wish to descend to the first floor all you must do is go down the fire escape.

    Infected

    The infected spawn within the two symmetrical rooms located in the north side of Foundry. In order to balance the map between the survivors and infected there is plenty of cover and debris in which the infected can hide behind while charging the complex. A very important fact which will come in handy to the infected is that the fire escape becomes directly accessible once the dumpster spawns after 1 min. If your curious as to the purpose of this timed spawning it was simply to prevent the infected from going straight to the rooftop and preventing the survivors a chance from getting there first. Aside from the fire escape there are 2 major possible entrances into the complex: A hole in the right of the complex and a wide door opening on the left of the complex (infected's perspective). Once the complex is breached let the feeding begin :).


    Weapons | # | Spawn Time | Spare Clips

    Assault Rifle | 2 | 30 sec | 2
    Magnum | 2 | 30 sec | 2
    Shotgun | 2 | 45 sec | 2
    SMG | 4 | 45 sec | 2
    Mauler | 4 | 45 sec | 1
    Battle Rifle | 1 | 150 sec | 2
    Carbine | 1 | 150 sec | 1
    Brute Shot | 1 | 120 sec | 2
    Sentinel Beam | 1 | 150 sec | --
    Turret | -- | Never | --
    Firebomb Grenades | 2 | 60 sec | --

    A film clip of some solid action in stairwell testing can be found here.

    More Images:

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    Nothing is perfect, so please post if you find any issues or problems with the map, and if you liked the map a reply will go greatly appreciated!!


    THE GAMETYPE

    Xenocide

    5 rounds 4 minutes

    The time limit is set so there is a goal of survival for the humans instead of and endless zombie onslaught.

    Zombie Team (25% Starting Spawn) Next Zombie : Random
    Weapon -- Energy Sword
    Shields -- No Shields
    Speed -- 125
    Color -- Green
    Gravity -- Unchanged
    Weapon Pickup -- No

    Survivor Team
    Primary Weapon -- Assault Rifle
    Secondary Weapon -- Magnum
    Shields -- Unchanged
    Speed -- Unchanged
    Color -- Red
    Gravity -- Unchanged
    Weapon Pickup -- Yes

    Last Man Traits
    4X Overshield
    50%(Slower) Recharge Rate
    110% Damage
    Infinite Ammo
    Enhanced Radar
    150% Speed

    .... trust me you'll need those bonuses in a 8-16 player game of Xenocide on the appropriate maps :D!

    All I have left to tell you is:

    Zombies attack in waves.

    Humans stick together.
     
    #1 SGTPepper23, Apr 30, 2008
    Last edited: May 11, 2008
  2. xSharpshooter94

    xSharpshooter94 Ancient
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    hey buddy first id like to say welcome to forgeHub fourms. And heres a little tip, these pics, no good. I use photobucket.com and the pics come out great. once again welcome and good luck with all of the future post.
     
  3. RubbrDuckE

    RubbrDuckE Ancient
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    Welcome Forgehub. This map looks good. It looks like there are a lot of places to move around.

    I don't fully agree with this comment though. The pics are hard to see but not completely useless. It's better to have some pics than have none. But I do recommend using photobucket or another website because the pictures are hard to see.

    [Edit]

    Looks like the pictures just got fixed after I posted...thats good.

    [Edit]

    Sorry about all the editing...but now that I can fully see the pictures this map looks really cool. There is a lot more to the map than I had thought. Keep up the good work.
     
    #3 RubbrDuckE, Apr 30, 2008
    Last edited: Apr 30, 2008
  4. SGTPepper23

    SGTPepper23 Ancient
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    thx for the welcome. I think my images should look better now.. I hope. Oh btw i used imageshack.
     
  5. Sgt Visiliy

    Sgt Visiliy Ancient
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    You could use some interlocking for the bridges in the last picture.
     
  6. kinqpin94

    kinqpin94 Ancient
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    Looks awsome definate download!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
     
  7. ThPerfectDrug77

    ThPerfectDrug77 Ancient
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    for sure, dude. downloading now. i'm actually guilty of the stereotype infection games, i never found the time to make a good one. good to see someone's at it :)

    PS: SGT visily might be right. i like interlocked stuff, but i usually couldn't care less as long as it plays well. everything in the level looks great, cept that little bridge could cause problems. great map overall tho, real nice work
     
    #7 ThPerfectDrug77, Apr 30, 2008
    Last edited: Apr 30, 2008
  8. SGTPepper23

    SGTPepper23 Ancient
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    yea thx for pointing out that tiny bridge thing guys! I know that it doesn't mess with the gameplay but it kinda does look ugly... I fixed up but I don't know if I should bother reuploading it just for something so tiny :/.
     
  9. bib bob

    bib bob Ancient
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    nice inf map could use some interlocking but thats it
     
  10. ThPerfectDrug77

    ThPerfectDrug77 Ancient
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    couldn't hurt dude. i'm sure you're right that it doesn't affect anything, but little things make big impressions. that's all your call, really
     
  11. SGTPepper23

    SGTPepper23 Ancient
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    ok looking through it it could be alot cleaner. I'm going to go through and interlock and try to make it clean as possible. Thank you for the advice.
     
  12. BlueMasterChief

    BlueMasterChief Ancient
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    interlocking would have maid better, not much you can mae better other than that nice job
     
  13. SGTPepper23

    SGTPepper23 Ancient
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    heey updated it and decided to take your suggestions (since so many people seemed to notice the gaps) and fixed the rooftop up a bit so its more visually pleasing. I went around interlocked/closed/cleaned up other spaces as well.
     

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