YouTube - Incision: The Meeting As per usual, I can guarantee with almost 90% accuracy that this map will have at least one feature you have not yet seen incorporated into a map. As a quick side-note, the video hardly does justice for the map, the game was below the recommended amount of players. As for the music, it was the only song I knew from youtube's audioswap playlist. However, I did make a new video, but can't put it on youtube due to copyright issues with the music. Any ideas on how to get the better video up here? Until then, onto the map! This map takes a whole new outlook on infection gametypes. It can be best described as a mixture between Journey and Free Roam infection maps. In short, this is a prologue to my last preview, Nightlife (also part of the Incision series). It is the story of how the group got together, before they decided to take their chances on a military evac. Basically there are three separated paths, all leading to the same point. At the end of each path, there is a door that only opens at about 110 seconds. From there, your team must hold off at the final point for a little over a minute. Think you've got what it takes? So you have a better understanding, here's an overview. The human symbols represent survivor spawns, and the lines as the respective paths they follow before the end (feel free to interpret the last two words in any way you please). The white skulls (and single black one because white didn't show up to well at that location) represent the infection attack points. Each human starting point is a definitive location, as defined by the aesthetics, as well as the holdout points. The six locations are: Graveyard, apartment, factory, collapsed bridge, flooded metro, and below a sight-seeing bridge. Every other day, I'll upload a picture of each of the finale areas. Until then, here's a required jump 'challenge' present in the church, necessary to get to the graveyard. Feedback is appreciated. And as a side-note, I'll be hosting a testing session for this, as well as Incision: Nightlife and possibly Incision: Generators (link is to TG post) . While those will be tested, it will all take place during a Custom Games Night that I host once a week where we play mini-games and infection gametypes. All I request is don't beg for leader. It never works out well. Thanks for taking time to read this, hope to see you at the testing session. EDIT: So I did a small test with this and realized a huge design flaw. If a zombie goes through a wrong teleporter, they are stuck on a path that until the door at the end opens. So, I decided that I could make the reciever nodes two-ways instead, that way it could lead back to the initial spawn. Do you think that would work effectively without ruining gameplay? If not, is there another possible solution? EDIT 2: The Street Holdout
My Custom Games Night doesn't usually have a set time since my schedule is so fortuitous. However, when testing my maps, I invite all my friends who are online, and all recent players. I usually test a map at least 10 times before it's release. I'll send you a FR and it's likely you'll test it before it's released.
This kind of gameplay looks pretty unique, and I suppose it would put a bit more emphasis on the survival part of infection. However, I do have one issue. Wouldn't it be kind of weird having almost five separate gameplay areas? I suppose it would work fine if the ratio between humans and zombies was more in favor of the latter, but I could imagine it being a little odd. For infection games, we have to keep in mind that zombies can't just be tools like AI. So let me ask you, what is it about this map which makes it fun for them too?
Five playable areas? Technically if you include the zombie spawn I guess it could be five. But anyway, as far as the ratio, the game is set up for 12-16 players and there's five starting zombies. To answer your question I'd have to say it would be such variability in the gameplay. The most human spawns that any path has is 4, so if the zombies are organized (and humans disorganized) they could wipe out the ones at one of the paths in one strike, though that rarely happens. On top of that, They get an advantage over the humans, not through health, but through speed, and I mean that in two senses. Not only do they run significantly faster, but the first strike is always rather fast due to how close they are to the teleporter spawn and how close the initial spawn is to the humans; it throws them off guard. And even when all of the humans have been eliminated at a particular path, the zombies can always return to the initial spawn to get to the spawn hub to attack another path. So, in short, it is the variability of the attacks, as well as the rapid frequency of them. Anyway, I had this tested last night, any feedback from those of you who were there?