The Complex (v0.2)

Discussion in 'Halo and Forge Discussion' started by The Abhorrent, Jun 27, 2011.

  1. The Abhorrent

    The Abhorrent Forerunner

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    The Complex (v0.3)

    The Complex (v0.3)
    By The Abhorrent

    **UPDATED**
    v0.2 has been taken down off of fileshare, v0.3 replacing it.
    Links at top of post have been updated, as have the images.

    Map Download Link: v0.3
    Gametype Download Link: v0.3

    After some feedback from the Testers' Guild on the initial version of the map, I was hoping to get some more advice & input (don't want to ask too much of TG) on my first attempt at a map designed for Infection gametype and it's variants.

    The Complex (v0.3) is a labyrinthe & large structure, but it should be easy enough to get around. Much of the debris littered about the map can be used to go up and down the many walkways thoughout the map, and leaping down (though not from too high) is also an option; you may find any platforming skills you may have acquired playing other games may come in handy. Anyhow, this is a map which is designed to make you think no matter which side you're on.

    This is packaged with a custom gametype (Alpha Zombies variant) -- The Complex: Stone-Like (v0.3). As the name implies, the zombies are obscenely tough to kill (excessively so according to TG). However, the idea here isn't to hold out against a never-ending horde of relatively squishy zombies; rather, it is simply to survive. These aren't mindless zombies we're dealing with, but cunning monsters. Any living creatures will be required to outwit the abominations, less they become one themselves.




    Images

    View of the upper floor of the structure
    [​IMG]

    View of the bottom area within the structure, shows new debris
    [​IMG]

    View of the rooftop area of the structure
    [​IMG]

    Profile image of the structure floating above the canyon in Forge World
    [​IMG]




    Changes from inital version

    The Testers' Guild feedback on the initial version of the map did highlight several important issues with the map, and this is just a recap to state that they (should) have been addressed.

    1. SFX has been lightened up considerably
    The only SFX orb left on the map is Purple, Juicy & Next Gen have been removed. The pics above should give you a rough idea how if the map is too dark or not.

    2. The man-cannons should work all the time now
    Yeah, kinda self-explanatory. Tweaks were made before testing, and it caused many to accidentally kill themselves as a result. Everything should go smoothly now.

    3. There should be no more inescapable rooms for the living to hide in
    This particular issue was mentioned in the feedback, but details were sketchy. I've done a lot of hunting about, and I think that I've found all of them. They've either been patched up with additional structure (designed to make one fall off the structure, resulting in death) or by adding soft-kill zones. Considering the purpose of the map (running away from the undead), any good hiding spots need to be eliminated.

    4. Zombies have been softened up considerably
    All zombies have had their health cut down, and the damage output of the living has been increased. There are some more tweaks, to be listed later.

    5. The two jet packs have been removed, one Spartan Laser added
    Jet packs weren't mentioned in the feedback, but they were tucked away in out of the way areas. One of these areas was sealed off, the other now holds the Spartan Laser. Most of the heavy weapons on the map come with no spare clips (limiting their effectiveness), but SpLaser has a full battery and may be able to do some decent damage against the undead... if your aim is true.

    6. Safe Zone added
    The previous version of the map had only a hard kill zone underneath it, designed to ensure no one became stranded outside the playing field. This has been switched out for a safe zone, which is a bit more definite at keeping people within the aforementioned playing field.

    7. All Kill Balls Removed
    *v0.3 Update* Though the feedback from the TG noted that they were an eyesore, I didn't want to remove them (hence why they remained in v0.2). The reason they were removed in v0.3 was for gameplay reasons -- "Killed by the Guardians" . You could (hypothetically speaking) continuously kill yourself on the balls to avoid becoming one of the Infected.... yeah, they had to go. Freed up some of the budget for more debris at least, and allowed me to make the bottom level more interesting.




    Player Traits
    For the custom gametype, of course.

    The Living:
    - Normal damage resistance, shields, run speed, jump height, and gravity.
    - Damage output is only 50% (up from 25%), melee attacks do no damage.
    - 25% shield recharge rate, really slow.
    - Start with a DMR, a magnum, no grenades, and the Sprint AA (v0.3 update). Assault Rifle was removed as an option because it spawned with a hearty four clips, and ammo is supposed to be very scarce in the gametype.
    - Radar set to normal mode @ 10m range.
    - Got a perpetual waypoint over their heads, which should make any remaining hiding spots ineffective (overkill?).

    Last Man Standing:
    - Damage resistance increased to 110%.
    - Unlimited AA use granted.
    - Shield Recharge Rate boosted to 50% of normal.
    - Run speed increased to 110%.
    - Radar range increased to 25m.

    The Infected:
    - 300% damage resistance (down from 500%), no shields, and no recharge for health.
    - Immune to headshots & assassination
    - 100% base damage, 200% melee damage
    - Equipped with a gravity hammer and a spartan laser (v0.3 update), and infinite ammo. Unable to pick up any other weapons.
    - Equipped with hologram AA (unlimited use).
    - 110% run speed (down from 120%, so that they don't obvious outrun their holograms), 150% jump height, 75% gravity (up from 50%, so that they don't get tossed too far man cannons)
    - Enhanced radar with a range of 25m
    - Forced colour is black.

    The Alpha (only one spawns at start of round):
    - 500% damage resistance (down from 2000%)
    - 125% damage with weapons, 300% melee damage.
    - Has "Bottomless Clip" instead of infinite ammo; the Alpha doesn't have to wait for his laser to cooldown between shots.
    - Given Active Camo AA instead of Hologram (still unlimited use) to screw with the humans' motion sensors.
    - Otherwise identical to other Infected.




    Any suggestions, advice, and input would be greatly appreciated.
     
    #1 The Abhorrent, Jun 27, 2011
    Last edited: Jul 2, 2011
  2. Zenixlio

    Zenixlio Forerunner

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    I love the gametype! Cant say much about the map, will have to DL for further inspection
     

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