Shade

Discussion in 'Reach Casual Maps' started by A SILENT EMU, Jul 9, 2011.

  1. A SILENT EMU

    A SILENT EMU Ancient
    Senior Member

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    Shade was based off my popular Halo 3 infection map Checkpoints and works very similar but is greatly enhanced with all the new features Reach has to offer. It is not your average infection map, in fact it takes the game mode to a whole new experience. It ventures beyond the bounds of traditional zombie aspects such as swords, predictable camping spots, one shot kills, etc. The goal of this game is to survive for 300 seconds (5 minutes) using whatever means necessary. However, the longer you survive the further you can travel through the facility finding much needed ammo, health, abilities, and weapons in order to make your stand.

    Shade is a large map but is split into multiple sections each ranging from close range to mid/far combat. Each area is unique and offers new weaponry to fight the progressing infiltrates. This isn't the only thing that makes this game mode unique though. Zombies both start with non traditional weapons and are able to pick up other weapons on the map in order to get an edge on the humans. All in all it makes for a very unique, exciting, and fun experience for any Halo player from casual to hardcore.

    Human Traits:
    Assault Rifle/No Secondary/No Grenades
    75% Melee Damage
    90% Jump Height
    75% Gravity
    All other traits standard

    Alpha Zombie Traits:
    DMR/No Secondary/No Grenades
    110% Damage
    75% Melee Damage
    110% Speed
    90% Jump Height
    75% Gravity
    All other traits standard

    Zombie Traits:
    Plasma Repeater/No Secondary/No Grenades
    75% Melee Damage
    110% Speed
    90% Jump Height
    75% Gravity
    All other traits standard

    Area 1: Defensive Deck


    The enemy has breached the courtyard and is attempting to eliminate those who reside in the facility. The deck has many different types of combat ranging from mid/far to close range. Defend yourself from this first wave on infiltrators with whatever few items are currently available to you. eradicate

    Item List:
    Shade Turret (Never)
    Magnum (65 sec, 1 spare)
    DMR (65 sec, 0 spare)
    Grenade Launcher (65 sec, 3 spare)
    Plasma Rifle (45 sec)
    Sniper Rifle (65 sec, 0 spare)
    Frag Grenade (45 sec)

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    After 45 seconds (4:15) an emergency lift will appear at the back of the deck that will allow you to escape the deck and move on to the next area. The zombies will also gain a few plasma grenades 5 seconds before the lift appears to encourage you to move out of this area.

    Area 2: Lobby

    Once you have left the defensive deck you will enter the lobby. The lobby is a close range area full of twists and turns. It features multiple weapons that will help you defend yourself in the tight labyrinth.

    Item List:
    AA: Hologram (Never)
    Health Pack X2 (Never)
    Concussion Rifle (90 sec, 1 spare)
    Spiker (65 sec, 2 spare)
    Needler (90 sec, 1 spare)
    Plasma Pistol (90 sec)
    Frag Grenade (45 sec)

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    After 95 seconds (3:25) the door of the lobby will open. It is imperative that you move out of the lobby quickly because after 105 seconds (3:15) the lobby becomes the infiltrators new spawn. The infiltrators will gain a few new weapons later on in the game in this room.

    Item list (Spawn at start FALSE):
    Plasma Grenade X2 (110 sec)
    Needle Rifle (150 sec, 4 spare)
    Focus Rifle (150 sec)

    Finally, even later in the game, at 170 seconds (2:10) a teleporter will appear in the room giving the infiltrators an option to move directly outside the safe hold or move past it and finish off anyone in the power core area.

    Area 3: Power Core

    Moving out of the lobby you will find yourself at the power core. The power core features mid/long range, vertical combat. When entering the core you have the option to go to the bottom where there is more safety and weapons but can be harder to move on when you need to, or wait at the top with whatever weapons you currently have but will be more susceptible to enemy fire. The bottom of the core is highly explosive. This can be to your advantage or disadvantage.

    Item List:
    AA: Drop Shield (Never)
    Health Pack X2 (Never)
    Mounted Machine Gun (Never)
    Needle Rifle X2 (90 sec, 2 spare)
    **Rocket Launcher (140 sec, 1 spare) **Does not spawn at start

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    At 145 seconds (2:35) the bridge will be back up and you can move on to the safe hold. However, while waiting at the bottom for the rocket launcher may earn you a few extra kills, it is risky as you may never make it out of the core safely.

    Area 4: Safe Hold

    The safe hold features a unique element, the safety lock. After 170 seconds (2:10) the main door will close shut on be impossible to enter this way. This is why it is important to move quickly out of the power core. You can manually open the backup door but it often results in severe injury or even death and will stay open for up to 45 seconds. The safety hold is your best chance to survive the last 2 minutes. It offers mid-long range combat when firing from the windows and close-mid range combat when the enemy has breached the hold.

    **The is also an alternative pathway just before the safe hold leading back to the first area just in case anyone joined later in the game.

    Item List:
    AA: Armor Lock (Never)
    Health Pack X2 (Never)
    DMR X3 (60 sec, 2 spare)
    Shotgun (90 sec, 1 spare)
    Magnum (45 sec, 4 spare)
    Sniper Rifle (120 sec, 2 spare)
    Grenade Launcher (90 sec, 5 spare)
    Frag Grenade X2 (45 sec)

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    Opening the backup door can be hazardous.

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    If you manage to survive all 5 minutes congratulations, you have earned 5 bonus points on top of the undoubtedly massive amounts of infiltrators you have killed.

    Points:
    Kill Zombie as Human = 1 Point
    Kill Human as Zombie = 2 Points
    Last Man Standing = 1 point
    Human Survival Bonus = 5 Points

    The game mode also has it set to just one zombie so adjust accordingly. A recommended Human:Zombie ratio would be 5:1. Good Luck!

    Comment, download, rate, and enjoy!
     
    #1 A SILENT EMU, Jul 9, 2011
    Last edited: Jul 9, 2011
  2. Dino

    Dino Forerunner
    Senior Member

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    Wow, I love the idea of this map, and the different rooms that unlock themselves after awhile. But, to be honest, the whole idea of the zombies having normal weapons, maybe with slightly higher damage dealt, and higher speeds, it just sounds like a slayer game with the opposing team having a slight advantage. It doesn't spark my interest at all, I'm sorry. But great looking map.
     
  3. A SILENT EMU

    A SILENT EMU Ancient
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    It actually feels much different from slayer, like its own original game. In fact I have come to find that I prefer this type of infection over swords after playing it for a while and so have many of my friends. I'm not saying it is for everyone but you should really try it out. Thanks for the comment/feedback.
     
  4. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

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    EMU, you're so silent. (See what I did thar? :p) You didn't tell me you posted this map. Haha, anyways, this is an awesome infection map, I remember playing it many times and I loved the fact that you had rooms open at certain times. It really makes things intense and exciting. Oh, oh, I also love those stairs, they look so neat and really add a nice aesthetic touch. The shade turret is a nice touch, but I found that if you stay in it too long you die really fast, lol. Also, there was no framerate lag on this map, which is nice to see. Great job on this one brah.
     
  5. A SILENT EMU

    A SILENT EMU Ancient
    Senior Member

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    Ha thanks man yeah I haven't been on too much lately been enjoying the benefits of summer. Being in the Shade turret can definitely be risky if you're not paying close attention but it can also pin down the zombie.
     
  6. Bio Cobalt

    Bio Cobalt Forerunner

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    Loved the original halo 3 idea, and I went around in forge on this map yesterday and I was amazed at how beautiful it was. Especially the first room. Looks like it hosts some pretty intense zombie games. Im dying to try this a.s.a.p. Great job!
     
  7. Noble V1

    Noble V1 Forerunner

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    Wow I have to say this is one of the most original looking infection maps. I love the idea of giving zombies weapons and the area to area gameplay. It keeps it fresh, innovative, and exciting. Zombies with an objective almost. Feels like a variation of invasion or something. Great aesthetics, well built, looks fun, awesome job.
     

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