I am trying to create something faintly resembling the generator feature except with "thumpers" in the hopes of making the players (both zombie and survivor alike) to think outside the box during the game.
Have you seen this? It actually touches on some things you glossed over here like the death rate of humans which is one of the most important parts of an infection game. I haven't read the whole thing yet, but what I have looks good. I agree with what you say about gravity hammers being too devastating, but the only reason for that is that it can kill more than one enemy at a time unlike the sword. With alpha zombies returning sometime in April (tentative) the gravity hammer will be important. For human weapons, the Assault Rifle is a good standard starting weapon, and the spiker works well too, but giving both to a player is a bit redundant. Magnums should rarely be a starting weapon because they will kill zombies instantly with headshots. All the power weapons are actually not a problem as long as they have one or no spare clips, or two-three spare shots for the grenade launcher and are set to never respawn. Although these are powerful, the ammo disappears quickly and they are only effective in special situations. protip: big font looks bad
I based my Guide off this one. And he based it off mine. You should also read mine. It has some interesting information about how to make balanced and interesting Loadouts for Infection and a Guide to make a Zombie 2-Shot instead of 1-Shot(Actually it just uses 10 % shields but nobody came up with it yet).
Oh Jesus, did I just read that entire thing? Your guide is really helpful. Seldom do I make infection maps, but your guide has made me think about making a couple.
Yup, it's already in the compendium thread I believe, along with artifact's guide. robbieagray: I believe I read your thread with that concept, however I'm not sure if it's comparable to an objective style, unless the thumper activation in turn achieves something else as well. pyro6666: I have seen that, I actually mentioned it at the end of the guide as another source to refer to. As far as the starting weapons go, it really depends on the map layout, especially concerning the magnum. But yes, if there are a large number of humans it can be a rather irritating problem for the infected. I do agree about the power weapons, but even still, they should be used in moderation, and put towards the end of the map to promote movement. As far as the font size goes, I'm trying to make it easier for the population as a whole to read this guide and take in what it suggests, in that case in particular, accommodating for the readers with particular vision issues. It seems silly, yes, but I figure that every little bit helps. artifact123: Not exactly, your guide motivated me to create this guide and spead my knowledge to others. However, since yours also mentions topics that mine may not have covered, I cited yours so that readers who are interested in creating infection games can get information from as many sources as possible. Ice Pinata: Sounds great; After all, the purpose of this guide is to increase the amount of successful infection maps created. Best of luck, and if you need any help send me a message.
So I was wondering for a map that has mid-open range what would you recommend I use for a power weapon on this map. I was thinking of using a grenade launcher.
Is this a good idea? a long hallway (with sight-lines broken) with an air vent above that zombies come out of.there is also a larger area with catwalks and larger vents as the final stand i'm almost done, but could you give me some ideas?
As foreign as this specialized form of zombie game play is to me (I realize it is not foreign to people who play games like L4D that present the model you describe), I wanted to talk about an alternate idea on how to implement this in Forge that immediately jumped out at me as I read how you described implementing this in Forge. You suggest that at the zombie spawn location that there are a number of teleporters and depending upon where they want to spawn along the line of the game play they jump into one or the other or the other... But I think there is a more intuitive way, a way that is more shall we say natural for the game play surroundings. And it can also yield a much higher sense of suspense and thrill and terror. Consider a design where the teleporters are all inline with the human's linear path. Let's take an example of buildings and streets and allies between them. Imaging on the roofs that the teleporters are hidden from street view. On building A, the zombies spawn. They can jump down to the street from any side of the building, providing that suspense feeling for those humans down below. They can also jump across to building B and jump into the teleporter there. That takes them down the street to building D, for example. They can jump across the roof to building E or jump into another teleporter that takes them further down the street. There are two advantages to this idea. first, they can skip distances much faster. Second, imagine what it looks like from the street level. Out of the corner of your eye you see a fast moving zombie (actually you may not know for sure what you saw, it was in the corner of your eye). It gets your attention, but by the time you turn to look, "what was that?" You don't know if it will come down to the street level or disappear - or even if it existed at all (what if it was just your imagination?). The zombies could really play with your emotions, confuse you, then jump on you.