Long Way Round - Linear Progression Infection

Discussion in 'WIP - Works In Progress' started by Elliot, Jul 9, 2012.

  1. Elliot

    Elliot BIOC
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    [​IMG]

    Long Way Round is a Linear Progression Map with a twist. You spawn in a room with two exits. One is open, one is blocked up with crates. You also spawn with a Warthog. But the keys are just out of reach. You need to go the long way round to get the keys and get out.

    Long Way Round Features 4 designated areas, including one that you visit twice. What this creates is a Linear map with a lot of holding out. Timed map events occur to enable the players to move onto the next area. These include gravity lifts, one way shields and crate movement.

    The infected have 1-2 spawns in each area, depending on the size and design of the area. I have tried my best to cut down on the amount of spawns for zombies while keeping them from getting spawn killed by the Humans. This is what needs to be tested the most.

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    If you would like to be involved in the beta testing of Long Way Round be sure to sign up to my BIOC lobby. Otherwise, send me a friend request and I will invite you to any other testing that I will be doing.

    Thanks for checking this out and leave any feedback you wish to give.


    Changes since this map post:

    Long Way Round has changed a lot in the past few months so I thought I would show you guys.

    The first change is to the first area after the spawn room. It is no longer a holdout room and is instead a room that you pass through.

    Before
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    After
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    The next change is to the first holdout area. This area was originally very difficult to defend and rounds often ended here. There is now more cover, a stash of grenades and a grenade launcher.

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    Now, this change effects the what the initial concept was all about. But, unfortunately I couldn't pull it off without it being breakable. Also, it is now a lot easier to understand for the player. It was quite unclear that you had to get the warthog and bash through the crates.

    So now, you simply bypass the spawn room and jump down just ahead of the crates.

    [​IMG]
    [​IMG]

    The final change is a pretty sweet one. Now, you must defend a small stronghold while waiting for the helicopter (end of the round). Teamwork is a must to defend all of the access points to the stronghold. Once you enter, you must block up the entrances and keep the zombies back.

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    This is all still subject to change, but if all goes well, not much will be changed apart from a few aesthetic improvements. If you want to get involved in some testing, just send me a messages/friend request.

    Cheers guys.
     
    #1 Elliot, Jul 9, 2012
    Last edited: Sep 7, 2012
  2. REMkings

    REMkings BIOC
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    Really interesting indeed. This really makes me want to finish my journey maps, and to share my specific feature with the world. We should try to also make a Linear map together sometime Elliot, considering we both have original ideas! :)

    And what's more, you used a lot more inclines than usual! I told you they were useful objects. ;)
     
    #2 REMkings, Jul 10, 2012
    Last edited: Jul 10, 2012
  3. Berb

    Berb Ancient
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    I can't believe only REM has commented on this map, because it looks pretty damn boss. The aesthetics are simple and neat, and the way you use the winding layout is pretty cool. The only things I have against the map is that it finishes with a holdout, and that zombie specific areas are quite small and direct but apart from that, I can't wait to test it.
     
  4. Shik

    Shik Forerunner

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    Reminds me of MrPokiphiles map that he did the forging series with. It looks really fun and I don't normally do infection in my customs but I'll try to get a game on this :)
     
  5. REMkings

    REMkings BIOC
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    Haha yeah Deadmines, you're right, the looks resemble that map a lot!
     
  6. Elliot

    Elliot BIOC
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    Thanks Berb :) Yeah, after talking with you I feel that I might change the ending. The players need to have an incentive to reach the end and be rewarded. A holdout does not provide either of these things.

    I may do something with a helipad, as the idea of the ending was to reach an LZ to get picked up.

    [br][/br]
    Edited by merge:


    I have never played that map :p Does anyone have a link?
     
    #6 Elliot, Jul 12, 2012
    Last edited: Jul 12, 2012
  7. REMkings

    REMkings BIOC
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  8. Elliot

    Elliot BIOC
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    Oh yeah, it is kind of similar. It looks great, might wap it on my lobby.
     
  9. REMkings

    REMkings BIOC
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    Then I will join, cause I haven't played that map yet either.
     
  10. Elliot

    Elliot BIOC
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    Cool man, should be a good night. After my last lobby, I know which linear maps are worth playing :p
     
  11. REMkings

    REMkings BIOC
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    Haha yeah the maps you played last time are really intense indeed. I realized I haven't played rifte gifle's linear maps yet, I think I should play those in my lobby.
     
  12. Elliot

    Elliot BIOC
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    Yeah they are great. I know that Berb has used his maps for inspiration on his own and tried to fix the things wrong with it.

    Could you test this map in your lobby as well? I will sign up :D
     
  13. Dobam

    Dobam Ancient
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    Fore me El Trocity is the best Infection Forger i Know ! He get so original idea (The warthogs garage is awsome .) Also i guest this is going to be popular as Pandora's !
     
  14. Elliot

    Elliot BIOC
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    Wow, thank Frenchy's :D I hope so, that would be great. Get yourself signed up to my BIOC lobby if you haven't already.
     
  15. REMkings

    REMkings BIOC
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    I wanted to get a better look of your map lately so I decided to download it from your fileshare, only to find it was not there. However, I did find a clip of gameplay so I downloaded that, checked it out in Theater and inspected your map the hard and cumbersome manner by flying around with the camera. And that's when I noticed the extremely clever way you built this map! I did not realize you build a tunnel under the third phase of the map, leading from the first to the fourth one. That's really neat Ell. I would recommend putting a one way shield next to the custom powerup though: it's cheatable if using a double jump. Easy fix I think.
    Also, I saw that you give a little sneak peek of this section in the first holdout location, using some kind of groove where you can see through. I'm not sure if it's still there in your latest version, but I thought it was a nice touch and it greatly reminded me of your unique strength in forging Infections: teasing the players.

    This map will be beast once it's finished and I would love to test it again tomorrow in my BIOC lobby!
     
    #15 REMkings, Aug 11, 2012
    Last edited: Aug 11, 2012
  16. Elliot

    Elliot BIOC
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    That problem and fix have been addressed before. I am still thinking about it because I want to make it seem like a watch deck over the end of the production line. If problems occur I will make some changes. Maybe just a one way shield poking up from the platform.

    Thanks Rem. I think that feature is still included. There was another one a little later in the map as well but I needed to remove it in exchange for cleaner and cheaper forging. I am thinking of adding more teases to the player in more innovative ways. But I am not worrying about that yet. I may be holding this from release until a potential Hub of the Dead comp. Fingers crossed.

    Thanks for taking a closer look Rem, can't wait for testing tomorrow :D
     
    #16 Elliot, Aug 11, 2012
    Last edited: Aug 11, 2012
  17. REMkings

    REMkings BIOC
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    We need to talk about our map on Skype bro! I have had many new ideas lately! :D

    [br][/br]
    Edited by merge:


    You could've also just put the warthog on top of that ridge, so the players have to move around in order to get to it. And then obviously put the custom powerup right next to it so it makes sense that you have to pick it up first.
    You built the final area in a very interesting way, I look forward to playing in that new heavy battle scene. :)
     
    #17 REMkings, Sep 8, 2012
    Last edited: Sep 8, 2012
  18. Elliot

    Elliot BIOC
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    I could have, but the main reason for not using the Warthog was because you could break through the crates at the start of the game.

    Cheers bro, we need to get some testing done on that last area. :)
     
  19. REMkings

    REMkings BIOC
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    No man, I mean you could put the warthog on that ridge where you initially put the custom powerup. That way, they cannot get the vehicle until they reach the area where they can enter the ridge.
     
  20. Elliot

    Elliot BIOC
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    But the sole purpose of the Warthog was to break through the crates. It had no other use. So there is no real point in keeping it in the map if they do not need to break through any crates.
     

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