May-Day

Discussion in 'WIP - Works In Progress' started by Yellow Sausage, Aug 24, 2012.

  1. Yellow Sausage

    Yellow Sausage Promethean

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    May-Day is a map I have been planning and working on for about a week now, and I'm proud to present a preview to you. The map is linear and has 3 stages. But before all that there is a back story.

    "Hello ladies and gentleman this is your captain speaking. Shortly we will be taking off from Bejing to London. I hope you have a very nice flight and if you need anything just contact your flight attendent."

    "Echo 1 this is Bravo 256, is runway 24L clear now?"

    "Roger Bravo 256 you are clear to take-off runway 24L. Have a nice day"

    "You too Echo 1."

    Flight 256 took-off on a routine flight from Bejing to London. Everything seemed normal. Until they reached Siberia.

    "Echo 1 Echo 1 this is Bravo 256 we have hijackers on board, I repeat we have hijackers on board!"

    "Roger 256, divert to Alykel. Emergency vehicles will meet you there."

    "Echo 1 we will not make Alykel. We're going to crash land."

    "Roger 256, where abouts are you?"

    "Bravo 256 where ar- 256, are you there?"

    "This is Echo 1 please respond.

    "Bravo 256 this is Echo 1 please respond."

    Flight 256 has crash-landed somewhere in Siberia. Nobody has a clue where.

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    EDIT: these pictures are from the older version:

    Now this is where you come in. You have crash-landed beside an abondoned relay station, and survived. But no, the hijackers weren't hijackers. There were zombies. Your objective. Escape the zombies.

    This is where you crash-land:
    [​IMG]

    After 60 secs, a gravity lift will appear beside the wall on your right and you will move on to the relay station.

    Here is an overview of the relay station. You'll find more ammo and a warthog. Use them both wisely.
    [​IMG]

    Then at 120 secs a mine will spawn and you'll be able to pass through to the final stage.
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    At the last stage you see two falcons abondoned. There are both still working. Make it to the falcon. Only the best will survive.
    [​IMG]
    Well folks, that is May-Day. I haven't tested it yet, but I plan to get some lobbies soon. Thanks for looking and please leave feedback below.
     
    #1 Yellow Sausage, Aug 24, 2012
    Last edited: Aug 25, 2012
  2. theSpinCycle

    theSpinCycle Halo Reach Era
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    So this is the map you were working on the other day :p Much more fun then waiting for ten minutes for a match in Matchmaking.

    I must say, I don't think anyone would feel that there is an "environment" to the map. It just looks too much like blocks in Forge World. I especially dislike the wall coliseum spamming. It just looks lazy.
     
  3. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    Please tell me that you didn't actually use the Nova FX?

    I agree that areas of the map look a bit blocky, but overall this is not a bad attempt. With testing it may work out.One thing that probably should not be kept is the falcons however, as any human able to survive to the end should be allowed access to the "Safe Room," where as you have it set up so that many could be left out, especially if no one stops for gunners.
     
  4. Yellow Sausage

    Yellow Sausage Promethean

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    I did actually use nova but mixed with purple and old timey it looks like spooky day-time. What do you mean by the "Safe Room"? Is it where the zombies spawn?
     
  5. Skyward Shoe

    Skyward Shoe BTB Legend
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    A safe room is the way most linear infection maps end (indeed the way this one ends.) Basically, it is a place where the remaining survivors at the end can reach total safety from the zombie horde. You have tried to accomplish this with falcons, but the issue here is that it is easy for players to take the falcons and leave other survivors to die, even when gunners could be taken. Any player that is able to reach the end of the linear progression run should be able to access this, as it promotes team cooperation over simply trying to run as fast as you can for the exit.

    Also, I mentioned the nova FX because (even with mixed other FX's) such a brightly lit scene can hurt some player's eyes, and the surrounding land and sky look very unusual. It may be a good idea to try a different combo that does not include nova because of this.
     
    #5 Skyward Shoe, Aug 24, 2012
    Last edited: Aug 24, 2012
  6. Yellow Sausage

    Yellow Sausage Promethean

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    Yea, the halo ring is practially black because of the nova. Thanks for what you're saying bout' the safe room. I'll see if I'm able to do something about it.
     
  7. theSpinCycle

    theSpinCycle Halo Reach Era
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    @yellow
    the halo ring? what? there's a ring in forge world?
     
  8. FrozenGoathead

    FrozenGoathead all i want is a CT that says mullosc
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    [​IMG]

    Have you ever looked at the skybox?
     
  9. theSpinCycle

    theSpinCycle Halo Reach Era
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    Oh. That... and yes, I did. Never thought of it as a ring, though.
     
  10. Yellow Sausage

    Yellow Sausage Promethean

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    Map has been updated. New pics added.
     
  11. theSpinCycle

    theSpinCycle Halo Reach Era
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    Quick review:

    Good:
    I like the new filter much better than the one with nova.

    Not so good:
    It looks like the only way to get from one side of the map to the other across that giant wall with the wall double flooring is the gravity lift. That seems rather ridiculous. One could hear every zombie coming over and teamshoot.

    The turret's unrealistic. Who lands in the middle of nowhere in Siberia and just finds a turret lying there? Or which passenger brought a turret on a plane? (stupid airport security)

    Most of the initial area is made up of lazy cover. Add some structure. Maybe an abandoned hut or two? Seeing as you have that giant satellite, those maintenance workers should have somewhere to live..


    All that being said - Hit me up on XBL or something, i'd like to look at this map in forge. :)
     
  12. Yellow Sausage

    Yellow Sausage Promethean

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    The gravity lift has a soft kill on it so no campers. Also there is a zombie spawn room so you don't have to keep going over the wall. I'll show you it in forge tomorrow. Can't now cause I'm watching an epic movie.
     
  13. theSpinCycle

    theSpinCycle Halo Reach Era
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    If I may ask, which movie? And I'm not talking about the gravity lift, I'm talking about the area where the gravity lift leads.
     
  14. Skyward Shoe

    Skyward Shoe BTB Legend
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    As long as zombies have new spawn areas as soon as the lift spawns there should be no camping issue. Also camping would be discouraged because of the need to stay with the group, as well as the group need to reach the safest possible area. As long as the zombies can easily rush them from behind it will work fine.

    On a different note, I really don't look like how the wall doubles's look in... well almost any situation really. You might be better suited using a bridge or block piece. And while we are on both these subjects making sure humans have no campable area along the run that is better than trying to reach the safe room is of great importance. Humans need to be motivated to reach the safe room and to not try to camp the whole game. AS an example, on Berb and Confused Flamingo's infection map Aihab there is really nowhere that great for humans to hold out. No matter the location, there is somewhere for the zombies to get the drop on them except in the final safe room. (that and a bomb goes off with 10 seconds left killing anyone not in the safe room.)

    I'll be pretty blunt here, this looks a lot better than most of the other maps I've seen from you so I'd like to help make it come out playing and looking good in the end. Just give me a ring (metaphorically) if you have any questions.
     
  15. Berb

    Berb Ancient
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    As shoe hinted at, I'm also currently working on a linear progression with Mingo. I'm excited to see what other forgers are doing with Linear Infection at the same time so I'm going to leave some feedback after I've looked through the map.
     
  16. Yellow Sausage

    Yellow Sausage Promethean

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    New version is in my File Share now. Also map has been submitted to the TG.
     
  17. Robster95

    Robster95 Forerunner
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    why is everyone doing plane crashes all of a sudden after i did one :p anyway, looks good keep it up
     
  18. SPL4TTERMAN

    SPL4TTERMAN Forerunner
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    Using Nova, Next-Gen, and Colorblind, you can get a really cold, wintery look without it looking too bright. Also, scrap those collesium walls, and use rocks or kill boundaries.
     
  19. Robster95

    Robster95 Forerunner
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    yeah i agree with SPL4TTERMAN with the rocks and stuff, ive realised that now that if you use sea stacks upside down so the thin part is facing up and do a wall with that and then another layer on its side a little lower at the other sea stacks it looks realy nice, well i think it does xD
     
  20. Yellow Sausage

    Yellow Sausage Promethean

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    Thanks but I'm outta budget and I have no rocks. The walls were a cheap and effective option. I know they don't look the best but they do their job well.
     

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