History: A submarine is sunk in the seabed. A group of divers was sent to inspect the wreck, but it seems that the sea creatures did not make it easy. Gameplay: Video: Humans spawns with a spear(Battle Rifle),a diving suit(Jetpack) and a Radar(10 meters): Your goal as a Diver is to survive for 5 minutes to the hordes of the sea creatures. Killing the sea creatures will provide you some supplies and your health does not regenerate, so play smart or be prepared to become fishfood. The Jellyfishes are faster than the Divers, but they are slower to rise the waters without the wetsuit of the Humans. These molluscs can survive 3 hits of the spear(3 Br bursts) and can kill a Diver in 4 attacks. The Shark spawns after 3 minutes of play: It's very dangerous and can kill an human very fast. The Map: The map takes place inside the ocean of Forge Island: your visibility is very low and the scenery is full of debris from the sinked submarine like crates, fuel tanks, pallets and cones. The Divers spawns in a cage, the Jellysishes at the bottom of the liar. In the map you may find some motionless jellyfish stay away from them or your shiels will begin to decay. Screenshots: Algae Invisible Floor(Bottom of the Lair) Submarine Shark Fuel Tanks Cage(Divers spawn point) Do you like it?
Sorry to be an asshole, but you spelled the title 'LIAR' as in 'you filthy liar, tell me the truth'. Map looks unusual though, is it modded or glitched? I will have to give this a go.
This is really interesting. Why is it that I can't see the grid? How did you make that happen? Very cool map.
Underwater the grid is invisible in certain areas ^^ Now i'm uploading a gameplay video EDIT: Gameplay video:
This is such an original idea! The way you utilized the glitch is quite ingenious, even down to the very details such as having the blurry vision when you're in an underwater area, having a Banshee fly around the place simulating the fast and hideous shark, and giving the zombies huge jump traits combined with low gravity so they look like floating jellyfish. Haha, even the name is brilliant! You might've just even inspired me to make an underwater map of my own, even though I initially never thought about doing that. Overall, this looks like a great scary and enjoyable Flood map, I'll be sure to send it to my Xbox and enjoy some customs on it.
What Remkings said Definitely playing this in my upcoming BIOC lobbies. I'll let you know how it goes!
El Trocity and I tested it in my BIOC lobby today, we have some feedback for you! All in all, the map played awesome. We loved to see the theme in game this time, it worked out really well and made for some scary moments. Except for a few little handicaps, it was very enjoyable and we agreed that if you can change these bugs, we're going to try to get it featured on The Halo Forge Epidemic (THFE) for you, since BIOC is partnered with THFE. Here's the list: 1. The Banshee, one of the coolest and most original things about this map, was only present in the first of five rounds. We felt that this was restricting the gameplay's potential, because of two reasons: One, being the fact that it was more straight forward and boring for the zombies than when they are more often offered the chance to spice things up, and two, being the fact that it was easier for the humans this way and - at least that's how we felt it - it resulted in a less thrilling experience. Now I must remind you that we've only had one game on this map, but if it's a recurring problem, you should definitely consider changing it and implement the Banshee in the game more as opposed to how it's right now. 2. The back, or rather the front of the submarine with the red flashing light turned out to be an overpowered holdout location for the humans, because except for one sightline blocker (the floating pallet) there isn't much cover for the Flood, and it's easy for humans to find back in a new round. It wasn't game breaking, but it was a bit annoying when being a Flood, so try adding just a little bit more cover making it easier for Flood to close up on the humans camping there. 3. When you could get at the top of the map, there is a way to climb (jump) over the huge rock cliffsides around the map and then walk around on the grid outside of the map. I discovered this by accident when I was a Flood, but if I were to be able to do it as a human, I would get a huge advantage over the Flood and I could easily hide the round out too. You probably overlooked this possibility, but you can easily fix this by creating a specified safe zone that maps out the alllowed accessible areas of the map. If you need help with that, just contact either El Trocity or me and we'd love to help you out. Other than these things, the map was really enjoyable for both Flood and humans. Keep up the good work, and if you have any questions, just get back to one of us and we'll try to explain. If you improve upon the three points above, we will definitely pass on this map to the leaders of THFE.
Great feedback Rem. One thing I would like to add concerns the second point. I think the main reason the submarine was overpowered was the fact that the Flood had to jump to get in there. With the gravity settings it left the Flood hanging in the air making it really easy to take them out. If a walkway or two leading smoothly into the sub' it would make it a lot less frustrating to approach them in turn balancing out the holdout with the rest of the map. Still, it is one of the most refreshing and original Flood maps I have played. Well done. I'm El Trocity by the way.
Thanks for the great feadback V 2.0 Avaible(gametype and Map) 1- I added a spawn point in the cave of the Banshee and now the shark can spawn from the beginning(Max 2 sharks avaible every round); 2- Added a barricade and a little bridge to counter the overpowered holdout location in the submarine, now the floods can reach the humans with less efforts; 3- Only the floods can go on these rocks, humans are blocked by a trait zone( 0% movement/ 200% Gravity). I also added some random drop to encourage the navigation of the entire map. I would be glad to see my map featured on THFE
Great to hear! I'll check it out again this weekend to see how it plays with the updated things! I would still add a safe zone though, because otherwise Flood players might be wondering around outside of the map instead of being inside doing what they're supposed to do, which is infecting humans. Oh and I just realized that there was something else you could consider changing: Elliot and I felt that humans were rewarded with personal ordnance a bit too easily. Maybe turn up the required amount of points a little bit, or increase the multiplier for a next reward.
Sorry for the late response. I played your map in one of my BIOC lobbies and I really like the changes you made! The submarine was now balanced and fun, and zombies had a fair chance of infecting the humans holding out inside of it. Still, there was one little thing I'd recommend changing. Only little stuff, but if you were to change it, it will only be for the better! The shark only spawned in after more than 140 seconds into the round. That was way too long in my opinion. You should probably change the cooldown function of the vehicle pad to +1, or -1, not sure. Something like that. That way the Shark is already available from the very beginning of the round, and it will only respawn after several minutes anyway (despite the deceiving count of the cooldown). That's my feedback for now! Please let me you if you changed it, so I can play the map again and see how it turns out! Starting to look like a real gem to me
I have been very busy creating other maps(Including a remake of "Halo" from Halo: CE) xD I read your feedback: The shark spawns after 60 seconds, so any flood that respawns inside the cave can use the banshee