Delta 483-Z

Discussion in 'Halo 3 Casual Maps' started by Papaqueso, Jun 16, 2008.

  1. Papaqueso

    Papaqueso Ancient
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    Hi everyone, this is my second map that I have made that I think is good enough to post here. I had a lot of free time since its summer now, so i drew up a very detailed backstory.

    Recommended Players
    6-12 players

    Backstory
    TRANSMISSION INTERCEPTED: LOC. DELTA483Z [302.30.2.199]
    [6/4/47 6:24]-Testing on [SUBJECT 10-V] proceeding normally. Subject taken to [TESTING FACILITY 1A]

    [6/4/47 6:34]- Preliminary Tests show [SUBJECT 10-V] [SERUM 452] responding positively. Vitals appear human-like [HR-190][BP- 160/100]. [LAB COMMMENTS: GENTLEMEN WE’VE DONE IT…FINALLY]

    [6/4/47 7:03]- [VOID]Earlier comments. [SUBJECT 10-V][SERUM 452] seemingly no effect. Testing ended. Transporting back to [HOLDING CELL 3].

    [6/4/47 7:05]- [ALERT/BREACH][SECTOR 1A][DETAILS: INTERIOR HIGH RISK SECURITY ALERT][TRIGERRED][INSTIGATE IMMEADIATE LOCKDOWN OF <FACILITY 1A><HOLDING CELLS 1.2.3>]

    [6/4/47 7:07]- [LOCKDOWN][STATUS:FAILED][CELLS INTACT][SUBJECTS SECURED][VOID][SUBJECT 10-V][ESCAPED][ESCALATE THREAT CODE: RED][INSTIGATE IMMEADIATE LOCKDOWN OF <DELTA483Z>]

    [6/4/47 7:10]- [COMMAND: RUN EVAL][CRITICAL STRUCTURES][HOLDING CELLS: WEAKENED][AIR DUCTS: DESTROYED][POWER REACTOR: CRITICAL][TESTING FACILITIES 1A. 2B: DESTROYED][INFORMATION AND RECORDS: DESTROYED][STAFF QUARTERS:STABLE][ENTRYWAY: STABLE]

    [6/4/47 7:11]- [COMMAND: RUN SRVVL][TESTING][EST. 12 SECONDS] [RESULTS:POSSIBLE][SURVIVAL RATE: 40%]

    [6/4/47 7:32]- [ALERT/CRITICAL FAILURE][POWER REACTOR: EXPLODED] [COMMAND: RUN SRVVL][TESTING][EST. 8 SECONDS] [RESULTS:IMPROBBABLE][SURVIVAL RATE: .001%]

    [6/4/47 7:33]- [COMMAND: RUN SYS OV][ALERT/BREACH][STATUS:NOT CONTAINTED][ALERT/CRITICAL FAILURE][STATUS:EXPOLODED][LVL 5 LOCKDOWN][STATUS: EFFECTIVE]

    [6/4/47 7:40]- [COMMAND:RUN LTL PRB][TESTING][LONG-TERM LOCKDOWN: STATUS: INEFFECTIVE][REQUEST IMMEADIATE CONTAINMENT FORCES]

    TRANSMISSION ENDED [PROPER SHUTDOWN: NOT DETECTED] [PROBABLE CAUSE] [302.30.2.199] [STATUS: DESTROYED]

    Delta483-Z Mission Briefing
    Details:
    We must eliminate all threats to the human populace
    High radiation from the power explosion has blocked all radar communication as well as shielding equipment.
    You will all be equipped with Battle Rifle weapons system developed for SWAT missions.
    As the best of soldiers we have, we wish you the best of luck. This mission is incredibly dangerous. You may not return
    Your mission should you accept it is located here…

    Map-Delta 483-Z
    Gametype-Outbreak

    Map Description
    Humans Spawn outside of the facility and must take up positions to eliminate the infected. Meanwhile the alpha zombie must free his cohorts from their holding cells by using the hammer to smash the crate off the teleporters (There are 2. One in each room). This lets the other zombies free from their cages and able to attack the humans. If the alpha zombie does not free the others he will most likely be easily disposed of. Time is of the essence to both parties. The zombies have over shields that slowly decay over time. Therefore they must find and kill the humans quickly while they are still strong. However, if the humans think they can just wait at their spawn until the zombies become weak, that will not work, because the zombies will just be able to massacre them all at once and get out while they are still strong. The map is comprised of many areas for the humans to hunt their prey, but many ways for the zombies to get around pesky campers and get them from the sides. If the zombies are becoming such a pain, the humans may be able to find some “back-up” hidden somewhere within the level.

    Zombie and Human Characteristics (not mentioned above)
    Humans have no radar or shields, but other than that are normal, oh they have waypoints above their heads only visible to other humans.

    All zombies have 4x overshields that decay at 5%

    Everyone only has 1 life, even zombies, so it is possible to win if you are the only human left, because the zombies don’t keep respawning like in normal zombie mode. If you do win as the only human left, you are truly great. Go home and give yourself a pat on the back, and a cookie. Hopefully tomorrow this won’t happen again. (Hopefully, you’re safe… until I make another map. Dundundun)

    Comments would be nice, and note that I started this map before I knew how interlocking is so important, so I tried to make things as straight as possible.

    Sorry for the wordiness, here are the pics

    [​IMG]
    This is a general overview of the entryway, office, and hallway

    [​IMG]
    Another overview. In the back you can see the two holding chambers where the alpha zombie has to free the others.

    [​IMG]
    The tool shed is a good place to hide as well as an entrace to the facility

    [​IMG]
    The office with an overlook of the warehouse as well as an entry to the airduct.

    [​IMG]
    Holding Cell A, where the alpha zombie spawns.

    [​IMG]
    Holding Cell B, Some Zombies spawn here, also there is the collapsed airduct.

    [​IMG]
    Another room on the side of the office and outside Holding Cell B.

    [​IMG]
    The primary entryway, Holding Cell A is blocked off by ways of the door.

    [​IMG]
    Another entry into the airduct through the warehouse.

    [​IMG]
    Warehouse with loft.

    (Not pictured)
    Hallway from holding cell B to warehouse, there are barrels that might be good for an obstacle.

    Hope you enjoy
     
  2. Lamposts

    Lamposts Ancient
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    I love the idea of this map, but I thinks some things are sloppy on the map and nothing is Interlocked. On the positive side the map looks very fun for an Infection game with a big party! 5/5
     
  3. Papaqueso

    Papaqueso Ancient
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    Thanks dude, i started this map before i knew how important interlocking is, so i never really did any.
     
  4. XBlackDarknessX

    XBlackDarknessX Ancient
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    it looks good for a none interlocked map
     
  5. Randle Scandal

    Randle Scandal Ancient
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    I have to say, excellent story, really gets the feel going for the map, and I am amazed at how good this looks without interlocking. The one life idea, very good, not many people utilize the life system in halo. It makes it seem more realistic. The zombies may seem a bit strong... but other than that good job!

    p.s. I am utilizing the life system for my upcoming map as well! So I thoroughly agree with that system!
     
    #5 Randle Scandal, Jun 16, 2008
    Last edited: Jun 16, 2008
  6. bluepenguin23

    bluepenguin23 Ancient
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    that back story really goes well with the map... good job...
     
  7. DR MAJESTIC

    DR MAJESTIC Ancient
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    i like how you used the whole map instead of blocking everything off
     
  8. ObsidianSythe

    ObsidianSythe Ancient
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    wow looks nice
     
  9. nanimctutu

    nanimctutu Ancient
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    looks pretty good for ur second map. Although i think it looks a little sloppy. U should use interlocking and I think the sideways fence walls are suppose to look busted open from the zombies its a pretty good idea but if u ever decide to remake this map or touch it up i would definitely use interlocking. The gametype however seems really great and it looks like that was looked upon carefully. I'll have to try it out.
     
  10. V

    V Ancient
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    For not interlocking, its a pretty darn good map. Maybe you could make a v2 with interlocking to really get some good reviews.
     
  11. Lamposts

    Lamposts Ancient
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    I like how he used the whole map as well, it gives the feeling of being in a city and finding anyway or anyplace just to survive from the hordes of zombies, nice job! 5/5
     
  12. Kalriq

    Kalriq Ancient
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    needs interlocking!!!!!!!!!!!!!!!!!!!!!
     
  13. Silent Deja Vu

    Silent Deja Vu Ancient
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    Lol i love the description for this map, did you just make up random numbers? [32.09.067]
     
  14. Crouchaldhino

    Crouchaldhino Ancient
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    lol when i first saw your description i thought it meant the pics werent working, but i scrolled down n found em. looks like a cool infection map. some more interlocking could be done.
     
  15. Eyeless Sid

    Eyeless Sid Ancient
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    If you make a version 2 I would suggest to interlock other than that the concept is very solid good work for no interlocking. :)
     
  16. sgt.pepper

    sgt.pepper Ancient
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    nice story and background. it looks fun even though it is no interlockerd. good job! 4/5
     
  17. Laxer

    Laxer Ancient
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    Great job, creative backstory, 5/5
     
  18. HumBoys

    HumBoys Ancient
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    Looks great without the interlocking, very smooth. Only one problem, tool shed= camp house.
     
  19. Papaqueso

    Papaqueso Ancient
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    thanks guys for all your positive comments, if i have a chance i will try interlocking all the structures
     
  20. ActTehKiLL

    ActTehKiLL Ancient
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    Awe mayney looks fun and awesome couldve interlocked to boxes to make it look better its sick. Good job 4/5 i guess?
     

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