Final Feast

Discussion in 'Halo 3 Casual Maps' started by El Leone, Jan 18, 2008.

  1. El Leone

    El Leone Ancient
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    Map Description:

    Final Feast is a Infection based map forged for Last Resort. The concept behind the map is that when the humans spawn, they’re presented with multiple bases that they’re able to defend and retreat too. Each base has a turrent and some cover. However, these bases are not perfect, zombies will be able to suss out weak points of the base and will be able to break in. The gun turrents themselves are not perfect, because they have blind spots and will need to be protected. All of these problems can be avoided, if the humans can work together and protect the goods.

    What I tried to achieve with this map was to make a more team based infection game which wouldn’t get old immediately. I didn’t really want to use the single fortified base or sky castle concept because they got tiresome and seemed to be more of a showcase of visual design rather than replayabillity.

    Players 6 -16 (more being the better).

    Click here to Download Final Feast


    Suggested Gametype:

    The map can work on most infection based gametypes, but for best results I suggest you play the Quarantine gametype. This gametype was made by DualX from the Ascendant Justice forums. This is more similar to the play style of Zombie from Halo 2, where there are no shields and you have to find your weapons. Changes have been made so that the Zombies can run and jump faster.

    Click here to download Quarantine

    Pictures:
    [img width=800 height=450]http://i37.photobucket.com/albums/e68/Wonder_Leone/Games/19366636-Full.jpg[/img]
    [img width=800 height=450]http://i37.photobucket.com/albums/e68/Wonder_Leone/Games/19288373-Full.jpg[/img]
    [img width=800 height=450]http://i37.photobucket.com/albums/e68/Wonder_Leone/Games/19288364-Full.jpg[/img]
    [img width=800 height=450]http://i37.photobucket.com/albums/e68/Wonder_Leone/Games/19290323-Full.jpg[/img]
    [img width=800 height=450]http://i37.photobucket.com/albums/e68/Wonder_Leone/Games/19289869-Full.jpg[/img]

    Please download and try out the level, as these pictures don't capture all of the details that the map contains. Questions or suggestions are welcomed!

    also first post lolz (not sure if the resolution of the pics is too big for the forum?).
     
  2. Lone Deity

    Lone Deity Ancient
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    Looks very well done, nice use of scenery. I like this guy.

    The pictures are amazazing. I love them. So High-Def. Continue posting maps, young one.
     
  3. Roche178

    Roche178 Ancient
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    looks very cool ill download.
     
  4. TrueDarkFusion

    TrueDarkFusion Ancient
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    Hmmm seems like zombie survival from Halo 2. Is it balanced though? Or are the humans overpowered?
     
  5. El Leone

    El Leone Ancient
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    • I'd like to say its balanced, yeah. It was one of the main things that I wanted to achieve when I made this, even to the extent of getting 12-16 player matches going to get some adequate play testing. I'll explain some gameplay choices to give you a idea:
      • Humans spawn with SMGs, the majority of limited weapons near them will either AR, shotguns, smgs and the odd pistol here and there.
      • There are only 4 weapons on the map which are capable of long distance combat. 3 BR's and a Sniper. The BR's are hidden (although are closer than you think) but they only have a spare clip and have prolonged respawns. The sniper also has only one clip, a prolonged respawn time but its also positioned allot closer the
      • The Alpha Zombie is immune to headshots and is also faster.
      • As mentioned, Turrets have blind spots (aka, even though they can see to the left, they can't actually aim there). This means unless they're protected, Zombies can easily come up and take a clean swipe at them. The humans can rectify this by detaching them, but by this they're limiting their ammo. Turrets don't respawn.
      • No weapons at any of the multiple bases so that the players can't camp easily

      My main attempt at trying to balance the map was the one I mentioned above in the OP, which is the idea that the zombies are able to break into the base and be able to take the humans with some ease. Once a alternative entrance is made by the zombies, the humans are pretty much forced into splitting their force in half and defending the new entrances, or else they'll pretty much die.

      One of the main problems I noticed with Last Resort and Infection was the walkway. In my play testings I would notice that players would take the turrets up there, camp and attempt to shoot anything that can harm them until their ammo supply ran out and then they got slaughtered. This problem was also reconfirmed when the Halloween Infection play list came out where the humans would take the spartan lasers up there and camp.
      [img width=800 height=450]http://i37.photobucket.com/albums/e68/Wonder_Leone/Games/19288364-Full.jpg[/img]
      I did a few things to try and fix this. As you can see in the picture, I added the concrete barriers in key locations so that rushing zombies had some cover to run too (there's also one of screen to the right on the corner) Which helped as it kept the humans busy.

      The second thing I did was add a radio antenna (acting as a ladder, effectively) and a container. The zombies can use the container or radio antenna as a more direct approach towards the humans. However I just want to mention, that if you're playing this map with another gametype with normal gravity settings, the humans will be able to knock down the antenna thus limiting the one of the ways the zombies can get a hit at the human

      I hope that gives you a better sense of some of the stuff I did to try help the balance in favor of the zombies. However, I suggest a proper 12-16 player game so that you can decide for your self.

      Sorry about the long post.
     
  6. Lemonyguy47

    Lemonyguy47 Ancient
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    Finally someone makes a map thats not on foundry... been like weeks since ive seen any...
     
  7. Codexx

    Codexx Ancient
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    Interesting concept, but how many bases are there, and is it possible for people to move bases? And can each base accomodate all players or are they forced to split up? Since the zombies are faster and can jump higher, I'd think moving from base to base(if necessary) wouldn't be easy. Not only that, but is there enough time to pick a base, get there, and then prepare? Do zombies have the same amount of health as humans, or are they easier to kill?
     
  8. Roche178

    Roche178 Ancient
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    Well foundry was created just for forge so you really cant blame us for using it.
     
  9. El Leone

    El Leone Ancient
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    There are 4 bases including the walkway. I'll answer the moving base question below.
    I would say 3 of the bases can hold all of the humans very comfortably. The fourth base, situated under Camp Froman, can accommodate all the humans, but if zombies find the alternative entrances into the base, the humans are at more immediate risk due to the smaller layout.
    From the playtests I have done, Moving from base to base can be done without much difficulty, although like with any infection game you'll have to be careful. The phrase 'safety in numbers' also applies pretty much.

    Also, If the blocked entrances are still intact, there is nothing stopping the humans from breaking out of the base from the inside.

    I would say so, Yes. The humans spawn pretty close to the weapons so they're able to prepare quickly. Although if they want any of the BR's or especially the Sniper, they'll need to find them which may put them at risk. I've also made some weak barricades with the sole intention of just buying the humans those vital seconds.

    The starting spawn for the Alpha Zombie(s) is also positioned down at the lower beach so that they have to run further initially. This is again done with the intention of giving the humans more time to prepare. Otherwise, all of the zombie respawns are situated on/in front of the sea wall.
    They're shieldless just like the humans. However the alpha zombie is immune to head shots.
     
  10. Codexx

    Codexx Ancient
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    Wow, sounds nice. I'll have to try it out.

    Would you say the advantage is to the humans or the zombies here?
     
  11. SykoOne

    SykoOne Ancient
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    Finally a map thats not on Foundry. Ill check it out.
     
  12. El Leone

    El Leone Ancient
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    Thanks for your comments. I talk about balancing allot in this post here

    I would say that the map is balanced (check out the reasons and things I did to help balance the map in the link above). The original version of this map was originally created back last year, and since then I've been doing play-testing and constant changes, however, I didn't touch the map for 2 months due to the overwhelming wave of games at Xmas. Anyway, the best way would be to get a 16 player game together and decide for yourself ; D
     
  13. RioT 17

    RioT 17 Ancient
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    I agree turrets aren't always a good idea when pionting twards an entrance.
     
  14. El Leone

    El Leone Ancient
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    Oh definitely. There has to be consideration into turret placement and how they're going to change gameplay. If it's placed in a small confinement then it'll be putting the gunner in more risk than its worth. If it's in large open area where there's only one access point it'll just lead to repetitive and dull gameplay.

    That's why I have given the turrets limitations in where they can aim, suitable cover for the zombie's if the base is larger, and access points zombies can use to break into to get a better shot at the humans.

    I doubt it'll happen, but would it be better if we got a custom game going so that people can try this out and see it for themselves? Looking at the downloads I've got (2), it looks like most people are still very unsure about this map. I'd still like some constructive criticism, as I genuinely want to improve this map.
     
  15. Codexx

    Codexx Ancient
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    If you get a party together, let me know. I'd like to join in.
     
  16. ShadowSnip3r RC

    ShadowSnip3r RC Ancient
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    It seems like the Humans may overpower the Zombies by a bit. If someone has played this I'd like to hear some details as to if the sides are evenly balenced. Good work though.
     
  17. El Leone

    El Leone Ancient
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    Yeah, I'll try and organise something for later on this week. I'll update thread/pm you with details if I get something happening.

    Also, I hope this isn't bothersome for the 2 people (;D) who downloaded my map, but I have updated the link with a newer link where I have updated a few small fixes. I'll list them because that's what I do:
    • Moved a BR from a base to somewhere outside like the others to avoid camping/refilling ammo easily
    • BR and Sniper now don't spawn from the beginning of the round.
    • Tidied up some barricades on the bottom level to work better and to look more presentable
    • Moved the Starting spawns for the zombies slightly further down the beach to give the humans a few more seconds to prepare
    • New map description because I was bored
     
  18. Biggles2

    Biggles2 Ancient
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    looks like a cool map :D
     
  19. El Leone

    El Leone Ancient
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    From my playtests previously the gameplay was pretty balanced, However, Since those playtests a few changes have been made and I myself am wondering how it will play now.

    So, I'm thinking of ideas on how to make the map more balanced, so I got 3 ideas I'd like to ask to anyone reading:
    • Remove the gun turret over seeing the walk way near Camp Froman. Truth be told, 9 times out of 10 the gunner would rip the turret from its base and take it to the action because the zombies would wise up to the fact that there's a turret overseeing a open area
    • Remove the turret from the human base, they should be decently equipped because upstairs on the upper level is where the weapons are (However, this isn't safe later on as there is a ramp which allows the zombies to get into the upper level, thus pushing the humans back into the main room and preventing them from reaching the weapons). Also considering that this turret has a weak spot which stops it from aiming to the left.
    • Both

    Looking forward to your opinions and thoughts.
     
  20. El Leone

    El Leone Ancient
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    Sorry for the double post, but can a mod please lock this? I'm currently working on updating this version to make it more balanced. I'll post this again in the testing boards.

    Thanks for everyone's advice and critisim.
     

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