I tested this map out and it really blew my mind lolz. Take my say on it the map is great for people who like a good infection game. The ship is very cool to which adds more to the scenery of the map. 5/5
Looks good Jester I'll see If I can play this some time with you this week. I also Love Ghost Town maps as I've said in the past.
as said, there are a lot of these maps out there, and your description makes me want to play this one rather than the others just wish i could make a party. Hey jester, if you're planning to play it, send me an invite? GT HLG Viper
i had an idea like this, but this map is done very nicely i love the dusk idea, looks very fun and im going to giv it a go
I love the use of the forge filters and the map seems like it will be fun and frightening to play on. Great map!
Yes there have been way too many of these maps. I don't like the part where you run around the map gathering ammo. this is boring for humans and also the zombies who are stuck in boxes. This map didn't do anything else original. The bases are bare and boring unlike another map like this which had merged and geomerged bases. I also don't like the fact that many of these map think pitch black is a good idea. It's not it makes humans sit in a corner forever and the zombies stumble around looking for people. you should leave it at dusk when it is a little dark but still playable. The flares are an okay idea though they won't do anything other than attract the infected.
Ty for the support! I would like to take a sec to respond to some questions. Rival Mass, I believe you are confusing the terms "boring" and "suspenseful". Yes, it is true that this map will not see as many firefights as say, an MLG slayer map, but it is not designed to be an action-packed infection map; but rather a suspenseful survival map. As to complaints regarding a lack of interlocking and geomerging, I found they were not necessary on this map. When I make maps, I strive to make them as realistic as possible, and the existing scenery in Ghost Town worked quite nicely for the morbid atmosphere I wanted to create. I found that a few changes in game flow around the map through the use of barriers and the such allowed the map to function well as an infection course (that is, it has sufficient hiding spots, but no easy camping spots) while still being aesthetically pleasing. The 1 minute wait timer at the beginning of the match is not unbearable for the infected , and it is more than offset by the sheer fun players have stalking their prey. This timer also adds a key aspect to the human's fight for survival, for they have to weigh the advantages of gathering more ammo against the disadvantages of not having sufficient time to make it back to the rest of the group. More than once I myself have gotten a bit too greedy and been cut off from my teammates by nightfall. Sometimes going solo can have it's advantages, even if sitting alone in the dark and listening to your fellow humans being slaughtered over the intercom is incredibly unnerving.
After recently playing Pitch Black with a large group, I have come to the conclusion that a few changes will improve gameplay. Chief among them is my plan to give the infected enhanced radar, which will allow them to spend less time searching for humans and more time attacking them. I will update "Nightfall" ASAP and update my file share.
Nice I've wanted to make a map on ghost town that has day to night but more as a objective map. Nice idea using the filters to make it harder for humans to see. Downloaded