Dig-in Alpha V2

Discussion in 'Halo 3 Casual Maps' started by The Storm 59, Sep 13, 2008.

  1. The Storm 59

    The Storm 59 Ancient
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    [​IMG]

    Woo! This is about the One Millionth Infection map posted here, and about the One Hundred Thousandth in which the creator claims to have made a map that is different to usual infection maps! Yay! Hahaha!
    Anyway. This is a recreation of an infection map that I made AGES ago. People used to love it back then, and from my experiences on this map, people continue to love it. I recreated this map using the unlimited budget glitch for Construct (couldn't find the thread with the maps in it for a while though =P). The map was part of a series of Infection maps that I made, and eventually I plan on remaking all of them and posting them as one bunch. Currently there are some older **** versions on my fileshare, but they kinda suck. =P

    This map is construct with a number of bases to hide in, or around, all of which have weaknesses. Because of the proximity one of the bases, the humans almost always end up at the top in the middle just using the turret to cut down anything that comes at them, but if you go off with a few people the other bases are incredibly easy to hold down.

    The map is built around a bit of a story outlined in the map description:
    When a recon team was sent to investigate a distress becon they had no choice but to dig in and wait for evac. ETA ten mins.
    Okay, thats the origional version, no the current one. That one has a recon team instead of marine squad, but I removed it because it wouldn't let me upload bad words to my fileshare. Turns out that it was that it really wouldn't let me because i had "ETA" in my description. What the heck do they think it stands for? Here's what the description actually is - I think the original is better than the current one.
    When a marine squad was sent to investigate a distress becon they had to dig in and wait for evac. Arrival time: ten mins.​
    Stupid Bungie/XBL ruining my map description
    Because the map is built around the story there are quite few aesthetic objects placed.

    Dig-in - the Gametype
    The gametype is vaguely like Alpha Zombie, but with some changes to speed, and power. The Last Man Standing is more powerful, but by no means invincible, and covered in blood. The alpha zombie is black with a grav hammer, all other zombies are default zombie colour, with swords. The aim for Humans is to survive, the aim for the zombies should always be to help the alpha zombie.
    Alpha zombie is stronger and faster, with a more powerful weapon, and immune to head shots, one swing with the hammer can kill loads of players. Normal zombies die fast, but there are lots.
    The game is best played with 16 players as it forces people into other bases, but the game doesn't get to the best level of excitement until there are at least 3 other zombies.

    Pictures
    That first image was my first attempt at creating a panorama.

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    The base at the bottom of the map. Hard to defend, but contains the best protection. With a bit of team work you can hold this down for a whole round.

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    During the first wave of attackers the humans worked feverishly to repair this mongoose, and attempt to radio for evac.

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    The second base at the bottom, behind the bars. Originally this was where the infected were kept, but eventually people were forced to retreat inside behind the bars.

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    Behind the bars. Zombies can jump over the top, so be careful.

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    The other end of the "jail", guarded by a turret.

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    The depot. Fuel, Firepower, and a nice little hiding spot behind the boxes.

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    The front of the top base (where humans usually camp). The columns at the side help zombies approach without being completely slaughtered.

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    The inside of the base. Humans, stuck on this tiny ledge continued to radio for evac.

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    Up top, a lone human was in charge of keeping the radio towers intact.

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    Portal to the top of the base, push left or right to pick which side you want to pop out on. On the right of the portal is the portal control panel. Also seen is one on the mongoose used by someone cut down by an infected while fleeing.
    [​IMG]
    Where the two portals pop out. Watch out for zombies following you or jumping from the other side. It takes three people to properly guard this spot, one this side, two on the other.

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    See the boxes and the radio towers? Lets just say the human who kept them standing wasn't doing a favour for anyone who goes through the teleporters. Jumpity jump.

    Download Dig-in Alpha V2.
    Download Dig-in gametype.


    Im constantly working on this, so a V3 may come up sometime in the future, as well as Dig-in Bravo, Dig-in Charlie, Dig-in Delta, Dig-in Echo, and an altered gametype.
     
    #1 The Storm 59, Sep 13, 2008
    Last edited: Sep 13, 2008
  2. sexy dude

    sexy dude Ancient
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    wow i really like this it is nice to see that you have gone for a different map but also i think the game play would be really good on this as well, also i think the story behing this is good like the infection spread out.
     
  3. HLG Viper

    HLG Viper Ancient
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    A balanced infection map? I didn't think they existed =O Looks like the zombies have an equal chance against the humans for once. Gametype seems to fit well, bu i hate gravhammers. They just mess it up,smashing people off the edges and blowing away a base in one hit. Other than that, it seems like the map gives you a lot of options and it's neatly made. Well planned out too, like the radio towers used as jump pads.
    I'm happy to see a non-foundry map, but it should get all the hype because of the map it is on. It's well pulled off (i like the jail thingy), and it deserves at least a 7/10!
     
  4. The Storm 59

    The Storm 59 Ancient
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    Thanks for the support guys.
    The grav hammer is to give the alpha zombie a chance if all the humans run into the top base before he can pick anyone off. With the hammer, by himself he has slightly better odds, as he can break the turret and get a human by himself after a few trys, without having to get altogether close like he would with a sword. It basically helps the ballance, and makes it more important to help him kill humans, rather than just run at a base one by one hoping to kill the humans as a weak zombie. Humans also have something to concentrate on, rather than just whoring the turret at the one or two entrances.
     
  5. Masterofdeath07

    Masterofdeath07 Ancient
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    Damn it! Stole my idea. But you did better job than I could have, evrything is well placed, I can feel the statagies flowing into my head for this map.
     
  6. Mearm

    Mearm Ancient
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    This map looks great! I like how you made the bases, and it takes alot of creativity to come up with a map like this without making it easy for humans to camp. One thing that i didn't like is that you added alot of power weapons. Shotgun's fine, rocket launchers and missile pods just wouldn't work in infection, except if you had the zombies have shields and damage resistance high up, so I'm going to rate this map a 4/5.
     
  7. Bloumbas

    Bloumbas Ancient
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    this is really cool, i love how you have bases all over the map, thats awesome. I'm not a fan of infection, but it appears you made a great map and gametype on a not-so-great map. great job storm
     
  8. The Storm 59

    The Storm 59 Ancient
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    Heh heh, sorry. =P
    There are a lot of weapons on the map - Ill give you that - but all have no spare clips and no respawn (or 3 minute respawn for something like a magnum or a mauler).
    I don't like the amount of weapons I have on the map with large clips (like the BR, AR, SMG...) because they can be unfair towards zombies in some instances, but because they're short range (aside from the BR) it works out fine. The weapons are also pretty spread out, so they barely ever leave the base they spawn in.

    Regarding weapons like the Rocket or Missile pod - Both are in a highly vulnerable spot. The Rockets have two shots, which can take down a few zombies if they are in a pack, but usually you just get two easy kills. Considering that you have to go to a dangerous place to get this weapon, its worth rewarding. The missile pod more so; its dangerous, and it makes you slow as anything - add to this the fact that its hard to use in close quarters and you basically have people being in a super deadly position just to get a gun which is barely helpful.
    Zombies don't need super power, because there is so little ammo for these hard to use guns that it hasn't ever been a problem.

    This map has most of the weapons in the game that I thought were worth putting on the map. I made it this way because ultimately the aim of infection is fun - whats more fun than killing zombies with as many different weapons as possible?
    Nothing - Dead Rising taught me that. =P
     
  9. IVIercinator

    IVIercinator Ancient
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    Wow the is pretty much the most win map I've seen on construct. The oeiginal map itself gives players very little chance to let their creativity show but you blew past all expecttations. It reminds me of township how there's different bases and you can choose the one of your liking. I do think though that there are a tad too many power weapons on the map but that is surpassed by the realism of the bases. You made the bases fun to defend while still giving the zombies a good chance too wich proposes that the zombies have to work together to succesfully destroy all humans aka rush in at the same time. Over all map gets a 4.5/5. Love it. Qued.
     
  10. The Storm 59

    The Storm 59 Ancient
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    Township was pretty much what made me decide to go back and Budget glitch the map to fix the problems I had in the original version. I like the idea that you get to choose where you want to hide - what you think is easyest to defend. Ultimately they're all kinda hard to defend, but most people can last 10 minutes when they become last man. =P

    And yeah, there are are a few to many power weapons I suppose, but they almost never leave the base they start in, so it works out alright. Each base has approximately the same amount of Firepower, and the same defense capabilities.
    That should be the idea behind every infection map. Swarm, and help the alpha. That was the idea behind zombies on Halo2, but with all the choices now, people have forgotten about getting zombies and people to work together, and focus on creating impenetrable fortresses of doom to stop zombies from killing a single human.
    Or they just play on sandtrap with one starting zombie with a sword and humans with instant kill and lots of warthogs. Don't worry, its fair because the zombie runs fast.

    - - - - - - -

    Edit:
    I have created a guide to creating an infection map, which basically takes what I had in mind when i first created this map and and puts it in writing. Its on my blog, or check it out here.
     
    #10 The Storm 59, Sep 13, 2008
    Last edited: Sep 16, 2008

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