This is an infection maze type map that I have been trying to put together. The humans spawn in a cell and make their way down the hallway into the maze proper. After 60 seconds a gate spawns to keep the humans from escaping back into the cell. Zombies spawn in a cage and make their way into the maze via teleporter. Let the feast begin... Overview from Human Start Overview from Zombie Start Closing Gate at Human Spawn Zombie Spawn Download WIP here Intended Gametype is Save the Last Bullet It is by no means complete and I would gladly welcome any sort of insight into what I could improve upon. I know there are areas that still need a lot of work (zombie spawn area and weapon sets), but I haven't quite figured out those parts yet.
Well the idea as a whole is good, i actually kind of like this map it seems fun. But it seems like theres is little to no interlocking (yes i did notice what is interlocked), which is an essential part to making any map looking neat and clean. So my advice to you is to interlock anything you can and provide more pictures next time, i cant see what the back part of the maze looks likes, and i cant give anymore advice! So keep forging and remember, interlocking....
What's preventing the humans from just staying in their starting spawn? I know there's a gate at 60 seconds, but couldn't they just camp in there until it spawns?
yes, I know that could be a problem. that's one of the issues that I still have to work out. I was hoping for an honor system in that all humans would leave the holding cell. I'll have more pics up in the next few days.
This idea seems like alot of fun, You could have always interlocked and geo-merged more, because it would make you map look more cleaner and smoother. As for the camping situation with humans, just make them start at the maze and the will be no need for a box that could be camped, so the zombie could easilky get them if they decide not to move since they spawned in the maze already. Other thatn that it seems like a fun map. DL and 4/5
this map looks good and it does not need more intercking or geomerging but in the first two pics it looks like a base or somthing could you post a pic of that.
Just what I was about to say. Anyways, mazes have been done before, I'll wait till you finish and see how it stacks up... It looks possible to grenade jump on top of the boxes, letting the humans run around. Which doesn't necessarily break the gameplay, as long as the zombies can reach them. In fact, having a way to get on top of the maze would add more virtual space to your level, as well as making the other humans be like OMGWTFBBQ HOW YOU IS ON WALL?
fixed the human spawn area - a small area with a 20 sec delay grav lift and mancannon forcing them out. I'm also going back and interlocking as much as I can in order to make things a bit smoother and removing gaps. as for grenade jumping out of the maze, I suggest turning the gravity up for all players. weapon placement is still ongoing
Not everything needs to be interlocked. No offense, but I rather dislike people who come into map threads and tell them that they need to interlock everything. OP: This looks like a fairly decent map and it seems like you have thought out the design pretty clearly. Two suggestions: 1. Rename the thread, unless Work in Progress is the actual name of the map 2. Look around in the forge discussion threads and learn some techniques to prevent things such as spawn killing and getting out of the map.
actually, now that I think about it - WIP does make a good background story to the map. I'll have to ponder this more....
it's actually not a base, but just another route to choose through the maze... I went through the map and reduced any gaps that I could. I also put together a WIP infection gametype. Based on Save One Bullet - some of the zombie traits are changed and gravity is higher to keep from escaping the maze. DL gametype here: WIP INF