I'm currently writing a massive guide (well more of a theory) on infection maps in general and what is expected of them to be good (balance, traits etc) Currently I'm covering the following topics: - Armories - Timed Events - Balance - Last Man Standing/ Alpha Zombie traits - Armories and Weapons - The use of Custom Powerups (if at all possible) - Teleporters/Switches - Preventing Camping anything else?
Entrances to structures might be something you want to cover. Top little or too many entrances into a building may unbalance gameplay. Also, armories is on the list twice...
perfect opportunity to play off the mistake since too many nubs put armories in their maps... mistake nonetheless
placement of shield doors seems to be a big one for me, because they really mix up a zombie game in a good way. i guess that would go in the doorway section.
I don't think it would be really needed, but I guess a brief explanation for spawning? Attackers=zombies defenders=humans and what not. Other than that, this is really all that's needed for an infection tut, good luck with it.
Damage (i.e. Headshots, Sword Hits) Use of Speed and Gravity They kind of fit into traits but a bit more specific Map Types (Path, Defense, Open) Vehicles
Depending on the map, EFX use. Some maps are too dark and no matter what you do, you can't see that can be a good or bad thing in my opinion.
teamwork maybe. i've seen some maps with split humans to promote teamwork. they didn't work to well though. maybe if you could get this right you could add it in your guide. looking forward to the guide btw.
teamwork was originally on the list, but im not sure if i'll put it, because some maps could go on effectively with solo-gameplay
Incentives. i.e. Convincing players to do what you want them to do in the game. (Using teamwork, go to that building first, etc.)
I always go by "1 human equals 2 zombies" to judge the zombie settings. I mean unless it's though special zombie types that are in mini-games and such.
hmmm... added to the spawning thing earlier. If there are armories, which i do not like them, they should be seperated from the human spawn. Armories, in general, should not host power weapons. its silly. Combinations of powerups vs. traits vs. map design. (for tactical zombie maps.) invis zombies= NOT FAST. possibly less damage dealt. and lower health. (specifically for maps where the zombie will have to sneak instead of run and die.) low health zombies= faster. stronger. must go with a map where the zombie relies on its surroundings to get to the goal. in most cases this is mroe pathways to the humans. low gravity zombies= must have a purpose to be jumping that high.... Speedy zombies= same as above. Radar usage would be another good thing to add into the guide. humans, in most cases, should not have a better radar than the zombies. I hope this might have helped and i did not sound like a complete idiot