My second map ^^ hope you guys enjoy! Zombie Traits 150% DMG Resistance (Probably going to lower, haven't tested map yet.) No Shields 0% Recharge Vampirisim Disabled Disabled Immune to Headshots 125% DMG Modifier Primary Weapon Energy Sword Infinite Ammo Enabled 110% Speed 75% Gravity Forced Colour : White Human Traits 100% DMG Resistance (Normal) No Shields DMG Modifier 90% Primary Weapon : Magnum Normal Movement Normal Gravity Forced Colour : Green Alpha Zombie Traits All same as Normal Zombie except : 125% Speed 100% Gravity Radar : Enhanced Mode Last Man Traits 150% DMG Resistance Normal Shields -5% (Uber slow Decay Infinite Ammo Forced Colour : Black NEXT ZOMBIE : Random Initial Zombie Count : 25% Weapons Sniper Rifle x1 ............. 1Clip, Start at Spawn/Respawn : NO, 150sec. wait. Battle Rifle x6 ............. Five BR's have one clip, one has no extras. 3xNo Respawn, 3x 150sec. Respawn. Start at Spawn : Yes. Carbine x2 ................. 1Clip ea., 180 and 150sec. Respawn. SMG x2 ..................... 1Clip, No Respawn. 0Clips, 150sec Respawn. Mauler x1 .................. 0Clips, No Respawn Assault Rifle x2 ........... 1Clip ea, No Respawn Shotgun x1 ................ 0Clip, No Respawn Needler ..................... 1Clip, No Respawn. Powerups Overshield x1 ............. 180sec. Respawn, Start at Spawn : No. Active Camo x1 .......... 120sec. Respawn, Start at Spawn : No. PICTURES!!! Overview : Overview of Sniper Tower : Human Spawn #1 : Human Spawn #2 : Zombie Spawn #1 (Zombies spawn INSIDE) : Zombie Spawn #2 (Again, Zombies spawn INSIDE) : Hope you guys enjoyed my map preview! Here are the Download Links! Bungie.net : Halo 3 File Details Bungie.net : Halo 3 File Details
looks like a solid map Not sure how the gameplay is due to a lack of testers at hand but the forging is def solid and the idea behind the map is good
I like the layout of this map. The defenders (humans) have some reasonably easy-to-defend spots, and the zombies are semi-protected when they spawn. I would say that the shield door in Zombie Spawn #1 looks rather thrown in there... I would make it straight (parallel to the walls,) or just remove it and have another crate or two there instead. I think there might need to be a bit more cover for the zombies to use, but it isn't hard to overwhelm the humans once the first one or two people become zombies. As far as the forging of the map goes, it is very good, and shows a mastery of many Forging 101 techniques. Being very picky about maps, I would suggest using the Door Method to sink everything into the ground by one round of the Door Method. This will prevent grenades getting lost under the boxes. I know it is too late to fix it now, but keep it in mind for your next map. I also noticed some places where you could have interlocked, but didn't (see the upturned double wall in Zombie Spawn #1, which could have been both geo-merged and interlocked.) The game-type is a bit complicated for my tastes... I prefer games with rules such that the Alpha Zombies are the same as the other zombies, but like I said, that is more of a personal preference than anything else. Overall, a nice map. A few improvements could be made. I give this map a 7/10.
Thanks for the reply Kratos. I really do appreciate the critisim and that you did actually download the map and give it a lookthrough. Here's a cookie *gives cookie* I think I know the double box you're talking about, it's in Zombie Spawn #2, the very last one to the left? If that's it, I had tried Geo-Merging it, but everytime I had tried it had come out bumpy and had made the player give a little jump, which I didn't like. So, I just left it like that. I'm critising myself when I do say that I don't personally like the way I had put the Cover Walls with the Corner, which by the way took me forever to get how the boxes are. My Original idea with the cover was to give them a roof, but then I thought that I was going to have to make another floor which I always do, so I left it how it was and I personally like it much better this way. I'd really like to test this map to see the Zombie Traits, and I hadn't really changed much of the Alpha Zombie traits, other than a little bit of speed and gravity, there was nothing changed. I do think I made the Zombies too strong which I REALLY want to test. PS: In the corner there of the base, there is a Double Wall and Double Box, if you go into Forge and remove the wall, you'll see all the weapons and such in the box. Meaning that the map was originally an Unlimited Budget map, the reason I hadn't deleted everything was just for the idea of a V.2 I could've made it just to where they hadn't spawned by changing the settings, just would've taken too long and I had already spent two days thinking of ideas for the inside of the base.
I'm glad to finally see a well-forged infection map. There are too many homemade fails in my opinion, and yours is definately not one of them. Although why wouldn't all the humans stay on the top floor away from all the ugly zombies?
Thanks Benzu, this map really took me a while to get down. Well, what do you mean by that? Since I haven't been able to test it, all I can tell you was my idea. The humans stay ontop with BR's, Carbines, AR's, etc., the reason I had given them a Mauler and Shotgun is because when I was taking my screenshots I was in Custom Games with the settings of the game on, so of course I had been the Zombie. I had found it quite easy and quite fast to get to the humans at start. The shotgun is Hidden, but not too hard to find. If anyone has ideas for my map, I'd greatly appreciate them.