Map Title: Bring It A limited ammo, infection map and game type Download Map Download Gametype Description:This is another of those infection gametype's that we have all come to know and love, and for me it's a first attempt at making a map on my own. Well in this game the defenders are a bit more pressed to defend themselves, there are various entry points into the defenders area, and without motion sensor this proves to be a bit tricky to counter. There is a solution however, there is a Power-up that provides an enhanced motion sensor, but with it's respawn time and it's duration can only be used by one person at a time (this is to encourage communication). There are 2 rockets at the centre of the bridge and these seem to act as a lure. The only problem being that if you go for them you need to be prepared to face the zombies. With their increased speed they may seem to come out of nowhere. The thought that perhaps the zombies would just mancannon over and the defenders would be overwhelmed too quickly is prevented by a handy teleporter. UNDER NO CIRCUMSTANCES DO YOU WANT TO GO THROUGH. The guardians will deal harshly with those who do not heed this warning. If the defenders can hold off for 2 minutes they will be gifted with a Flame-thrower and also a pair of Shotguns. These will spawn in the "Last Stand" area, an impregnable stronghold for the few survivors to panic in. [img width=800 height=450]http://img231.imageshack.us/img231/637/defensepointavs6.jpg[/img] Defence Point A [img width=800 height=450]http://img217.imageshack.us/img217/3328/defensepointbfh4.jpg[/img] Defence Point B [img width=800 height=450]http://img123.imageshack.us/img123/716/sneakinginxt4.jpg[/img] Sneaking In [img width=800 height=450]http://img123.imageshack.us/img123/6571/radarru9.jpg[/img] Radar [img width=800 height=450]http://img229.imageshack.us/img229/3571/weaponscache1ld8.jpg[/img] Weapons Cache 1 [img width=800 height=450]http://img218.imageshack.us/img218/2696/weaponscache2pj2.jpg[/img] Weapons Cache 2 [img width=800 height=450]http://img227.imageshack.us/img227/1373/laststandws3.jpg[/img] Last Stand
To be honest, Narrows is a pretty tough map to design when it comes to injecting a Infection style of play. Anyway, with this in mind I went and downloaded your map and these are my comments (in handy bullet point form!) Relatively speaking your spawn points are okay. There are a few things that need to be reconsidered: There are 2/3 respawns at the human base which have no team assigned to them. The respawns for the zombies are to close to each other on both levels. They need to be spread out so that there's no possibility of humans camping the spawns. In general though, you need more respawns The spawns on the bottom level need to moved. At the moment they spawn just in front of the gun turrets. The Turrets have to be reconsidered, because at the moment they're making this map much more in favor of the humans. This especially applies to the bottom level. I would personally either remove one of the turrets and add some kind of cover. The use of the man cannon has to be considered. What you're doing is limiting one of the ways that the zombie is able to attack the human. Of course, the man cannon in this map is pretty tough to think around when it comes to infection games, maybe you can try to incorporate it so that it acts more as a weakness for the humans? Not sure if this is a mistake or misunderstanding on my part, but you say that after 2 minutes the humans will be gifted with a pair of shotguns, according to your custom game type the default weapon is the shotgun..? Overall I'd say it is a good effort, but there are a few things which is stopping the map from being better. Good job on trying though, because as I said, the layout on Narrows doesn't really lend itself well to Infection type games.
Hey look, its Narrows. Long time no see. I like Narrows but I believe that this would not be the best choice for an infection game unless serious adjustments were made. The layout and map design appears to be in an organized fashion however. I commend you for your efforts.
Thanks for the constructive criticism El Leone. I would like to address a couple of points though. One of the main reasons I chose narrows was so I could experiment with ways to take the man cannons out of the map. After a few days of experimentation with big piles of boxes to block it I came upon the idea of a teleporter, and as you mentioned this does remove one of the entrances to the base. I'm also not sure what is going on with the gametype because after you posted I checked it and starting weapon should be Magnum and secondary should be none. I will reconsider the turrets on the lower level and will also redo some of the spawn points when I get a chance in the next few days.