Catastrophia Soon to Come

Discussion in 'Halo and Forge Discussion' started by Mattitiyahoo, May 5, 2010.

  1. Mattitiyahoo

    Mattitiyahoo Ancient
    Senior Member

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    This is an infection map made by me, Mattityahoo, featuring close quarters battles and fast paced action as the humans try to escape the 'zombies' by fighting there way to the base of a building and make their escape.

    Primarily because of lucky coincidences, this map managed to be well designed by allowing the humans some hiding spot despite the close quarters, as well as allowing the 'zombies' quick access to any room the humans go to (because the 'zombies' have the high ground). This allows the onslought to never stop while simutaneously allowing the humans to stay entrenched in an advantageous position.

    With the gametype I made for this map, humans are not allowed to pick up energy swords, and start off the game with a random weapon. Don't worry, if you get weapon screwed, you have a magnum as a side arm which kills a 'zombie' with two headshots (although this is subject to change after official testing).

    "But why start off with a random weapon?" you may ask. Because, silly reader, I really hate it when humans pick up energy swords, it makes the whole chase just seem stupid. But I also don't like having everybody start off with a designated weapon and everyone being the same, so I mediated. Everyone starts off with a random weapon and can refill at the reload stations- but be careful- the reload stations only have 1 mag of each weapon and do not respawn (which is the driving reason to keep moving through the map). There is one per room.
    The stockpile-
    [​IMG]

    Well, I know that all of that reading was pretty brutal for ya, and I appreciate your reading it. I'll save the story for later.
    Pictures
    Room 1:
    [​IMG]

    Room 1-2 Transit.:
    [​IMG]

    Zombie Spawn (Which is above room one) (Up on top of the building)
    [​IMG]

    Room 2. Room 2 has two exits- The door DOES function and after a certain period of time the teleporter working the door will become unblocked and this will lead you to the first floor of room three. Jumping above the door to the open double box will get you to room three's second floor. It is possible to get to either floor from either floor in room three.
    [​IMG]

    Top view of Room 3 (it has two floors) It is possible to get to either floor from either floor in room three.
    [​IMG]

    Room 3 1st floor. It is possible to get to either floor from either floor in room three.
    [​IMG]

    Room 3 exit way
    [​IMG]

    Room Four: Room four, like room 2, has two exits. One is pushing that crate out of the way and running through the double box, the other is jumping up onto a different crate and getting onto the ceiling of that room and following the path to room 5.
    [​IMG]

    Room Five: The last room. Coming from either exit from room four will not significantly effect your position in room 5.
    [​IMG]

    And you are outside of the building when you get here... when you leave the building you will find an unlimitted supply of ammo in the back. A round lasts... either 6 or 8 minutes, I forget, so it is possible for the humans to win.
    [​IMG]


    I admit, its not the prettiest map, but its well designed and has gameplay potential. I'd like to try this out for realzzz. Go to the testers thing to say that you'll test it.
    http://www.forgehub.com/forum/testers-guild/98696-8-00-may-9th-catastrophia.html#post1177031

    -Oh yea, and if you want to try it out really quick, then here is the download link- Brings you to the whole fileshare so that you can get the gametype AND map together-
    http://www.bungie.net/stats/halo3/fileshare.aspx
     
    #1 Mattitiyahoo, May 5, 2010
    Last edited: May 5, 2010
  2. PILGRIM

    PILGRIM Ancient
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    Does look really nice and cleanly forged.
    In my opinion you should change the name as it is quite common and you should probably rework your gametype a little bit. Also, what you call the stockpile could easily be made into a Cod WaW style weapon box. It will look better and it will stop people being able to choose the most powerful weapon there.
     
  3. Mattitiyahoo

    Mattitiyahoo Ancient
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    In the gametype, you can't pick up weapons, so picking the most powerful weapon shouldn't pose much of a problem. As for the weapon box, I don't know how to make those. I guess I could have put the stockpile in a hole in the wall of something, but that would take up alot of money and I already used up the whole budget with what is already there.

    But yea, I should rename it
     
    #3 Mattitiyahoo, May 6, 2010
    Last edited: May 6, 2010
  4. PILGRIM

    PILGRIM Ancient
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    So why is there weapons put there anyway? Just looks like it will become confusing for players.
     
  5. Roland

    Roland Forerunner

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    ^^^ Agreed
     
  6. Mattitiyahoo

    Mattitiyahoo Ancient
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    It's just ammo refills. they can't pick them up because I want diversity amongst the humans. I want to avoid weapon repeats amongst the players to create strong and weak points for each individual and encourage teamwork. thats pretty much it, once people figure out that they can't pick up the weapons that should clear up the confusion about whether or not they can pick up the weapons.
     

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