Das Boot This large airship was discovered in 2530 with the crew apparently AWOL... or were they? Use with Storm the Ship. By ONeill117 FOR USE WITH STORM THE SHIP INFECTION GAMETYPE ONLY Download Das Boot (Map) Download Storm The Ship (Gametype) Description: This map is essentially a large ship forged up in the sky bubble. The zombies spawn on the docks quite some way away and have three routes by which to attack the ship: 1. The man cannon system known as the snakehead. this provides quickest (and also noisiest) access to the ship and zombies can choose to land at the front or at the back. However, fusion coils (respawn 30s)within the head can be shot at from the ship by sniper, BR or carbine, injuring you critically. 2. The long wooden bridge. Long, straight and quiet, this is a tempting route but there is a section which falls as you walk, run, or jump across it, causing you to plummet to your death 3. The rocks, right down by the water, it is easy to go undetected by this route but it is the longest and once you reach the ship, you must scale up the side in order to make it inside (think I Am Legend) The ship itself is large and multi-leveled, with jumps, drops, ramps, and a man cannon taking you from one level to another. The jumps can be challenging (especially if you cannot crouchjump or use toggle crouch) but the zombies have 75% gravity so it is easy for them. This makes it very frightening for humans trying to do the jumps! There are also two last ditch hiding spots protected by pallets (think Dawn of the Dead). The 'Storm The Ship' gametype really adds a twist to conventional gameplay as the zombies spawn with swords and a 4x overshield that does NOT recharge, so team work is crucial as the zombies create distractions to get to the ship whilst the humans must work together to get their shields down before they enter the close quarters environment of the ship itself. Humans spwan with BRs and 2x frag grenades. Weapons (number/spare clips/respawn rate): BR x4, 2, 45 Carbine x3, 2, 45 Sniper x1, 1, 120 Shotgun x1, 2, 180 Frag Grenades x4, n/a, 45 Overshield x1, n/a, 120 Power Drain x1, n/a, 90 Turret x1, n/a, 180 (Turret is rear facing, so of no use, and so is ripped off, thus limiting its ammo to 200) Pictures Main Overview Overview from Front (Turret placement visible) Zombie Spawn, showing bridge, man cannon, and rocks Broken Bridge in Action Snakehead Shooting from Sniper spawn (exactly where the human is standing) Engine Room / Blue Room / Power Drain (directly below sniper spawn) Overview of Middle and Lower Deck (taken from Overshield spawn, at the bottom of the picture of overview from the front) Shooting from Middle Deck (right hand side of picture above) to boardwalk (seen in main overview) Shooting from Middle Deck to Bridge Opposite side of Lower Deck, showing entrance to shotgun, and man cannon to sniper tower. Shotgun Room / Red Room / Basement Well I think that pretty much wraps it up. All feed back will be greatly appreciated and updates will be made ASAP. This is a first post so please tell me what I have done wrong. Thanks UPDATE: the wood bridge large and grav lift at the bottom left of the ship have been removed as playtesting showed they were never used. Download Map Download Gametype
I believe this belongs to the Casual maps section with the 'Infection' prefix. *Requesting move to Casual maps section* As for the map, as much as possible, try to interlock all objects stuck together to ensure smoothness and cleanliness. Really nice pirate ship you have there, but that idea is extremely over-used. Plus, other than the pirate ship, the other things just seem to be scattered all around. Put more thought in those.
i think you kinda mixed up the dutch and german translation of the boat, in dutch it's de boot, in german it's das farhzeug. but i don't know for sure as german wasn't my best clas lol. ok on your map. i really like the idea of a boat but i think it's done somewhat much. but you use the old thing and made it totaly new! i have never seen a ship with a playable interiour. you have made it look nice and it looks like you have made nice not bumpy walkways. and i like that there are different ways to come into the ship
Ok, my bad, I will move this to the casual section, that seems a better home. How do I move it tho? i am not sure how to... With regards to interlocking, this has been done when necessary ( i am pretty confident there are no bumpy bits (unless intentional). to get the shape of the ship was very hard indeed and so merging ALL items would have made for uneven distances and would have made building up from the base extremeley tedious. The fact that there is little interlocking does not, IMO detract from the playability of this map. With regards to the overused idea, after doing research i have seen no ships of this size and this well forged that actually play well. I think this map is very unique. Once the ship was made, however, the hard item limit does come into play. I built the bridge very well, i feel. the man cannon system, was (as anyone who uses MC's will know) very hard to make perfect every time, which it is. finally, the 'rocks' were going to be mini ships and boats but the object limit and budget interfered, so there are now rocks in the sea. If these were ordered, they would look even less like rocks than they already do! Thanks for the comment
A mod will move it for you once he sees my request to move this to the Casual maps section. Trust me, not interlocking (more on the floor) will indeed lead to bumpiness. You may not interlock the walls if you don't want to, but it is still recommended. But, I strongly encourage you to interlock the floors. Interlocking/merging makes your map look more attractive and play better. I've been there. You are quite correct on that note, but generally speaking, it is in fact an over-used idea. You simply made your own better version of it. Good job on the ship.
Ok thanks for the advice I will try and interlock the floors and get a v2 out, it depends on how bothered people are once they've played on it. I suppose as a casual map people won't reli mind? I'll see what I can do thanks for the help on a first post Indeed it was, my friend, indeed it was
The boat is well forged but I do sugest that you have enterances from more than one direction. Even if there are multiple entrances they are still easy to camp if you only need to look in one direction. 4/5
Yeah good point, that is something I thought about (eg. having a path around to the back) but i decided the current layout works best for the gametype. As the zombies have 4x overshields, you NEED everyone looking in one direction, in order to damage them enough by the time the get to the boat!, even if they only have 2x overshield left, thats still VERy dangerous with a sword inside the close quarters boat!
The boat is perfect. Perfect in every way, if refurbished might be a competitive map of its own. But this belongs in the casual section, with infection. Besides that, the ship is perfect, but the ways to get to it are not. The long wooden bridge should have floating objects besides it in case it's impossible to cross the bridge being that the pallets fly off when you walk on them. The "Snakehead" route is my biggest complaint. It works negatively with the whole "Pirate Ship" theme. Besides that, it looks too easy, and is ugly. As far as the debris route, I can see you sort of threw it together and called it "rubble." Overall 7/10, I think you got lazy when you finished the ship.
Thanks for the comment! yes i have had ideas to make the ship into a slayer/KOTH/Oddball/Territories map ( i think flag and bomb might be too easy?), but once I delete the three routes, im not quite sure how to expand the ship... (i no the middle layer will need some more cover) but i dont want to clutter it?!?! ANYONE WITH ANY IDEAS PLEASE COMMENT. Also true, i am waiting for a mod to move this to casual, as a first post i was somewhat confused. Sorry everyone! my intention with the wooden bridge was that once one or two zombies have crossed, it becomes too treacherous to pass, so they must use another route (the pallets will respawn after some time). Also the sniper can shoot off the pallets, blocking that way altogether for a while but wasting precious ammo! In my first draft, the snakehead didnt exist but rather there were two paths of mancannons from the docks to the ships, so once airborne, their flight path is easily anticipated and the sniper can do some work! however the issue with the mancannon physics means it sends u differently depending on forge/custom games, host/guest, first round/other rounds, after much trial and error, this was the only way it could work 100% of the time. the cover of the snakehead is balanced by the fusion coils. finally the rubble/rocks. it was meant to be (ideally) lots of little boats of varying sizes, with masts, and cover etc. which would have worked well with the feel of the map, but unfortunately. the hard object, and the budget limit came into play, so i had to make do with rocks also, a plan was to have 1 or two 4x overshield custom powerups down there to act as 'health packs' packs for weakened zombies, but i didnt want to risk the humans getting it! it could work, i suppose, if the jump to it is impossible for 100% gravity humans but works for 75% gravity zombies? what do you think? sorry for the long comment!, whilst all your comments are entirely valid and true, i hope you can see that the reason for them is due to my opinion and/or limits with the game itself, and not downright lazyness! this map took up more time than any other! thanks a lot
I am from germany and i can say, that his translation or better his spelling is very fine german. The english translation of Das fahrzeug would be "the vehicle"
haha! thank you for reassuring me! i was sure I was right, i did Deutsch for GSCE (Mittelereife in German, maybe?) lol 'das boot' was also a chant that my friends and I sung when we wanted to boot someone from the party!
This looks like an impressive map...i liked how the actual front walls are rounded so well...I cant wait to DL and try it!
haha yeah that's probably the aspect of the map that took the longest to get right, its quite hard to get that sort of sloped feel. especially at the bottom, where it slopes around AND up
haha, this map is AWESOME, trust me, I recommend getting a party going to get like 8 people on this map, the ship works perfectly. the gametype takes some getting used to (like being one shot but ur healths not coming back lol (beep beep beep beep beep)) but the choice of the three routes makes gameplay really exciting. If your not an infection fan, just DL the map to look around the ship, or even make your own variant of it! (if thats ok with ONeill117???) Map design 5/5 forging 4/5 (MOAR INTERLOKS) gametype 4.5/5 playability 6/5 good job
yeah if people would like to use this map themselves, go ahead. I think a slayer map would work well on this map, or KoTH, or Oddball, but not flag or bomb, because its too small... but if you use this map, i would appreciate a mention if you post anything or whatever. Happy forging!!!
yeah i agree, the ship is very smooth and playable. Definitely DL from me! the gametype as well is very interesting!
thanks for all the comments so far, quick recap... budget, and OLN have been reached, so at current map has reached its potential. Ship is well forged and smooth, though not entirely interlocked! but no issues have presented themselves in playtests. Gametype is different and takes getting used to, but works very well with the map Map can be edited by others (as long as credit is given to ONeill117) FUNFUNFUN