Hey guys, third forge creation ever on Reach of mine and I'm hoping it'll be the first to get comments/criticism, as watching the others disappear quietly on the Casual Maps forum was quite depressing. "Dash Attack" was inspired by an infection mini-game I had played a few times on Halo 3 quite a while back; the zombie shot rockets down a straight path at humans riding varied vehicles trying to reach the end. Taking this base idea, I added some obstacles including moving Kill-Balls and land-mines to make it even more difficult to reach the fully-loaded zombie (which you will see in the pictures). The humans spawn with shotguns in a confined area with a soft-kill zone behind mongooses and must make it alive to the bottom of the zombie's tower where there is a gravity lift that holds a custom power-up and brings you to the zombie. If you leave either of the two building's shields, or fall out of your mongoose in between them while driving, you will be teleported into a jail-cell behind the zombie where you will be a sitting duck (this is to prevent those who try to walk it/hide and ruin the game). The zombie spawns with a rocket launcher with a bottomless clip and is locked in a small walkway that has a good view of the entire straightaway. The cell where the humans who failed to drive the entire distance are sent to is located behind the zombie. A sniper spawns in front of the zombie after a minute passes in-case someone is being difficult. I have the game set for 7 two minute rounds, as my alone average time to get to the top of the tower was 50 seconds. I tried making the maps aesthetics as interesting as I could and I added a Purple FX because it seemed to add more feel to it. Unfortunately, the Kill-Balls occasionally disappear and what-not, but from what I've seen, it's something that is expected. The obstacles aren't too difficult by themselves, but in addition to the barrage of rockets they aren't exactly easy to get past. I hope you guys decide to check it out and tell me what you think! Human spawn. First Kill-Ball obstacle. Land-mines following it. Second Kill-Ball obstacle. Second batch of Land-mines. Final Kill-Ball obstacle. The grav-lift. The top half of the tower. View of zombie spawn, teleporter cell, and top of lift.
I fixed the problems that had come up with the gametype and made it a little more difficult for a clumsy "zombie" to kill his/herself while still being a one-hit kill for any successful "humans" that reach him.