Halo 3- L4D Survival Remakes

Discussion in 'Halo and Forge Discussion' started by Eternal Reconnaissance, Apr 26, 2009.

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How useful is this thread?

  1. This thread sucks. Will never catch on.

    10.5%
  2. It is ok, but not my kinda thing...

    8.8%
  3. I'll wait for it to get popularity...

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  4. I like this, hopefully people will use this to publicize L4D maps.

    33.3%
  5. Great, loving the offered challenges.

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  6. Amazing thread! I will be active on it for sure!

    29.8%
  1. Chedderboy

    Chedderboy Ancient
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    Go to edit and then advanced to delete a double post.

    The overshield health thing works, as long as the damage resistance is turned down. The problem with this is that one overshield will be used for the tank, so the humans will only have access to 3 overshields. A bigger problem than this is that zombies can steal the overshields.
    Solutions:
    -Zombies have no shields. The custom powerup used on the tank will give him shields so the overshield will work. This will decrease the incentive to use the overshields, but the temptation to steal them from the humans is still there.
    -Overshields are human-reachable only. Not sure how to do this, as there can't be too complicated of a switch or mechanism to release the overshields or it won't work. Probably not a good idea.
    -Move overshields into a defensible area. Placing the overshields somewhere where the humans can defend them is probably the best option. Unfortunately, this will almost always make the humans choose that location as their holdout room.

    Also, use the assault rifle for the...assault rifle. SMG's are REALLY good close range, and can be duel-wielded, which would break the weapons pickup. The AR has similar clip and firing rates. And is the AR.
     
    #41 Chedderboy, May 7, 2009
    Last edited: May 7, 2009
  2. kilamanjara14izback

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    What could work is give humans 2 frags to use on a safe or something which would be a pallet gaurded by a shielddoor so the only thing that could destroy it is a frag.
     
  3. Chedderboy

    Chedderboy Ancient
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    Grenades bounce off shield doors, so it'd have to be an awkward throw, something you don't want to be doing in the middle of a zombie attack. Plus, humans could camp behind the shield door. Although the taking time isn't that big of an issue, camping is.

    Also, there is still the problem of taking multiple weapons besides AR/sniper/shotgun and magnum. And ideas on how to fix this?
     
  4. CheeseJam

    CheeseJam Ancient
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    I have been working on something like this for a while. The tank gets an overshield, gravity hammer, and 2 grenades. The hunters get custom powerups that make them fast, light, and partially camoed. Plus they get a sword. The smoker gets a carbine and a deployable cover. The boomer gets two spike grenades, a shotgun, and a flare. Regular zombies just get a plasma pistol and are faster than special infected.

    Every player has no shields. The zombies have 50% damage, and the players have 2000% damage resistance. Players get 3 minutes to prepare and their available weapons are: battle rifles, snipers, shotguns, and magnums. There will be frags and firebombs to look for. The initial weapons will be blocked off after 3 minutes so the infected don't pick them up. I think the survivers will have to drop down to some sort of closed area so they can only get one weapon plus their pistol at the start, then jump to the main level. I may put pistols scattered as well.

    There is unlimited ammo for all, and no health pick ups. I am very experienced in L4D survival mode, and ammo is never an issue. I have lasted 10+ minutes with my initial ammo. When you need to use health packs, it is very hard to. Once you use them, you are back where you started soon, so health packs really aren't an essential part of Survival mode. (These are my reasons for infinite ammo and no health packs.)

    The only problem I am not sure how to solve is the scattered firebombs and frags. If the survivors don't get them, the infected could. I may make just enough for a team of 4 to fully hold two of each kind.

    The level will have lots of buildings and cover with destroyable walls. There will probably be a turret area as well. I have not made the level yet, just the gametype and the spawn method for the infected.

    I haven't really read this thread, so sorry if it sounds like I copied some ideas. Just thought I would share how I am doing it.
     
    #44 CheeseJam, May 7, 2009
    Last edited: May 7, 2009
  5. Riptide Sage

    Riptide Sage Ancient
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    as to how do stop people using power weapons i believe the solution is not how to stop players from getting two power weapons, but rather to try to balance the weapons, so that the humans aren't unbalanced no matter what they pick. unfortunately this requires a beta version of the map to really test it out, until then, or someone comes up with a solution, humans with two power weapons will just be a known problem.
     
  6. Chedderboy

    Chedderboy Ancient
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    I've begun working on a remake of the No Mercy rooftop. Nothing too impressive yet, but I have tested a method for making destructible walls. It works.
    Basically, you interlock moveable objects. For my wall, I placed two damaged columns and interlocked them inside two red columns (To help infected know where to attack). Its important to set the red columns to NOT spawn at start. Otherwise it won't work. To destroy the wall, simply attack it.
    Pics:
    [​IMG]
    What's this? This is a strange wall...I bet I should attack it!
    [​IMG]
    [​IMG]
    When the columns spaz out they will knock you back unless you have gotten out of the way...so either place some sort of wall so the zombies don't fly off the roof, or just make sure they know to GTFO after melee'ing.
    [​IMG]
    And now you have a nice new entrance from which to attack the humans!
     
  7. Eternal Reconnaissance

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    Alright, I've finally gotten most of the map done! After hours upon hours of forging and about 5 test matches, I've finished most of the map and here is the progress thus far:

    Actual Lighthouse=100%!
    Working Zombie System=90% (still testing to make sure)
    Human System=90% (testing alongside zombie system)
    Map Garage=100%!
    Map Staircase=100%! (AMAZED with results too)
    Map Kitchen and Bathroom=75% (still interlocking for smoothness)
    Glitch Fixing=90% (or at least the known glitches in the map)
    Map aesthetics (appearance)=100%!
    Weapons Systems=100%!
    Overall Map Doneness=90% (testing to be done)

    I will most likely post this on forgehub after all the testing and interlocking is done. Plus I still have a few glitches and problems to fix so maybe in a weeks time I'll have the post on forgehub. The map is different from the original because of the budget limit and the way Sandbox's objects look. And so, instead of Lighthouse, this is Beach House, the sandy version of Lighthouse. Other than this I can't say much more until it is posted, but pictures will be put up soon.

    Now, I've seen a lot of discussion for the zombies and human gameplay. I have been gone way too long, and let this discussion grow. But secretly I've been testing this all along and the gametype is figured out now. If there are suggestions please tell me, but I have tested this out and me and the testers believe that the gameplay is good for the most part. Let me explain this in a long few paragraphs.

    Zombies System - First things first. Zombies have 150 speed and 75 gravity which lets them jump over (climb) rooftops. Zombies spawn in the crypt, which begins as an empty room with 3 custom powerups and the 3 weapons for zombie types (beam rifle=smoker and turns out to be really balanced actually, energy sword=hunter, and either flare or energy drainer, players choice=boomer). There is also 1 teleporter which takes you to a small room with a 4th custom powerup, a grav hammer, and an overshield (the tank spawn room). However, the tank only appears every 45 seconds and doesn’t appear at the beginning, so it can’t be used immediately. After 30 seconds (which the survivors, rather than placing the equipment where they choose, they must explore the map or find a perfect holding position) the Lighthouse light spawns and so does 3 staircases in the crypt which each lead to a different teleporter to different spots on the map. Zombies can choose different teleporters depending on the situation, which gives them a balanced and fair advantage. The custom powerups don’t do almost anything but 1 VERY crucial ability. With a custom powerup, the zombies get 3 seconds to pick up weapons. This way they can pick up weapons to be special zombies, but not pick up human weapons and cheat. This helps balance the situation. Now for tanks, zombies get an extra overshield, which gives them a patience meter for one, and lets them survive humans longer. But tanks can easily be eliminated. Instead of being super undefeatable creatures, tanks are now easily beatable, but supportive and powerful zombies. They are meant to rush humans at weak moments or lead charges with the rest of the zombies following. This overshield only provides a little more protection, but not enough to be invincible. Regular zombies die quickly, but tanks die just slightly slower. This way it is balanced for the humans but still gives the zombies a fun and useful experience. The custom powerups take away from special infected abilities, like the hunters lunge. This IS NOT a problem. After testing, hunters can just use the grav lift or man cannon ladders to assassinate targets and quickly reach survivors. They are already more powerful as default zombies with a sword than they would have been otherwise, but still balance out well. Same goes for smokers and boomers. So that is really all there is to the zombie system, but they MUST have limited ammo to balance the gameplay.

    Human System – Humans spawn with an overshield and can pick up any weapons available. I know some talk has started about humans with 2 power weapons. IT DOESN’T MATTER. After testing, it is better to have two power weapons rather than just 1 short range power weapon. Otherwise smokers and other zombies can pick them off from afar with their beam rifles or overcharged plasma pistol shots. But the zombies have a counter to the 2 power weapons. They can 1) assassinate unlike in L4D and 2) plasma pistol overcharge. In order to solve this, the humans have a 50% shield charge, which acts like pain pills after battles or as med packs when using a regenerator in the middle of a fight. Thanks to the overshield as well, it takes a long time for the shields to finish recharging both the main shield and overshield, so this balances fairly. Humans have a higher gravity to mimic L4D’s jumping system and VERY slightly faster speed to maneuver zombie attacks. Weapons are as followed:

    Assault rifle=assault rifle
    Shotgun=shotgun
    Sniper rifle=hunting rifle
    Magnum=pistol
    Hidden battle rifle=upgraded assault rifle (not in actual L4D)
    Firebomb=Molotov
    Spike grenade=pipe bomb
    Trip mines and fusion coils=propane tanks and fuel cans
    Regenerator=Med Pack
    Regular, no regenerator shield overcharge=pain pills

    So that is the human system. And that is the gametype right there, Survival Mode. I will post the gametype with the Beach House map, but what I’ve put in the maps must be used in order to maintain all essential gameplay parts. I will hold a testing match sometime this weekend, so keep watch for that. It will likely be on Sunday, not sure when the time is. My gamertag is Silent Ghillie, so send a friend request with a message saying your forgehub name and I’ll accept. If it is full just tell me. In the meantime, good luck on your maps and I hope this long and detailed post of the gametype will help you when forging.
     
  8. Chedderboy

    Chedderboy Ancient
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    Sounds good. If you posted the gametype on your fileshare I could download that, it'd be really helpful.
    I've been working on the rooftop of No Mercy. I'd say its about 60-70% complete. I used a different zombie spawn system, using the basic spawn points to control probability. There are common infected, who get no powerups, hunters, who get an active camo, an energy sword, and a grav lift, smokers, who get a sentinel beam and radar jammers, boomers, who get flares and plasma grenades, and tanks, who get grav hammers, overshields, and a custom powerup making them slower. Respawn settings are set to where zombies will be able to pick up weapons, but only for the first 3 seconds after they spawn. Zombies will spawn in the crypt and teleport up to the roof. Humans have 2x overshield, no recharge, and radar. I haven't tested it much, only to find out how well the probability spawns worked (In 10 lives, about 3 will be normal infected, about 6 will be special infected, and 1 will be tank), so I can't say for sure how well it works.
    So yeah. That's my progress.
     
  9. Eternal Reconnaissance

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    Yah the gametype, called Survival Mode (yah very original, still need ideas) is in my file share, as is a screenshot of an overview of my map, and the map itself, although it still needs some work. I will be testing my map tomorrow probably around 2 or 4 p.m. central. My gamertag is Silent Ghillie if anyone wants to join.

    Nice to see that you are taking an interest in this idea, glad to have support. I'm looking forward to seeing this map when it is finished, as well as others too.

    While the probability spawn system differs from mine in many ways, I can still see it working out. Mine is just one way of doing it, and it worked out well from the first test so I'm just sticking with it. Good luck on yours, tell me when its done.
     
  10. Chedderboy

    Chedderboy Ancient
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    Alright, I will download and check it out.
    Not sure if I'll be around for the testing but I'll try.
     
  11. Devil95

    Devil95 Ancient
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    Accually I am Making a Remake Of Lighthouse from left 4 dead. Its At 75% Right Now. The gametype is almost done. the map has some areas where players can get out of the map. Ill post it soon if i can.
     
  12. CheeseJam

    CheeseJam Ancient
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    Yeah, my survival remake is almost done as well. Mine is far different than yours, from map to gameplay, don't worry. :)

    I must say, that lighthouse remake is amazing though! My only criticism would be that there is not enough open space around the lighthouse. Where do the special infected spawn? Let me know when you release the map (Only saw the gametype on your fileshare).

     
    #52 CheeseJam, May 10, 2009
    Last edited: May 14, 2009
  13. kilamanjara14izback

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    I am not sure if you were going to add the screeenshot but just to help out, I got the picture to post it here, so here it is.
    [​IMG]
     
  14. Eternal Reconnaissance

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    Yah thanks, even though I was going to post that today anyways, but it helps. Yah, I changed a few things, like the cliff where some zombie teleporters are and I also changed some grav lifts and interlocked the roof a bit more for smoothness. But that's pretty much my map right there otherwise. Btw the zombies spawn in the crypt and if you read my post on page five you can find out how I'm doing the gametype and zombie spawning.

    I will probably test around 4 pm central today but I'll say when I'm on for sure on this thread. From this testing session I'll get some more map pictures and some action shots. My gamertag is once again Silent Ghillie to anyone who wants to help test.

    Oh and Devil95, glad to see that someone else is going to make a Lighthouse remake as well. This thread isn't only for me to remake maps. Can't wait to try yours out.

    And CheeseJam, there doesn't need to be that big open space on the map, it's more of a different version of Lighthouse, smaller and with a different theme (thats why it is called Beach House). And from my first testing I found that it is fine as it is. The smaller space makes the survivors want to work together and stay more alert. And zombies can take different teleporters leading all around the map to balance the small areas. Plus this makes it easier for hunters to assassinate, which really helps to make this fair.
     
  15. kilamanjara14izback

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    I would like to help test if there is room, my mic is not working but doesn't mean I can't play :) whenever I play I'll leave a review on here if I can test it.
     
  16. CheeseJam

    CheeseJam Ancient
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    Beach House, I like it! I guess the open space doesn't really matter in the actual game's level either. I rarely killed a zombie when they were down there, because if I could see them, then that means I wasn't staking out in the right spot!
     
    #56 CheeseJam, May 10, 2009
    Last edited: May 14, 2009
  17. Eternal Reconnaissance

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    Testing is finished, the map is posted. Please enjoy everyone!

    Action Pics will be up soon, but this is the map right now
     
    #57 Eternal Reconnaissance, May 10, 2009
    Last edited: May 10, 2009
  18. DarkestofAngels

    DarkestofAngels Ancient
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    Hmm, interesting.... I am thinking The Hospital, oh! The Church!....might be hard, but if I can do it right... I think I am going to keep an Eye on this thread.
     
    #58 DarkestofAngels, May 11, 2009
    Last edited: May 11, 2009
  19. suffocation49

    suffocation49 Ancient
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    I think that a vehicle door or something like moonwaffle would be good to start the round?...
     
  20. Chedderboy

    Chedderboy Ancient
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    I'm done with the No Mercy rooftop map, along with the gametype. I'll post it sometime around the weekend, and be doing intermittent (And completely random) testing throughout the week. If you want to join, send an invite to Chedderboy1337.
     

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