Halo:Ghost Co-op Mode

Discussion in 'Halo 3 Casual Maps' started by Devil95, Jan 23, 2010.

  1. Devil95

    Devil95 Ancient
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    Halo:Ghost Co-op Mode
    "Zombie Hoard"

    Hello Forgehub, Devil95 here ready to release the Co-op Mode for Halo:Ghost. Halo:Ghost is a Vip mode that runs along with Asset. Although this isn't Halo:Ghost (Campaign), I feel that this will get to be a huge hit. If you've ever tested or played "Close the Door on the Barracks" you already know about the Omega Zombie. For those who don't know what the Omega Zombie is:

    The Omega Zombie is a zombie that makes camping look stupid. It takes at least 2-3 Players to elminate the Omega Zombie. This Zombie can take 1000% Damage. Thats why I added a Spartan Lazer and a Rocket Launcher to Help. Why, Because there are 3 Omega Zombies on this map.

    Orbital Drop Shock Troopers:
    Although the zombies may be tough, Remember who you are .... Orbital Drop Shock Troopers. A Single Soldier can take 500% Damage and Have a lot of tools to a take out the Zombie Infestation.

    Weapons:

    SMG
    Assualt Rifle
    Shotgun
    Sniper Rifle
    Battle Rifle
    Frags
    Machine Turret
    Spartan Laser
    Rocket Launcher

    How Zombie Hoard Works:

    Zombie Hoard Original Came From "Close The Door On The Barracks" Although I have changed it. The whole idea is to live and rack-up high scores against your buddies. R3AP3R 2117, Dp12Derk and Myself found this very addictive just like "Firefight". Halo:Ghost was a story about a Spartan and His Squad Fighting the Covenent.
    However this isn't Halo:Ghost. This is the Co-op mode. Zombie Hoard was original a Bonus Mode. Then I though about How Can I Make a Hype without Explaining it 2,000 times. Then I though "People love infection" However this was gonna be in the Halo:Ghost DLC Pack, I'm giving it away. The Campaign and The Slayer Version Will come with the Halo:Ghost DLC Pack Coming Febuary.

    Zombie Classes:

    Colour/Type of Zombie/Health/Weapon

    (Zombie + Arrow Over Head) Omega Zombie - Health 1000% (Sword)

    (Black) Regular Zombie - Health 100% (Gravity Hammer + Sword)

    (Zombie) Alpha Zombie - Health 200% (Sword)



    Gameplay of Video:

    [bungievid]104938965[/bungievid]


    Note: Beta Testers will be playing this today at 8:00 est.

    Special Thanks to:
    Dp12Derk
    R3AP3R 2117
    lil vamp97
    UDie47Xs
    xSniperacex
    False Reality
    This Thumb
    gocard5
    Dj12123

    If there is anyone who hasn't been mentioned, tell me.
    Thanks For Viewing. Also Don't Rant on me, Just tell me what bothers you and I'll try fixing it.


    Download Links:


     
    #1 Devil95, Jan 23, 2010
    Last edited: Jan 24, 2010
  2. Organite

    Organite Journalist
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    I know you said that the Omega zombie is powerful but that turret in (I'm assuming) the first room makes it hard for the humans to want to proceed to the rest of the map.
    Find a way to limit turret use: point it in a less convenient direction, have a fusion coil fall on it, etc.
    Also, as shown in the vid, the zombies have to walk all the way from where they spawn to where the humans are everytime. If the humans are camping then this leaves long gaps in between zombies in which they can collect ammo and return to their position. A good solution to this (be it not very original) is to create a teleporter checkpoint system much like in Manifest and a couple of my maps so that the zombies can quickly get to the humans and maintain pressure on them.
    Just some food for thought.
     
  3. Devil95

    Devil95 Ancient
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    Humans basically all the time camp in that one room. I've Turned off radars. Also The Covenent have 3 Omega Zombies, 5 Teleporter Exits. I've Put 2 Teleporters Near where the Humans Camp. everytime i've played, I've never lived an entire round because the Humans Shields dont regenerate. Here's Some Advise:

    1. Go In Hordes.
    2. There are 5 Different areas to flanks Get a Couple In each direction. (harder For Turret Guy)
    3. Use Teleporters!
     
  4. Jellofish777

    Jellofish777 Ancient
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    If you have not finished testing the map/gametype then why did you post it already? Anyway, all I got from the video is that humans should only camp in that one area, and never go anywhere else, and zombies have some walking to do. I realize that you already explained this to Organite but if 5 teleporters exist they obviously arent in good spots considering all the zombies walked there. All in all you should probably ditch the rest of the map (seeing as you obviously want them in that one area) and instead use the other items to make that one area more interesting, and fix the teleporters.
     
  5. Devil95

    Devil95 Ancient
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    The Infection Gametype and Map is Finished. I added it to make the Testing Last Longer. Organite wanted to see the map too. The Campaign (VIP) Releases in Febuary. The Campaign, Infection and Slayer will be added into a DLC Pack Following Febuary. I've already finished the map. However, I may make Improvements.
     
  6. Organite

    Organite Journalist
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    Even after playing it the turret seemed a little overpowered especially if there were other people in the room too.
    This is a personal preference, but zombies with shields are kind of a turn off for me though it doesn't really make a difference.
    That little niche that protrudes out of the hole in the wall was frustratingly campable. Maybe extend it to the center structure and make multiple entrances so that the humans have to concentrate their efforts elsewhere.
    You mentioned some bugs with spawns and stuff so go ahead and fix that.
    Speaking of spawns, something I found when playing a zombie is that for some reason one person would pick up all the custom power-ups making only one omega dude.
    And I'll go ahead and mention this since it goes hand-in-hand with my solution: Though there was a teleporter, it still seemed like at times you had to walk for ages before you actually met up with any action.
    My solution, while maybe not the best, would solve most of the zombie problems without having to change a whole hell of a lot.
    I found that there were pretty much 3 different places that the humans camped. One of them at the designated holdout point, one of them in the center of the map and the other at the back of the map.
    Make three seperated teleporters \/Like so\/
    [​IMG]
    Make the left tele take you to the back of the map, make the middle one take you to around where there's that ramp to the room with a hole in the floor, and make the right tele take you to the main room. That way when the customs spawn it encourages the zombies to go through the teleporter it spawns in front of. That way, you have 3 Omegas coming from different distances and giving the humans something of a fighting chance.
    Anyway, other than that stuff, the gametype mechanics were pretty good to me. You can't kill a zombie with one shotty shot but they aren't God zombies either. Humans don't have too little health, and the weapon layout isn't bad. I feel certain parts of the map have been altered well to suit the style of play on this map (while some parts could be altered more).
    Anything else I didn't mention I either feel indifferent about or it worked out too good for me to notice.
    I do think you should have tested this further before you released it onto the casual maps section, but until everything I mentioned is improved (not necessarily by my means), I give Zombie Hoarde a 6.8/10
     
  7. Devil95

    Devil95 Ancient
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    I like your telelporter solution. You see I had the map finished the only problem is my map somehow deleted itself. When I found out, I was pissed. R3AP3R Then saved me by loading up the old one that had problems. Im currently working on fixing most of the bugs. Halo:Ghost (Campaign) could be Delayed Because of this problem. Thanks for helping me, I working on a V.2 as I speak. V.2 will be in DLC Pack.
     
  8. Organite

    Organite Journalist
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    [bungievid]105235386[/bungievid]
     
    #8 Organite, Jan 30, 2010
    Last edited: Jan 30, 2010
  9. Devil95

    Devil95 Ancient
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    Wow, you really had to add that. Anyway, Im patting myself on the back! 1,000 Views! Sorry its just normally I don't get more than 800. i do understand the Gametype is somehow removed. I am working on a fix. There will be a V2.
     
  10. Organite

    Organite Journalist
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    I did have to add that. It was beautiful.
     

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