This is an update to my Haunted Manor map before. This map is made for infection, though every gametype is set up to work on this map. This is again updated to make the inside of the house feel much more like an actual house. Just play it and you will see. Description: Basically this map is a house. It has four (sort of five) levels: There is the basement, the first floor, the air ducts (with vents), and the roof. The ground floor on the outside is not the same height as the first floor, so it might count as another level. But the map is more than just a house, it has many unique elements that strongly diversify the gameplay. There are many ways to get onto the roof. One is through the chimney, where a grav lift spawns by default. The grav lift cannot be blown up from the top, though, since it is blocked by a shield door. So a zombie up there cannot fall through, and if a human goes up there the zombie can still get up there. And of course it is possible to jump up there from each side of the map (its easier with more help from a teammate). The air duct has three entrances. One is on the front of the house and one is on the back of the house (though the one in the front is easier to get into). The two entrances are separated by a crate. To get past you have to break the pallet that the crate is resting on, and the crate will fall down. Unfortunately, it is now possible to jump up into the air ducts from the inside. (It is also possible to break the pallet from the inside) The basement has seven entrances. There is one ramp and an opening that both lead to the first floor, and two stairs that lead to the outside. There are also three windows that can be crouched through from the outside. One is on the back of the house, but it gets blocked after a certain amount of time. The other two are underneath the porch. Obviously you will realize that not every technique on this map is my idea. The shield door blocking the grav lift was taken from Shock Theta's map, and the passage way under the porch was taken from The Estate, which I believe was made by AZN FTW. I realize it is possible to get outside of the map, which is why my infection gametype for the map, which can be found at the link below, give the Zombies actual weapons rather than swords. I set this up to work for every gametype, but I feel infection is the most dynamic gametype for this map. The Infection Gametype: Ghosts The premise for this gametype came about because I wanted to separate this map from all of the other maps. Plus I needed a way for the zombies to be able to blow up the grav lift. The humans and zombies both spawn with shotguns and magnums and both are white. The humans have no waypoints over their heads, so they never know if someone is a ghost or a human. The humans also don't have radar, but the ghosts do. The final difference is that while both humans and ghosts have shields, ghosts only have 10% damage resistance. The reason I gave the ghosts shields is because the humans shields do not recharge, but they can recover health by killing the ghosts (25% shields). When I tried it without giving the ghosts shields the humans shields never came back after kills. Pictures: The front Looking in from the front A side of the house The basement from outside Camping at the chimney The basement from a corner The basement from another corner The back from one side The back from another side Also, if you find something you think is a mistake, think about them again, because remember this an old house. And some ledges/hiding spots were done purposeful. The only drawback is there are no weapons on the map, so for the gametypes I suggest a Battle Rifle and Shotgun starting weapon set. The main change in this comes from the newest Forging 101 (so the air vents are perfectly level) and the Unlimited Budget Glitch, found by iTs_NeXn (or HeavyMetal84?). Basically its a great upgrade. The basement has more cover and the map just looks better overall. Download it here.
Looks great! My only suggestion (since you are using the unlimited budget glitch) would be to add more scenery for effect. Add barrels, pallets, or something to give it life. You could also try to add a table or or something in larger areas. Great job!
Well, its too late for that now, but it doesnt seem as empty when your playing. Those pictures are of the old version, too.
Its hardly too late. Your Bungie post shows only 4 DLs , 2 ratings, and no comments. You could easily remove it from your share, work on it for an hour or so, then republish and and just fix the link here. But i understand if you don't want to do that. I'll go ahead and download it, but let me know if you make the changes so i can get whatever is most current. *Edit* Oh, ok, got it. Sorry, nevermind... lo :squirrel_blush:
No, I mean its too late because I added so many objects that I would have to undo all of my changes just to add more barrels and pallets to the map.
If you are talking about the unlimited budget glitch you can click on it in the first post. if you are talking about any other glitches they can be found in Forging 101. Here is the unlimited budget one: http://www.forgehub.com/home/index.php?topic=2009.0
It's meant for zombies, and the way I play zombies is without weapons on the map. I don't understand why most people like putting rocket launchers and flamethrowers on the map.
Just downloaded the map and I gotta say it's pretty impressive. In terms of design and use of Forge, you've done a very nice job here. Everything appears to be thought out and you were creative when it comes to some of your scenery. The Bench you made was pretty smart :] I suspect the top level of the Manor may be a pretty popular place to be (in other words, people may be tempted to camp there) due to only being two possible access routes to get up there. but seeing your custom game settings (shields - Pistol and shotgun) this shouldn't be a problem at all, but it may not lend it self to other infection game times with no shields. Spawns and everything seem to be in place. It may be abit close for the humans as there's not much separating the Humans from the Zombies. However, you may of handled this with your Custom Game settings (for example, giving your zombies longer respawn times). I don't know. I'm just saying this generally, but you can never have too many spawn points. I'm keeping this in my forge collection :]
If you mean the roof, it is possible to get up there from all sides by jumping into the windows and then onto the ledges that are formed from the bridges and then onto the roof. if you are talking about the air ducts then the pistol is an essential part to fight off the camping, especially if the zombies have a good enough shot. And I didn't give the zombies long respawn times but the way the game works it will not spawn a zombie if there is a human nearby (unless there are no other open spawns). Thanks for the lengthy review.
Oh yeah, I knew that I was just informing you. Also I'll appreciate it if you replied and voted on the Bungie.net forums. Some people voted it 1 star without saying why (or with a stupid reason).
Looks even better the second time around, nicely done. I especially like how you used interlocking objects to complement the mentality that your structures are intended to appear as actual buildings. Nicely done.