I fixed the DL links!!! The idea behind this map was inspired/stolen from the map "Vents". It takes the vent idea at the start of "Vents" as far as I could go (or be bothered) and turns it into a very confined map. The Map: In Haunted Tubes, the humans all spawn in a room facing a small hole in a wall. The hole is the only way to go, unless they feel like playing cat and mouse with the Alpha Zombie in the two-way teleporters at the other end of the room (these are just used as receivers from the Zombie Start). In fact, not going in the hole is downright stupid as the game type I made for this has the Alpha Zombie set to invincible. Once in the tubes, the humans are not safe just yet, as any of the humans slow enough to be caught by the Alpha will now be pouring into the tubes right behind the humans. Given that the humans only have 18 rounds in their shotguns, they cannot last in there forever. Funnily enough, there isn't actually anything more to this map so I had to add a timer to the game type so that the humans had any chance of winning (Lol... Can you win a Zombies game?) There are three ways up to the second level of Haunted Tubes. One way is a sloped vent, and the other two are small jumps where the area made of walls meets with the area made of double boxes. The layout of the tubes is far to difficult to simply describe, so here are some pictures (the roof has been removed). The Human Start (There are normally fence walls blocking vertical escape): [img width=800 height=600]http://xs224.xs.to/xs224/08073/human_start891.jpg[/img] Corridor One (The top level entrance to the sloped tube can be seen to the left): [img width=800 height=600]http://xs224.xs.to/xs224/08073/corridor_1620.jpg[/img] Corridor Two (This is looking at the top level of the tubes. Beneath this is an essentially mirrored image):: [img width=800 height=600]http://xs224.xs.to/xs224/08073/corridor_2528.jpg[/img] Corridor Three (The area made up of double boxes does not have a second level to it): [img width=800 height=600]http://xs224.xs.to/xs224/08073/corridor_3884.jpg[/img] Corridor Four (those fence walls can be used to spot zombies. Also, the bottom entrance to the sloped tube can kinda be seen in this): [img width=800 height=600]http://xs224.xs.to/xs224/08073/corridor_4350.jpg[/img] The Game Type: Alpha Zombie- Good Camo 25% move speed (please God, forgive me) Invincible Sword Instant Kill (why not?) 75m Enhanced Radar Zombie- Poor Camo 100% move speed Sword Allies only radar (this is intentionally designed to piss people off) Human- No shields Shotguns Limited Ammo 100% Move Speed No Radar (If they do have one, then congrats. All the zombies are crouching anyway) Download Map Download Gametype I'm sorry about the hugeness of my pictures.
Re: Haunted Tubes 25% moving speed doesn't sound very fun. I would hate to be him the entire game when people are moving 4 times faster than you... I think you should change that up a bit.
Re: Haunted Tubes Looks like its vents but with alot more vents... Thats a good thing I guess... vents should really have been called the office or something...
Re: Haunted Tubes Lol, sorry about the 25% move thing. If it was any higher, then the humans would have no chance. I have tested this a lot and 25% really is the only way it works. You can just turn it up if you disagree. Woops, I did forget to mention the radar situation, thanks for reminding me. I will edit that in now.
Re: Haunted Tubes In a good infection the humans should never win. It isn't any fun any other way, just a suggestion.
Re: Haunted Tubes The map looks great; I can tell you spent a lot of time on it. To be honest though, as azn ftw would say "25% speed makes me want to cut myself!" and chances are you could have come up with a better title than "haunted tubes." TXGhost sorry but your wrong, humans can win and yet have fun at the same time ~ ex. "in the shadows"
Re: Haunted Tubes Yep, I went to download but the links aren't working. Fortunately your gamertag is the same as your username here, so I downloaded it anyway.
Re: Haunted Tubes i freaking love you. the vents really needed more vents and apparently you did that just maybe make another series of vents above the ones you have there is room for that
Re: Haunted Tubes Hmm... I once had a similar idea to this. But I think your map is better. Sweet!! I'll have to download this... Off topic: I AM THE REAL STRIKER!!!! I shall plot against you... :squirrel_evil: Mwuahaha!!! ...on second thought maybe not...
Re: Haunted Tubes Let me rephrase that. Humans don't really have any chance of winning with 25% percent. However, at 50%, the Alpha has just torn through them in the first section of the tunnel. He gets one lunge off in the starting massacre and he has caught up. With 25%, the humans have time to get into the vents before they are dead.