Hideout Horror! Description: Zombies are on Hideout Horror, and you basically have to camp out until help arrives. You got 12 minutes. Can you survive that long? The explosions at the beginning, those are the only vehicles you get being destroyed, and even if they do seem intact, they're really just too damaged to use. Run into the house as fast as you can, grab the weapons, you have 10 seconds to get in a good spot. Power weapons will appear eventually, but use your ammo wisely. This is probably my last Foundry map. This map contains a pallet flap that goes into a shotgun closet, geomerging, interlocking, and timed events. This is probably my best map yet. And although it's (I'll admit) mildly sloppy at parts, I still enjoy this map and enjoyed making it. Recommended Player Count: 5-16 players Weapons List: • 3 BRs - 2 spare clips - 20 seconds • 2 ARs - 2 spare clips - 10 seconds • 2 SMGs - 2 spare clips - 20 seconds • 2 Magnums - 2 spare clips - 10 seconds • 1 Mauler - 1 spare clip - 30 seconds • 1 Shotgun - 0 spare clips - 30 seconds • 1 Sniper Rifle - 1 spare clip - 120 seconds (Not at start) • 1 Rocket Lawn-Chair - 1 spare clip - 180 seconds (Not at start) Equipment List: • 2 frag grenades - Instant respawn • 1 Custom Powerup - 120 seconds (Not at start) -Custom Description: It's for the zombies, if a human tries to get it, the zombies will get you before you can say "Hey guys look over there!" -Custom Effects: Increases damage resistance. You'll figure the rest out. Gametype Traits: • Initial Zombie Count: 2 • Scoring: Default • Next Zombie: Random Human Traits (changed traits are listed, most default traits aren't): • Shields and Health -100% Damage Resistance -Normal Shields -90% Shield Recharge Rate • Weapons & Damage -100% Damage Modifier -Magnums as Primary Weapon • Movement -Normal Speed & Gravity -No Vehicle Use • Sensors -Disabled • Appearance -No Camo -Waypoint for Allies Only -No Forced Color Last Man Standing Traits (all changed traits are listed, most default traits aren't): • Shields & Health -200% Damage Resistance -Normal Shields -110% Shield Recharge -10% Zombie Shield Leech (Zombie's shields drain around last man) • Weapons & Damage -110% Damage Modifier • Sensors -25 meters Normal Radar • Appearance -White Forced Color Zombie Traits (all changed traits are listed, most default traits aren't): • Shields & Health -90% Damage Resistance -Normal Shields -90% Shield Recharge Rate • Weapons & Damage -Default • Movement -110% Speed -100% Gravity -No Vehicle Use • Sensors -75 meters Enhanced Radar • Appearance -No Camo -No Waypoint -Black Forced Color Alpha Zombie Traits: • Everything same as infected zombie, but enhanced radar to 150 meters. Pictures: Overview from outside zombie hallway Human Starting Point Human Respawn Point (Inside 1st floor of Hideout) Zombie Starting Point (Note: Teleporter is behind the shot. Also, It's blocked by dumpster and becomes unblocked by gravity lift that spawns 10 seconds in) Reciever Node After 10 seconds in Zombie Respawn Area 1 Zombie Respawn Area 2 1st Floor Overview (From Entrance) 2nd Floor Overview Showing Back Balcony, Side Balcony, and Drop Hole (From corner) 1st Floor Weapon Area 1st Floor Pallet Flap With Shotgun Behind it Balcony Truckyard (With Custom Powerup Spawn) Pictures of Timed events: Stairs to Balcony (30 seconds in) Rear Balcony Dumpster Spawn (60 seconds in) Single Box Bridge Spawn (90 seconds in) Download Link: • Gametype: -Halo 3 File Details • Map -Halo 3 File Details Final Words: The map requires the gametype, and vise-versa. Please give any comments and constructive criticism about the map and gametype. And, if you read the whole post (including this) put a $ at the beginning of your post. Thanks to the testers guild and my friends for testing this. -SIA representing, Meltyourtv
Seems like a good idea, kinda like the upcoming left 4 dead survival mode, and the map looks alright, but it could be cleaner. I suggest refining it and releasing a v2(if you want) Forging: 8/10 Gameplay: ? (ill test and come back with full review)
Looks awesome. Nice use of merging. Also where do the zombies spawn because I did not notice a pitcure of it.
I knew someone was going to say this sooner or later xD. I forgot to take it, I guess. I remembered when I was making the thread, though. *Goes to take pic*
The concept behind this seems really fun, and overall the forging is alright. The interlocking could be a little neater but it won't effect gameplay that much. Try making a V2 to fix up the map alittle and this would be great
I deleted the man cannon because people were getting on the roof from it. I made a single-box-bridge instead. I also added stairs for easier access to the bridge. (Boxes, stairs and dumpster set to spawn after 90 seconds. This is the same as before) EDIT: Pics updated, map link updated. All set! EDIT 2: I updated the map and put in a double box at a spot that prevents roof access. Also straitened out the wall atop the single box at the back balcony.