Intruder Created by Casselfied and purpledinosaur0 Hey again, ForgeHub community! Me again, back with another infection map. This originally begun as a project with me and a popular Halotracks moderator/forger "purpledinosaur0" to work with the 'Safe Haven' gametype. However, after minor testing, it failed and the project was abandoned. A year later, I picked up where it was left off, with permission from purple that the project would be finalized and released by me. Same as MMA 2.0, this one had a whole lot of hours of development, building, testing and finalization. It has been a year and a half since I started this map with purple, but after some work, it is complete and ready for download. This map features more gameplay then it does aesthetics, so keep that in mind. I worked with what I had in the forge world $10,000 budget and I am happy with the way it turned out. About the map: A distress call has been reported from a small military compound/village known as "Outpost #27". You and your elite team have been deployed to investigate the incident. Any unknown personnel aside from your team that influences any type of hostile action is granted permission to fire. Little do you know, that you are walking into an unexpected and surprising trap. An accident of some sorts, unknown, has begun a zombie outbreak. You have called in evac and reinforcements, which will arrive in approximately 4 minutes. But the question is, do you have 4 minutes of survival left in you? How it works: Intruder is a free roam infection map. There are no rules to this game except to survive the zombie hoard. Zombies will do their part as will you. However, there are some rules to the map's structure. Spoiler Each base/building has at least 2 entrances. Each base/building has an armory, which will supply your weapons and ammunition (with the exception of purple house and orange platform). Each base/building is labeled. There are 6 structures: red base, blue base, yellow base, green house, purple house and orange platform. Each armory has a soft kill boundary (with the exception of yellow base), which means you have limited time to grab your weapons/ammunition. The roof tops, heli pad and the rock wall are off limits. Weapons do NOT respawn. Ammo is limited. For those that don't already know the "zm_Outbreak" gametype, let me break it down for you very quickly. This gametype is NOT made by me. All credits for the gametype go to RivalMass, A.K.A. Oakley HiDef. Spoiler Humans Primary Weapon: AR No secondary No starting grenades No shields Starting Equipment: Sprint 200% Damage Resistance 110% Damage Modifier 100% Speed Weapon Pickup ENABLED Motion Tracker: Normal - 25 Meters Last Man Standing 110% Speed Frag x2 1.5 Overshields Zombies 2 Starting Zombies 100% Damage Modifier 125% Melee Modifier 150% Damage Resistance Equipment - Sprint (UNLIMITED) 110% Speed 125% Jump Height Motion Tracker: Enhanced - 25 Meters General Time Limit: 4 Minutes 4 Rounds Suicide becomes zombie Strategies: Some strategy tips for this map are key for your survival. The first priority you should have is that you need to get another weapon and/or extra ammunition. You're starting weapon (the AR) will not be enough to fend off the horde, unless you are close to other teammates with the same weapon, thus giving you the opportunity to team shot. Head to any armory you prefer and collect the weapon(s) of your choice. If you want to survive later into the round, collect a weapon that can get you quick kills. If you are with a couple of teammates, then coordinate where you are going to setup and hold down a defense. If you have teammates, blue base, red base and green house are very effective for defense. If you are a lone wolf, get a weapon that can get quick kills and get you out of sticky situations. Travel to a part of the map where there is less zombie traffic and venturing off from your teammates. Zombies usually tackle red and blue base first, since the majority of humans like to setup defense there. Green house is not the primary target for zombies at first. However, that will change if you are spotted early. Zombies can quickly shift their objectives very easily, so keep that in mind. Yellow base is not very effective for holding out. If you are heading to yellow base for ammo, grab it and leave. Yellow base is very easy for zombies to overrun if you are not careful. Orange Platform From here, anywhere on the map is fair game. You may depart to any destination you would like. There are no weapons on this location. It is up to you to find weapons elsewhere. This platform is somewhat effective for defense. Orange platform, or more known as the main human spawn. Red Base The closest base to the platform is red base. Challenging, but effective for defense on the 2nd floor. This base supplies a armory and connects to blue base. Red Base Armory Stats: Spoiler AR x5 DMR x3 Shotgun x1 -(spare x1) Pistol x2 Frag x5 Main lobby of red base and location of red base armory. Flashbang4321, making his way to the 2nd floor of red base. Bridge walkway between red and blue base. Also bottom side entrance to blue base. Blue Base Highest standing building on the map with multiple entrances to each floor. Very effective for defense. This base supplies an armory and connects to red base. Blue Base Armory Stats: Spoiler AR x3 DMR x2 Shotgun x 1 -(spare x1) Sniper x1 -(spare x1) Grenade Launcher x1 -(spare x4) Main entrance to blue base. Blue base, first floor. Blue base, second floor. Blue base, third floor. Blue base armory entrance. Blown hole from 2nd floor. Blown hole from 3rd floor. Green House House with a main lobby, living room, basement and not-so-secret rock path entrance. Very effective for defense. This building supplies an armory and stands apart as its own structure. Green House Armory Stats: Spoiler AR x3 DMR x1 Shotgun x1 -(spare x1) Frag Grenade x1 Pistol x3 Health x1 Spartan Laser x1 -(max battery) Overview and entrance to green house. View from dining room table of entrance. Heater (fusion coil pack), coat hangers and a clock sit beside the doorway. Entrance to living room, from main lobby. Living room, couch, broken TV and coffee table. Entrance to basement. Basement overview. Spartan laser, armory entrance. Rock tunnel passage, location of the initial zombie spawn. Rock tunnel passage from green house entrance. Yellow Base Smallest base with an armory. Defense is rather difficult. Supplies an armory with no kill boundary (this is due to multiple entrances to the armory). Yellow Base Armory Stats: Spoiler AR x2 DMR x1 Rocket Launcher x1 Yellow base overview, from side. Yellow base overview, from back. Purple House A small, burnt to the ground remains of a building. Health pack available in the center of the structure, no weapons and zombies spawn behind the structure. Overview of purple house and destroyed ramp via heli pad. Extra Areas Rock pile passage, passes the side of yellow base. Zombies spawn at the sharp corner of green house. Back alley passage, located behind red base. Common zombie spawn. It is impossible to spawn kill here, as they will spawn somewhere else. Armory Information: There are 4 armories on the map. 3 have soft kill boundaries amd 2 have locks. To unlock, simply walk into the red button. The door will fully automatically open and allow easy access into the armory. 1. 2. 3. Extra shots: Spoiler Flashbang4321... That wraps it up once again folks! Special Thanks: purpledinosaur0 - For the opportunity to co-forge and revive a near-loss project. Oakley HiDef - For the gametype, providing very valuable feedback and the opportunity to feature this on the THFE channel (still waiting on the video! haha). AJ Yusi - Loyal and dedicated tester. Flashbang4321 - Loyal and dedicated tester. Spadez N AZ - Loyal and dedicated tester and being kind enough to throw it up during custom game night. Anybody I forgot, I am sorry. You are the reason this map is released! Please give a download, rate the thread and leave your feedback! It is much appreciated! Thank you and hope you enjoy!