Long Way Round - Linear Progression Infection

Discussion in 'WIP - Works In Progress' started by Elliot, Jul 9, 2012.

  1. Minion

    Minion Forerunner
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    did you get the early spawning door fixed? Lol. ;P I still would've rather played it like that than the swat map we ended up playing... XD
     
  2. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    Yeah I did, what a royal **** up.

    Don't remind me about that ****.
     
  3. Skyward Shoe

    Skyward Shoe BTB Legend
    Forge Critic Senior Member

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    Elliot, I remember playing this a while ago, and while I thought it was pretty cool there was one major thing I did not like in each holdout: Zombies had very limited freedom for attack and felt very funneled down into the humans line of fire.

    For example at the first holdout the humans all sit in the corner to wait for the door and zombies have no other option but to run at the mass and hope that someone misses. There is no chance to sneak up and zombies have no option but to run straight along the line of fire form their AR's.

    This happens again at the second holdout waiting for the lift, though I do like how the zombis get a new way in after a certain about of time. The final holdout is like this as well, forcing zombies on the ground to run through an area they have little to no chance of getting through. While the roof spawn here helps, generally this made for a rather unenjoyable play through as a zombie, and a sort of simple run even for humans, though to a much lesser extent.

    In comparison to this I will use Aihab (yes, the mighty Aihab) as an example. There when leaving the teleport all zombies have an area with about 3 options as to how they want to a preach the humans, usually getting to surround them to some extent. While you tried to do this a few times such as at the tower for the first holdout they still are always forced to come from one direction from these towers, instead of multiple wrapping around spots to drop down.

    Another reason I found annoyance as a zombie was the distance zombies often had to drop to get to humans. The first holdout tower has this issues as well, where zombies had little chance of reaching the ground before being shot down, especially while there were so few zombis to begin with. Even at the end with many of them, the distance of the fall from the roof made zombies easy to pick off while falling.

    Between all of these things, it seemed in many of the holdouts locations the humans either dominated or were dominated, with less of a natural progression of humans being infected. This may not always hold true, but for the few rounds I played this seemed to be the trend that was popping up, and I was sincerely hoping not to be a zombie most rounds.

    Good luck with the map, I assume this is your submission to the contest so I thought I should give my thoughts on it up to this point. The idea of the loop around is really cool, I just feel the gameplay was a bit frustrating because of these factors.
     
  4. Elliot

    Elliot BIOC
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    Holy ****, living up to your title there.

    Yes, I completely agree with everything you have said. The sole problem with LWR is the experience for the zombies. I just played a test now and I have decided to give up making small changes to try and make it work.

    Thanks for this great feedback, I will be referring back to it while forging.
     
  5. SpartanPeter

    SpartanPeter Around the Block

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    Aaaaaand we played it, about an hour ago, and it enjoyed it very much, although there where some problems i didnt understand, the people could get in the room behind the crates, without using the warthog i didnt now how that happend. And you may delay the time the first one way shield spawns.

    Because before anyone could get trough, the humans already where slaughtered. But i do like the GR at that area, you can lay down great traps with it and get awesome multikills, like it did :D

    But i really do like the look and the warthog idea of the map, so i hope the problems will vanish soon :)

    And as i read FlyingshoeILR post, i notice that he said that the first infected tower had some issues because the people had to jump from a great height, i played this an while back too and noticed that, but you changed it now too an way lower point. So i assume we played the other version of it? I actually found the first version played pretty well.

    So i liked it, no.. it was awesome :D Great job, hope to see this up soon.

    EDIT : Oops.. i re-read the post and realize im being stupid, the warthog is disabeld in the new version *Ultra facepalm* And they jump down behind the crates, one last thing to mention, i really like the update on the last area, it made it an lot better, those crates to shoot down are awesome :D
     
    #25 SpartanPeter, Sep 9, 2012
    Last edited: Sep 9, 2012
  6. Elliot

    Elliot BIOC
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    Thanks for staying positive, but, it played awful. I am giving the map a complete overhaul right now.

    Haha lololol. Yes, the timing of the one way shields will change, but I will also be changing the gametype which includes removing sprint so players will take longer to get to the first holdout.

    Thanks for teh feedback :) Look forward to the next test, trust me ;)
     

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