Magma Mine Alpha 2.0 Created by Casselfied Well hey guys, after quite a lot of feedback and a couple of months away from my xbox, I decided to revisit this project and I am happy to say that it is back with a bang. I did a lot work to this map and a lot of testing to make this map what it is. I think the first version looking back was a POS and something to learn from. Non-the-less, I learned from most of my mistakes, listened to the feedback and dug away at the project. This has actually been sitting on my xbox for a while, but I never got around to releasing it. I am happy though, to say that it is finally here. Changes from 1.0: Magma Mine Alpha 2.0 is an expansion of its original creation. Instead of it being this 2 room infection environment, it is now a 4-stage linear (journey) map. 2.0 continues from the lava room into a brand new storage area and then a heli-pad. Once again I did a lot of testing to make sure each area of the map was balanced. How does it work? Phase 1: Things work mostly the same as they did before on the first version at the beginning. The 1st zombie teleporter spawns 10 seconds in, giving enough time for the humans to set up defense and get ready for the zombie attack. Same old human spawn and where the zombies come from. The main lobby has had a makeover with a new heavy duty chandelier! The minecart has been editied to look more clean and less sloppy! Humans wait 70 seconds (when the timer hits 2:50) before moving on to the 2nd phase. 2nd zombie teleporter also spawns at 60 seconds and is still sitting in the giant hole in the top of the ceiling. Phase 2: Some new and old, mostly new. I re-forged most of this room to make it more gameplay and less aesthetic, but trying to keep both. Instead of rocks, there are broken bridge pieces which are much wider and less frustrating. I still recommend trying to take this area with caution. There is room for error, unlike the first version. There are no weapons or means of ammunition in phase 2. No more shield door and humans cannot get on strut beams. Main overview of phase 2. Entrance to phase 3. At 110 seconds (2:10 on the timer) you gain access to the 3rd phase. At 105 seconds (2:15) Phase 3: Players will make their way into the first brand new part of the map: the cooling storage. The humans are left will be able to stock up on some ammunition. Zombies will gain direct access from the zombie spawn, shortly after the humans do. Zombies will be able to unleash the "Omega" (via custom powerup) shortly after direct access. The Omega will be Red. Overview of the entrance into phase 3. Overview of phase 3. Overview of the entrance to phase 4. At 170 seconds (1:10) humans have access to phase 4, to make their last stand. Phase 4: The 4th and final stage of the map. If the humans make it this far, they are rewarded with an escape. A falcon on a heli-pad is provided for the last humans that survived the level. For those that don't make it to the falcon, there is a sniper rifle with one spare clip, as a tool for one last hope. Overview of main hallway, exit to helipad. Main overview of phase 4. That about raps it up once again! Action shots: Game traits: Spoiler 5 rounds 4 minutes 3 Alpha Zombies Built for 8-16 players Best with 12-14 players Weapon settings: Spoiler AR x8 DMR x4 Magnum x8 Shotgun x2 Sniper x1 Spartan Laser x1 Rocket Launcher x1 Frag Grenade x5 Human Settings: Spoiler AR Start No Equipment No Grenades 100% Speed 100& Jump Height 100% Gravity 100% Damage Resistance 100% Damage 100% Melee Full Vehicle Use Zombie settings: Spoiler Alpha: 110% Damage Resistance 100% Damage 100% Melee 100% Speed 110% Jump Height 100% Gravity Black Regular: 100% Damage Resistance 100% Damage 100% Melee 100% Speed 110% Jump Height 100% Gravity Zombie Custom Powerup/Omega Zombie: Spoiler 1.5 Overshields 100% Damage Resistance 100% Damage 100% Melee 90% Speed 100% Jump Height 100% Gravity 100% Shield Recharge Red Special thanks to: Flashbang4321 - Loyal and dedicated tester. AJ Yusi - Loyal and dedicated tester. Spadez N Adz - Loyal and dedicated tester. Taco Farron - Loyal and dedicated tester. NARB GUY - Loyal and dedicated tester. Oakley HiDef - Feedback on gameplay. Flying Shoe ILR - Feedback on gameplay. Sorry to anyone I forgot, or if you feel that you should be mentioned, speak up! Hope you enjoy!
@Minion That's exactly what I was wondering, too. You should probably add some cover for the zombies there.
Phase 4 is another way of saying "I beat the game", like you just beat a campaign mission. The falcon is just icing on the top of the cake. But usually if the humans make it to phase 4 (not many of them do), then they can escape in the falcon. Whatever humans can't escape in the falcon, have to hold out for as long as they can. By then, the humans either run out of ammo, or get overrun while trying to hold off the zombies (there should be A LOT). Hope this answers your guys questions!
This looks like a lot of fun. wish I had some people to play customs with it on. I like the fact that phase 4 is basically 'winning' the level. Good touch.
Eh.. I'm not really a fan. I don't see how you could make it fun for the zombies (Especially since almost everyone is a zombie at this point). Also, the humans in the falcon could see the rest of Forge World... which breaks immersion. I just realized - there's a teleporter at the entrance to phase 4. Do you have one like that in every phase?
Because it is difficult for the humans to even get to the final phase, the falcon plays as a reward, like a campaign mission saying you just beat the game. Players will get the falcon at about 45 or 50 seconds, so its not very long for the zombies to go through. Sometimes the zombies stop the falcon from even taking off due to the number of zombies. The falcon being able to fly over forge world isn't a BIG problem because there is almost not enough time in the round to fly over there. But you bring up a good point there.I will edit that soon actually. And yes, I have a teleporter entrance to every phase. I also have soft kills in place to make sure people don't break the map. EDIT: Forge world is no longer entirely accessible via soft kill and kill boundaries. Download link updated.
It's not just being able to GO around forgeworld, it's actually viewing forgeworld just as it is that ruins the environment of the map.
Ok, cool, But what do the people in the falcon do? Just fly away? Or can't they fly around the phase 4 area, killing zombies, with infinite ammo, and be too high up for the zombies to hit?
The falcon can fly away, or stay and kill zombies. It is unstoppable, unless the zombies have a chance to finish the humans off before they board when they enter the last phase. If the humans make it, they won. They are guaranteed survivors. But really, by then the round is almost over, so it really doesn't matter. Like I said, this is like a mission and when you beat the mission, you are rewarded. Sorry, but I disagree with you there, but everybody is different so its alright. I appreciate your criticism and no offense taken whatsoever. Just hope that after a lot of building/testing, you might like what I offer! Thanks though.
So I downloaded the older version of this, I spoke to you about featuring it - however after doing some tests I found that it was pretty camp-able, however this version looks more promising. I'll give it a test - and maybe make a video for it!