Making Maps With Our Undead Hands

Discussion in 'Halo and Forge Discussion' started by Plasma Blades, Feb 26, 2011.

  1. Plasma Blades

    Plasma Blades Ancient
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    Making Maps With our Undead Hands
    More and more often it seems as if infection maps are overlooked as the casual, appealing, and enjoyable creations that they can manifest themselves into. And, in the rare case that one is made, it seems to be substandard, and not one to be remembered by too many individuals. Given that nearly the entirety of my forging experience lies in infection maps, as well as the general acceptance of such maps by testers, I decided to create a brief guide to two gametypes in particular: Journey, and Objective. The latter, as far as I know, is a creation of my own and I haven’t seen any others manage to replicate it. However, before I delve too far into those topics, there are some basics that need to be covered.
    I. Balance
    II. Loadouts
    III. Weapons
    IV. Realism
    V. Teamwork
    VI. Last Man Standing
    VII. Timed Events
    VIII. New Features
    IX. Map Types
    X. Promotion



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    I. Balance

    Perhaps the most basic of all factors to consider is balance (I use the term basic as a term synonymous to vital or key). This must be considered with all maps, infection or not. However, there are a few key aspects that are known particularly to infection games. Overpowered humans (or zombies for that matter). Slow Gameplay. Camping spots. All likely to ruin a game for the members playing it. So how can one avoid these potential game-destroying aspects? The first is most likely the simplest fix, requiring only changes in the gametype, but to do so effectively requires quite a bit of planning before beginning construction on the map.

    In fact, all of these aspects rely mostly on map design. The bright side for me, as the writer, is that I can easily pool both the maps at hand together and go further in depth about the particular map design.
    For comprehension purposes, I’ll briefly describe how both maps are laid out before discussing them in the map types section. In a journey map, there is a single linear path in which the humans progress though in the face of consistent attack. At the end, there is a single holdout point, which either draws the humans to it though the lack of ammo throughout the map (therefore forcing the humans to follow the path with ammo in order to survive), or through some influence at the end such as a single power weapon or safe haven which would offer the user unlimited ammo or a slight damage increase, perhaps both in respect to the gametype. An objective gametype utilizes a similar approach to achieve a different goal entirely. Like a journey map, this contains at least one enclosed path, but can include as many as your budget will support. In short, the humans are given objectives to reach which yield an end result of the access of a final area.

    The point I’m making here is that both maps require linear paths in the design. Given that, there are some aspects to be considered. Zombies spawn through a network of receiver nodes placed throughout the map. While these do not need to be evenly spaced throughout the map, there should be no spots that allow for camping. Perhaps the most abused of these points is the initial spawn. I have yet to download a journey map where there is an attack point at the very beginning where the humans spawn so that they cannot camp there. Given an appropriate storyline, this would be logical to have as well (see realism). A topic that ties into this is another common flaw in these maps. In many instances, the creator will decide to create an area where it is completely one way. For example, falling down an elevator shaft, or going through a one way shield door. In these events, the infected must be able to get back to the previous area once they arrive in the latter area. In the case of a survivor camping to the area prior to the one-way event, the zombies should have a way to kill them. If not, the game drags on, making the match more monotonous, resulting in an ineffective map.

    In any design where there may be a forced human holdout as a result of impossibility to move further (see events) or a consternation of zombies that pin the humans in a single location, there should be a path long enough so that the humans can get the first shot. In this case, the zombie (on average) should at least get a single swipe at the humans, if not more. This means that the survivors should be pressured to get out of the area as soon as possible. This adds a sense of urgency and aids in setting the tone of the map (see realism). However, in order to properly achieve this, the gametype does need a slight, though distinct alteration.

    For a gametype like this to be successful, both parties involved must have a higher damage threshold then typical. A safe bet to go with is about 4 slashes to kill a human. Humans can typically be safely balanced with the ability to finish off an infected in: two-thirds of an assault rifle clip, one or two melees, or one headshot (whichever they choose). These values can fluctuate based on the design. If the map is more open, make the zombies harder to kill. If it contains tight corners and thin hallways, make the humans harder to kill. This, of course, is based on the fact that zombies are more suited for close range combat whereas survivors’ are more suited for mid-range combat. However, this leads to a common misconception. If a human can kill 10 zombies for every time he dies, then it would be fair to make a kill worth 1 point and an infection worth 10. Sure, in the long run it does technically balance out, but a large part of balance is how much fun each team has in playing. Zombies tend to get distressed if it takes too much more than 3 deaths to finish off a human. 5 is typically tolerable, but anything greater than that is simply pushing it too far. As long as that aspect remains a constant in the gameplay, one can begin considering loadouts.

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    II. Loadouts

    Loadouts tend to be a “dodgy” topic when discussing infection gametypes. Provided that, the first phase loadouts pertain to the human loadouts, while second phase pertains to the infected. In these types of maps, loadouts usually negatively skew the tone of the map. A human is in a violent clash with a zombie and suddenly he emits an aurora of white energy, kneels on the ground and becomes invincible. It just doesn’t work, and a substantial factor to consider is the realism incorporated into the game. In general, the loadouts, if given at all, should be given to the zombies, very occasionally to the humans. Zombie armor abilities are likely to include: Sprint and Evade (for obvious reasons) as well as Active Camo and Hologram (for a more supernatural storyline). One must be incredibly careful in using the active camouflage armor ability, and it would probably behoove the creator to make it an item that an infected can pick up (See timed events) as opposed to a full loadout, since the latter would likely be overpowered unless the infected are given a sizeable decrease in damage resistance, which of course, would unbalance the other loadouts.

    It cannot be emphasized enough that when using this, the designer must exercise caution in respect to balance. Humans on the other hand, if given loadouts, should be limited to Sprint and Evade, preferably the former considering that evade could be used as a disorientation tactic which may be abused in the hands of a skilled player.

    When in doubt, stick to giving the humans no armor abilities, and the zombies sprint. While evade works just as well, sprint tends to be more useful and realistic given the situation. In addition to that, the common visualization when one thinks of Halo: Reach infection is a zombie horde concurrently diving towards a group of humans fighting for their life. One of the things that makes a map most successful are factors, like utilizing sprint, that differentiate you map from the rest (see new features).

    Weapons are typically overlooked when considering the gametypes. As mentioned before, since loadouts are usually more trouble than the required reformations of the map necessary to fix the issues caused, it’s better to give the individuals starting weaponry and equipment.

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    III. Weaponry


    It’s pretty standard to give an infected individual a sword as a preference over all other weapons. It mimics the close range nature of zombie attacks. Now, one may argue that a gravity hammer should have a similar effect, and given that the radial area of effect has been decreased since the previous game, the thought looks promising. However, not only can the weapon be used to break maps with great ease, but as any of you who have played grifball know, the hammer is a devastating weapon in trained hands if you’re only given melee weapons. Like other factors, this also deducts from the realism that should be consistent with each game. It’s a safe bet to avoid this weapon unless you have a established a surefire method of negating the negative side-effects that come with it.

    But what about the humans? What weapons are they given? As a standard, humans are given assault rifles. In Halo 3, the SMG was a nice replacement for it as a watered-down version of the AR, but with its absence in Reach, we forgers are at a loss. One tolerable substitute is the spiker, which fires at a lower rate and does substantially less damage then the AR. However, due to this, the humans lunge (no pun intended) at the chance to pick up a sword. This causes an illimitable grievance for those attacking the survivors. A good way to avoid this is to start the humans with a weapon that can hold its own in a fight; a weapon that is considered a primary weapon, perhaps with the spiker as a secondary (or something to be picked up).


    So the AR and spiker has been discussed; the other weapons are still in debate. The magnum is underplayed in these maps and the ideal side-weapon if you feel that a side-arm must be given. While it allows for the headshot instant kill that tends to be present in these gametypes (to mimic the weakness in the head that is prevalent among zombie fiction), it is more difficult to use than the DMR, and the clip size is appropriate for a reasonable amount of kills without completely dominating.

    The grenade launcher should be used with caution, in relation to the zombie attack points/areas. If a player studies the map, then they can easily use the remote detonation ability of the weapon to place a grenade on a receiver node, and detonate it accordingly even if they can’t see it (due in large part to the monitor on the side). On a related topic, it can also be used to block long narrow corridors, which puts the infected at a severe disadvantage.

    Much like the grenade launcher, the topic of whether or not to include fragmentation grenades in a map like this faces constant debate. In my experience, it tends to work best with a single grenade on the map, and having it placed in an open area, where it has the least use. Through this method, it is only useful on the belt of a tactical survivor, who would more commonly use it only within bad breath range of the infected. Subsequently, once it is used, the infected don’t need to fear another unexpected, shrapnel related death. As with all weapons, this should be set to never respawn for balance and realism purposes.


    The rocket launcher. A grenade launcher on steroids. Survivors best friend. But is it appropriate? A rocket launcher rarely belongs in the middle of the map, with the rare exception of at a holdout point (see timed events). Even so, this should infrequently occur. Consider this: If a zombie apocalypse did occur, what are the chances of you finding a rocket launcher laying on the side of the road? If a rocket launcher is placed, it should be at the final holdout area, given two shots for the primary use of injuring a tank (see timed events). If a survivor chooses to use the weapon on a normal infected member, that’s their loss.


    The DMR is most commonly placed at a holdout point, and typically provides enough ammo to have a few shots left after the individuals pass the holdout point. With the standard one-headshot settings, this could be overpowered in holdout point which has a long straight path ahead of it. Otherwise, this is usually best placed in close-quarters areas of the map, so that getting a headshot is a difficult task. The clip size is the single downfall of the weapon. With more ease of use due to sheer familiarity (as well as reticule size), players will more often get headshots with this weapon over the magnum, so the map design must be altered in order to accommodate for this improvement, making the setting more difficult for the infected to die.


    The shotgun is a favorite among Bungie and infection-lovers alike. The range of the weapon assures that the two species must be in close proximity before the weapon is used. While being a powerful weapon, in a map style like this, it insures that the infected nearly always get a strike in before their death. Nonetheless, the shotgun is still a useful weapon for a supporting player, who rushes in and takes down the infected after others have put a little bit of lead into it. This is a great weapon choice to place on the map when questioning which weapon the survivors need as an alternative.


    The Spartan laser falls among a similar grouping with the
    rocket launcher due to its sheer power. However, this can be used well if the infected are given evade, meaning they could quickly dodge the beam as it fires. Nonetheless, this weapon should be used sparingly, especially considering the realism aspect of the game.

    For the same reason (realism) covenant weapons are usually off-limits in these games (aside from the energy sword). The biggest advantage an infection map-maker has on their side which can be utilized to sell their map (through use of a back-story) is realism. The required aspects are simple to incorporate, but really cinch the believable facets into place.


    As a side note, massive stashes of weaponry are game-killers. It’s not fair nor believable.


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    IV. Realism


    You want the players of your map to feel as if you’ve transported them into this, the world of your own creation. This shouldn’t just be some map that some person made, you need to make each and every aspect as realistic as possible.

    The first feature to be discussed is the infamous attack locations for zombies. Both these maps require a spawn ‘hub’ for the infected, including a set of sender nodes sending them various positions throughout the map. A general rule of thumb for journey maps is that the teleporter farthest on the left is closest to the beginning of the map, and the one farthest right is closest to the end. In objective maps, the spawns should be lined up with a colored strut behind them in order to represent the color of each path that the humans traverse. Moving on from the basics, a key to success is, not only to make the attack points effective, but also to make them believable.


    In order to be effective, the points should allow for quick access to the humans given that the correct teleporter was used. These points should allow for instantaneous strikes causing shock and disorder among the survivors. Oftentimes, each receiver node can lead to multiple strike points. For example, in Rifte’s map (I’ll be using his maps as examples frequently since they are undoubtedly the most popularized among Reach) The Sewers, the first receiver node allows for an attack nearly immediately, or later on at the entrance of the holdout point. This is more economically friendly towards the forger as it reduces the strain on budget from the teleporter expense, as well as allowing more nodes to be placed later on. A necessity in the placement of nodes is that the humans should not be able to see them, nor should they see the infected spawn at the nodes. It obliterates the sense that they are in an area heavily populated by zombies, and makes it feel more like a game (which admittedly is true, but not how they should feel).


    Based on that, attack points need to make sense, which shouldn’t be difficult if your aesthetics are spot on. Attack point from vents, upper floors of buildings, and from bridges are always common in maps such as these. Not only that, but these, if not stereotypical, are logical. Things that aren’t too logical include zombies falling from the sky, zombies spawning on streetlights, and zombies spawning behind a warthog. Use common sense. If it doesn’t make sense for the infected to come from that location in a zombie apocalypse, chances are that location should not be a normal spawn point.


    Spawn points must blend in seamlessly with the aesthetics, which ties into the last topic. On top of that, the humans should not know where the spawn point is until they actually spawn there as an infected. They may have a general idea as to where it is but the exact position shouldn’t be obvious.


    One piece of information I have realized in my forging is that there is a single item that should be your best friend in these maps. As odd as it sounds, this item is the capture plate. Due to its properties, it functions exactly like a shield door (except explosions can also go through). This is incredibly useful in hiding attack points in the ceiling. At a specific angle, the plates are hardly recognizable, therefore hiding this point from the humans. This is incredibly useful in consideration to the basic gameplay styles of most gamers. Even in an infection game such as this, humans become more aware when they know exactly where the infected spawns and therefore are more on their toes when in close proximity to them. By hiding the ceiling spawn through the use of capture plates, humans are caught off-guard more often, adding to the suspense and shock that should be present with most attacks.


    I know a lot of you will be thinking that this contradicts the logical nature that should be present, since the infected are coming through a seemingly solid wall. While it’s true that a large portion of the success of these maps rely on realism, this may be an over-thought of this concept. Granted, if you disagree, you’re free to not include the capture plates, but in most cases they can only improve your map.


    In a lot of cases the creators over-think the aesthetics. Some things in popular maps don’t really make sense at all. Once again, using the sewers as an example (I don’t write this as an attack against Rifte; he’s a talented forger and knows how to create successful maps – I’m simply showing this to prove a point) as soon as the humans leave the spawn, there’s a downed falcon on a rock. The falcon isn’t the unrealistic factor; it’s the rock that it’s sitting on that isn’t. It’s a single rock in the middle of a sea of metal. There’s no reason it should be there, but nonetheless, it serves a purpose which greatly outweighs the logical value. It breaks the line of sight present in an otherwise open area, as well as setting a distinct atmosphere in the map.


    The atmosphere of a map is set by three key factors: The infection rate, the aesthetics, and the suspense provided by gameplay. Infection rate is measured by the frequency of infections over time. In an objective map there shouldn’t be a set rate; the rate depends on the layout. Since most humans tend to dissociate into separate groups at the start, there’s hardly any way for them to notice the other infections other than the quantity of zombies attacking them. However, in a journey map, the holdout point should be where the majority of the infections occur (see timed events).


    The aesthetics are rather self-explanatory. A good method for determining the quality of aesthetics is to invite a random friend to the map, and ask what each and every aesthetic piece is. It shouldn’t be guesswork as to what you’ve created; it should be blatantly obvious. I’ve heard countless times of people claiming that they can’t create an aesthetic piece, but there is a trick to it. Those with visual memories tend to find it easier, but that doesn’t mean that everyone else must stop trying. The key to building structures that resemble what you need is getting to know the precise shape of each object in forge. This typically occurs from practice, but once the trick is mastered, you can build nearly anything. Some techniques that I personally use frequently, is the use of a ramp stunt as a road, and a bank as a makeshift toilet (as foolish as it sounds, maps do benefit from the use of bathrooms. It’s the small things that make a difference). One final topic that I feel must be emphasized in the aesthetic section is: If your map takes place in a city, allow there to be vehicular entrances and exits to the city. A city in the middle of nowhere doesn’t work. Once again, it makes it seem as if the survivors are actually in a complete world as opposed to a portion of society blocked off from all other human contact. The easiest way to do this is to create streets. At the end of each street, place a tunnel, and then block it off. It makes it look as if there is something beyond the map. This is yet another useful feature to add to your maps to distinguish them from the others.


    The final characteristic in defining a realistic map is the suspense established through the gameplay. As mentioned before, the proximity of receiver nodes in relation to the human path is a big factor in this. Being able to attack instantaneously and cause someone to scream like a little girl is a satisfactory indication that the suspense has been reasonably established. Interwoven with this is the infection rate. There is nothing quite like watching those around you fall to the hands of the infected. This reinforces the fact that a large number of infections should occur at the holdout point. This area, in essence, has the humans backed into a corner waiting for their inevitable fate. They watch others around them die as their ammo supplies dwindle. Your goal through this, is to make them feel pressured to get away from the area as quick as possible once the door opens. It establishes a tremendous sense of relief. Conflicting emotions among players, subconscious or not, is something that will aid in setting your map apart from others.


    One necessity mentioned earlier was the attack point at the human spawn. Once again I’ll compare this to an actual viral outbreak. Say you were stuck in a location with a group of survivors with quite a reservoir of weaponry at your disposal. Furthermore, this location only has a single area for the infected to attack you from. In most scenarios, would you consider leaving on a journey that will more than likely kill most of you, in which zombies can attack from any and all angles, just for another
    location where the infected could only attack from a single angle? I think not. For this reason, there should be some alternative factor pressuring them to leave, the most efficient in this case being a second path for the infected to get in.


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    V. Teamwork

    Teamwork is not optional in a zombie apocalypse, it’s a necessity. Going it alone can only get you so far. Such a necessity will be reflected in two parts of the entire design. Granted, in both maps, the damage threshold of both groups means that the probability of surviving is greater if you’re in a group, but nonetheless, there are areas where it is more prevalent. The gametype, as mentioned, needs to enforce the teamwork. The damage settings are definitely a key to achieving this, but it also relies on the gameplay as a whole. In infection matchmaking, humans pool together not because they work better as a group, but because there is a good camping spot. This cynical form of gameplay is one thing that turns many players away from these games. This is one factor that these styles of maps have over the others. However, I digress. The other establishing point for teamwork is a holdout point (you’ve heard of this enough through the guide, you know where to look). Despite the fact that the survivors are forced to stand together against the hordes, it eventually becomes a necessity as the survivor count drops (see realism). A characteristic that ties in with this is the “creation” of a tank (see timed events). In short, this infected is enhanced through the placement of a custom power-up, causing them to be stronger in various ways. The survivors, motivated by the fear of death, unite against a single individual in hopes of maintaining a low quantity of causalities. More humans’ means more bullets being put into each infected lunging at your throat.

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    VI. Last Man Standing

    So what happens when there’s no one else by your side to help you fight off the hordes? Does that mean that you should magically absorb the powers of all those fallen and use them to combat those intent on killing you? Realistically, no. In reality, you wouldn’t get any extra compensation for this achievement. However, gamers feel that after all that effort, such a success should reward them with something. A point bonus is reasonable, so long as it isn’t worth more than a single zombie kill. In addition to that, a slight damage increase could be utilized effectively. Considering the steep number of undead attacking the individual, is seems rational to give them a slight advantage. Too much of an advantage makes attacking the human a futile effort, discouraging replay value. In relation to this, the final survivors really shouldn’t come upon a massive armory. While it would be a realistic objective, it directly contradicts the balance issue. Unless of course, every infected becomes a tank, but this contradicts the realism information. In any case, the armory should be shunned. There is no feasible way in which it could work its way into a map such as this (though a single power weapon isn’t such an issue).

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    VII. Timed Events

    Finally, onto the topic you have all been waiting for, the topic that has been so vigorously emphasized throughout the article – timed events. The most common timed event on a map such as this is the utilization of a holdout point. Though it’s been summarized before, a holdout point is simply an area in which the humans are forced to stay due to an inability to move further. After a set amount of time, the remainder of the path is unblocked. This clearance can be achieved in one of two ways, both involving a crate since it is the largest movable object that could realistically resemble a door of sorts. The most common way, which also is the most effective, is a mancannon which spawns at a set time to move the crate aside allowing access to the path beyond it. Another way is using explosives to hold the bottom of the crate at ground level. As they explode, the crate falls, in practice, working as a functional floor. In both cases, a shield door (or group of capture plates if absolutely necessary) must block the crate so that a human with a sword cannot push it from its location. Granted, a vehicle could be used to block a path, but the only logical way to get past this would be for the vehicle to be destroyed through explosives, possibly damaging the player. Whatever the case, health stations should be present. I find that for every 45 seconds that the humans must wait from the beginning of the game to the end of the holdout point, 1 health-pack should be placed. Granted, this largely depends on the size of the area, the number of attack points, amount of players, and the frequency of attacks, but nonetheless this amount tends to be appropriate.

    Holdout areas serve a few key functions. First and foremost is to increase the infected count. This topic, touched on before, develops suspense (the second purpose of the holdout area). On top of that, it greatly helps the gameplay and fuels the pressure to get to the end. If a group of humans enters the area with say, 10 survivors, and leaves with 4, they will be greatly motivated to make it to the end where some bonus may favor them (see weaponry and balance). If one is low on money, a safe haven can be used. As opposed to a holdout point, as the humans typically stay in such areas even if no benefits are given (though you should give some benefits from the area). Granted, they may continue on despite the haven, but a large majority will them will stay if the reward slightly outweighs the risk. If this tact is chosen, then make sure to include a second, inaccessible haven so that the humans do not constantly hear the words “hill moved”. The final purpose is to extend time it takes for the end of the map to be reached. If you look at any popular journey map, if the player was to travel through it at normal speed without any blockades in their way, they could reach the end in about 2 minutes. Since this is far too short a period for a game of this style, the holdout points extend the overall time of each round. This adds a certain sense of re-playability to each creation.

    Moving on from holdout points, another common timed event is the use of a custom power-up for the zombies, placed in their spawn so that it can be used before any of the teleporters. In essence, this helps establish a turning point in the game during otherwise monotonous gameplay through the development of a more powerful infected. This power is expanded in one of two ways: The “tank” of sorts can be given an increase in damage resistance or an increase in damage output (seldom do both work together, but it is possible). In the former case, the individual should be able to take about twice as much damage as normal, and in the latter the individual should dish out about twice as much damage. In both cases, speed should be reduced to match that of a human. When the survivor backtracks to avoid the infected, their speed is lowered, meaning the tank can catch up with them. Similar to this modification, the armor ability use should be reduced to “none”. Another necessary change is an alteration in the color so that the survivors can identify which infected has picked up the custom power-up. A final consideration is that the custom power-up should spawn either during the holdout point or directly after it. If it spawns during the period of time in which the humans are holding off the zombies, it further enhances the two of the three aforementioned purposes of the holdout point (increased infected count and suspense enhancement). If the spawn occurs afterwards, then it directly contrasts with the sense of relief given to the survivors after they move from the area to travel further through the map. As written before, this subconscious pull on the emotions make your map a memorable experience for the players. In addition to that, if at all possible, the power-up should also spawn as a last effort that can be used when the humans reach the end of the map.

    A possible alternative is the use of active camouflage or overshields, though since these typically do not last long enough to make a noticeable difference and they cannot be balanced as easily as the custom power-up can be, they are generally excluded. A possibility, however, as opposed to using either of those power-ups, is spawning an armor ability for the infected to pick up. For example, a single zombie with active camouflage could wreak as much havoc as a tank could.

    Yet another timed event is the development of the zombie hub. Typically, this is only used in journey maps (see map styles). The development involves the delayed spawn of teleporters, ramps and gravity lifts that correspond to the survivors estimated progress through the map. In other words, the teleporter that leads to the farthest point in the map should not spawn at the beginning of the game. Instead, it should only appear once the humans reach that general area. When deciding upon the spawn time, you must not only consider the raw time it takes for a human to get to that area, but you must also account for the time used to combat the infected. Assuming that your approximation is correct, detract about 15 seconds from that time. This makes sure that the zombies can get to that area before the humans, ensuring a constant flow of attack.

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    VIII. New Features

    One thing that attracts individuals to a map is the implication of new features. When a player sees something that has never been done before, they remember it. For example, in Rifte’s map “The Streets”, the use of a warthog is necessary to open a door. Unseen in any other map, it allows the creation to stand out from other maps similar to it. Personally, I refuse to create a map without implicating 2 or 3 entirely new concepts or ideas.

    So how does one think of these ideas? One key factor is to consider popularized zombie stories in other forms of entertainment. Think of some of the basic aspects that these stories employ. Here’s an example to get you started: Say you want all your infected to have certain respawn traits from the very start of the game. This would mean that you need to kill them at the start of the game (and subsequently kill or delay the humans so that everyone is on a fair playing field) so that the respawn traits can be put into effect. Sure, spawning them over open water could work, but there’s a way to take it to the next level. Spawn them above a kill barrier which is above a part of one of the paths in the map. The humans get to that path and see 3 or 4 dead bodies. Not only does that achieve the desired purpose, but it sets a certain tone to the map (see realism). If, however, you do decide to use this, the interworkings of the map must heavily outweigh this initial negative impression.

    These features do not need to necessarily be incredibly evident, either. In my map, Nightlife (yet to be posted), two features are purely aesthetic, and for one, the humans must go out of their way to see it in the first place.

    Such traits aid in the promotion of your map as well (see promotion). At the very least, you can give a list of such features when you create your thread for the map.

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    IX. Map Styles

    I could take this section and go into depth about every style of infection map possible, but frankly, that’s not what this guide was designed for. And on top of that, there are a couple of other guides that already discuss those.

    I’ll begin with journey since that is what the majority of this guide relates to. Keep in mind that this isn’t the journey style common in H3, where humans push objects out of the way whie a painfully slow zombie chases after them; it’s Left 4 Dead style. If the past discussion hasn’t been enough information, here are a few pointers or key factors to be included in such maps:
    1. A zombie hub, in which the linear nature of the map is reflected by the corresponding sequence of teleporters.
    2. Pieces that make it appear as if there is more to the world you are creating aside from just the playable area.
    3. A single core linear path. There may be side paths, but they must intersect with the original intended path at least twice (one entrance to the side-path, one exit from it).
    4. There must be some motivation for the survivors to push on. Whether this is limited ammo, the utilization of a safe haven, or something else of the like is up to you.
    5. Humans generally spawn in the same area, though they may be slightly spread out as long as they unite on the same path.
    6. Camping areas ruin this game style. If you have a building, a way in and a way out for the survivors is not enough for the zombies. If the building is big enough to allow for camping, then you need a zombie spawn that allows for access to that building.
    7. One-way routes are not a good option unless the zombies can go both ways.
    8. If it’s ever too confusing as to where to go in a map, a good idea is to use banks as arrows to point the players in the right direction.
    9. Typically blocking off teleporters doesn’t work. It just makes it harder for an infected to get back to the beginning if the player is camping there or away.
    10. Holdout points and safe havens have been a topic that I’ve beaten to death in this article; hopefully you understand the importance of them by now.

    Objective maps may be more foreign to a lot of you. The design is one of my own creation, and therefore I know more about it than probably anyone else. These map styles don’t require the objective to be completed, nor does it require the individuals to work together as a team, but success strongly hinges on it. Using my map The Generators as an example, one can see that it is all dependant on the construction. I used three paths, with a landmine at the end of each. Once all three are detonated, a fourth is force spawned and opens a door at the spawn. This is the tricky part. For the switch to work properly, a mancannon must spawn after the crate does. When the mine is force-spawned, it “awakens” the crate and the mancannon pushes it. However, another way that the mancannon will realize (apologies for the anthropomorphism) that the crate is there is if an individual get too close to it. Therefore a one-way shield door must also be used. This adds further complications, as a sender node must be placed before the door, and a receiver node must be placed under the box. Only then can the door work as intended. Here’s a list of tips for constructing these maps:
    1. At the human spawn, have different sets of players aimed toward different paths. This immediately separates the humans, making the job easier for the infected. This means that only if the players are tactical will they group up to reach each objective.
    2. Color each path differently so that the zombie hub can be organized according to those colors.
    3. Even though my budget didn’t allow for it, create a relatively large final area. Allow the humans to disperse throughout this area. Once again, while teamwork can be used to unite against the enemy in the final area, a larger area promotes them to disperse, once again favoring the zombies.
    4. The aspect that this style has going for it is the variability in gameplay styles. Humans can work together or they can separate. Zombies can work together or they can separate. If humans separate, they must communicate when each switch has been flipped. The efficiency of each player and their experience with the game allows for a different game every time you play.
    5. One common factor in this is to allow humans to see each other from different paths. This can be as simple as a window between the paths, but it reminds them that there are other players working towards the same objective.
    6. Like a journey map, this can include a tank infected. This is an incredible asset to the zombies if the humans dissociate at the start.
    7. There should be some motivation to reach each individual landmine. What I used was a pistol – the only headshot capable weapon on the map. It made reaching each button have some alternative award as opposed to simply aiding in the opening of the final area.
    8. A map like this provides an incredible strain on budget. To make construction more efficient, nearly every wall placed should be a wall for two separate paths. This means the map must be very condensed.
    9. Weaponry should remain pretty simple until the final holdout area. No path should be given a power weapon over the others. Therefore, if you want advantageous weapons, place them at the human spawn.
    10. Teleporter use is also strained in a map like this. I planned the construction so that each path housed two receiver nodes, but three attack points. In addition, there were never teleporters placed at each landmine area. It forces the humans to fight there and fight back. Minimal camping is promoted due to the absence of ammo at each “generator” as well (with the exception of a magnum with one clip).

    Both map styles offer variety to gameplay from the standard infection free-roam. Keep common sense about you when forging them, and you should be successful in creating a fun and interesting map.

    I have noted in my experience that as I reach the end of these maps, I run out of certain types of items. For this reason, vary the items you use as much as possible. I mentioned before that capture plates can be used as a diluted shield door, but items such as ramp steeps, large braces, and ramp stunts (my personal favorite) work wonders in creating walls. However, none of this really matters unless you can properly promote your map.

    [​IMG]

    X. Promotion


    Promotion is what ultimately determines a maps success. The most prominent way to do so here on Forgehub is to create a map preview. These are typically the best way to inform the community of your project. On top of that, send it to the Tester’s Guild. Not only will this help you fix problems, but anyone who sees that thread or tests the map will also be informed of the creation.

    A common technique that I use outside of Forgehub is hosting Custom Games Nights with my clan. I go into matchmaking, and after a few games, invite all my online friends and recent players. I play a variety of maps including my own for testing purposes. From there, people become more aware of the map, even if they’re not on FH. They can download it, pass it on to friends, and so on.

    However, when pertaining to ForgeHub, a map post is what ultimately decides how many downloads it will get (Granted, the individual’s popularity on the website comes into play as well, but that’s not as easy a fix as the post itself). I do, however, have some advice on how to spice up posts.


    I’ll start with the general format. In these maps, it works best to start with a backstory. It doesn’t need to be too elaborate, but it should do justice in explain why the survivors are where they are. Next, move onto the strictly informative pictures; the pictures that display the maps core architecture and structure. Once this has been displayed, move onto some action shots. In these it’s important to emphasize two things: The balance between infected and survivors (see balance) and anything that sets your map apart from others (see new features).


    Now it’s time to go more in depth in creating a successful post. The simplest way to improve a thread is making sure that your grammar and spelling is relatively correct. Divide it into paragraphs based on topics, work on fluent transitions. You know, the stuff that you learn in English class (who knew it’d help you be successful with the video game community?). Next is a title banner, much like the one I used in this thread. The dimensions for such banners usually are best with 600x200, or somewhere in that vicinity. 600 is good to keep constant, as it insures that you won’t have a little bar over each picture saying it was resized. There are many free picture editing websites and programs that will overall make each picture more interesting. One example of a free program is GIMP, which is a great substitute for photoshop. The website which I use is "Picnik.com". It has a very odd outlook which makes the users think of rainbows and happiness, but if utilized correctly, is a great tool.


    The production of a video for the map is just as easy as altering the pictures, but slightly more time consuming. Personally, I use render minutes, which are rather cheap given the service provided by them. HD is preferable, but SD will do the trick as well. Once you have a gameplay video rendered, you can do two things. You could post that straight to a video-sharing website such as YouTube, and use audioswap to insert music. Alternatively, you can use a video-editing program (once again, there are many free ones online that will do what you need. The one I use is Windows Movie Maker, even if it's use is incredibly tedious) to blend in various scenes of the map and synchronize them to the music you provide. Once that’s done, upload it to YouTube, and place the url directly in your post; the video is automatically embedded. Another option involves asking another individual in the community to help with a video. In this scenario, it's best to look at previous work that they have done, to judge the quality of it; to see if it conveys the proper feeling that should be promoted by the map.


    The style of the post is important as well. Witty humor works just as well as a serious elaborate backstory interwoven within the thread. Whatever the case, try to be as consistent with it as possible. Remember, on Forgehub there’s a 20 picture limit, but that’s a lot of pictures. Use them. Lengthen your post. Make it an interesting read. Make people want to download your map that you worked tirelessly on.

    [​IMG]

    And on that note, I’ll finally be concluding this guide. I do want to address that this is in fact a guide. By no means is it a definitive law as to what is right and wrong in a map. The only thing that you really need to make a successful map is common sense.


    [​IMG]

    I did mention a couple maps in the post that should be cited. Those are both of Rifte’s L4D maps, The Sewers, and The Streets.

    Oli The G is known to make videos for your maps if you ask nicely. Send him a message if you're interested!


    One final note that I’d like to address is that there are other guides on this topic.
    Guide to Infection Mapmaking was written by artifact123 and goes in depth about the various types of maps. In fact, seeing that post was what inspired me to write an enchiridion of my own since infection is my forte. A Theory on Infection Mapmaking written by SargeantSarcasm was written for Halo 3 infection, but pertains perfectly well to Halo: Reach infection. Both authors are talented and know quite a lot about the world of infection.

    Given that this document was written over a series of days, there are likely some grammatical mistakes or sentences that didn’t exactly translate well from my head to the document. It would be greatly appreciated if you point these out; I can only find so much in my editing. Even overuse of certain words can be pointed out - thanks for the help.

    Also, if anyone can give me a specific how-to on anchoring bbcode, that would be great. I checked out the threads for it here on FH, and looked online, but can't quite comprehend it.



    Hopefully this will help those of you interested in creating infection maps, or even persuade others to build them.

    Best of luck.

     
    #1 Plasma Blades, Feb 26, 2011
    Last edited: Feb 27, 2011
  2. Oli The G

    Oli The G Forerunner
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    I want to say tl;dr but I won't. Thats a pretty awesome guide! I am sorry I didn't get around to making your video for the generators btw, I simply ran out of time, and my hobby began to run a bit stale.

    One thing it is worth noting, if your lucky enough you could get a video of your map made for you. If you are doing this, the most important thign I would say is to examine that persons previous work, and judge by the quality and how well they develop the atmosphere. Very often I download a map after seeing a video of it. If the video sucks, I don't, if it rules, I nearly always do, even if I think the map looks dire just from the screenshots.

    (as a side note, I do make those there videos...)
     
  3. Plasma Blades

    Plasma Blades Ancient
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    No worries for the video - I got movie maker, and, while it isn't great, it does the trick.

    Would you like me to cite you as a possible source for someone to turn to if they're looking for a video?
     
  4. Oli The G

    Oli The G Forerunner
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    perfectly fine! The more buisness I get the better! And im pretty peeved, my softwares now outta date, they just released vstudio pro x4! Stupid old x3 I have ;-) Its not different really, they just added a few new tools for the casual (such as allowing for photo animation)

    Also, spamming b.net helps ;-)

    [br][/br]
    Edited by merge:


    Yeh, and a quick question, on that generators video, whats the name of the soundtrack, coz I LOVE that string version!

    Suprised you got that kinda quality from movie maker too. Fair credit to you on that one!
     
    #4 Oli The G, Feb 26, 2011
    Last edited: Feb 26, 2011
  5. Plasma Blades

    Plasma Blades Ancient
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    I beleive the song is a compilation of 2 songs. Look up "Requiem for a Dream" on YouTube; it's the 8th video. Its a mixture of Fall - Cleaning Apartment and the Requiem for a Dream theme.
     
  6. DavidJCobb

    DavidJCobb Ancient
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    Now that I'm able to read the guide fully, I must say that I love it. I LOVE IT.

    You mentioned the Capture-Plates-As-Opaque-Shield-Door trick. I love that you mentioned that.

    Once I finish the uber-patch for my holdout-style map, I plan on working on a journey map with a unique little twist. This guide will definitely serve as my reference material.

    (I once ported Sarge's Infection guide into an iPod Notes-compatible format. I may actually do that with this guide, so I can reference it while I'm actually Forging.)
     
  7. Plasma Blades

    Plasma Blades Ancient
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    Capture plates are honest-to-God my favorite forge piece. There are some faults present with their use, but the benefits greatly outweigh that.

    Anyway, I'm glad that this can help. Took quite a while to complete, so I'm hoping that it was worth it.

    As a side note, since you read through the guide, is there any particular sentences or phrases that didn't make sense?
     
  8. Aschur

    Aschur Wubba lubba dub dub
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    I really like this guide, have to say it hits the nail on the head about everything I know about infection maps, although I find its not very applicable to maps that try to mimic a **** Zombies feel, but anyone trying one of those should already know how all the infection **** works anyways. All in all, it is quite good for infection noobs, I really think these guides need to get stickied.

    BTW, I only know that bit about the **** zombies because I am making one and some of that doesn't really fit with it, such as realism isn't quite as necessary seeing as weapons don't float on walls and respawn all the time. None-thee-less, like I said, its good for beginners (who should not attempt making **** Zombies maps)

    EDIT: Yeah, all of it made sense to me.
     
  9. DavidJCobb

    DavidJCobb Ancient
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    Yeah, it made sense, bro.
     
  10. Plasma Blades

    Plasma Blades Ancient
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    Hachiman - Yeah, as I mentioned, the guide revolves around journey and objective styles, primarily the former. Mainly because those two maps are my favorite types, and therefore I know quite a bit about them. I could go in depth about **** Zombie style, free roam, and holdout maps, but the guide would ultimately need to be drastically changed.

    And I thank both of you for assuring me that I actually managed to succeed in the transfer of information; If I start typing for too long it becomes a problem.
     
  11. Aschur

    Aschur Wubba lubba dub dub
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    Oh I didn't catch that bit, looked at it again and saw it though, I feel stupid.
     
  12. Titmar

    Titmar Le Mar du Teet
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    suggestion for the guide: put the walls of text into spoiler tags, with the banners above that for each section, so then people can scroll thru quickly and check out sections they want to refer to faster.
     
  13. WorldWolf

    WorldWolf Forerunner

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    That was a great guide! I read it all and it made perfect sense. I think i might go try to make an infection map :)
     
  14. artifact123

    artifact123 Forerunner
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    I didn't got enough time to read the whole Guide, but from what i saw, it looks awesome. Hopefully enough people read this and the average Infection Map will be better in the future.
     
  15. OmGiTzLeWiS UK

    OmGiTzLeWiS UK Forerunner

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    This guide took me about 20-30 minutes to read through, as a person who loves infection, I was surprised to see that there were so many factors to consider when constructing an infection map.
    After reading this im now inspired to go and make an infection map. Lets just hope that with your guide, that it will turn out okay! :)

    Thanks for the tips!
     
  16. Plasma Blades

    Plasma Blades Ancient
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    Titmar: While that would condense the guide a great deal, it would also interfere with the subconscious connection of ideas present in the readers mind. I'm looking to figure out how to anchor certain phrases withing the guide so that a similar purpose could be achieved while still presenting the information in a connected manner.

    WorldWolf: Thanks for the feedback, I hope the guide helps with your map. If you need any help with something that may not work as you intended, send me a message and I'll see if I can propose some solutions.

    artifact123: Not only that, but I'm hoping the quantity of created infection maps will increase now that people are more well equipped. I cited your guide as well as SargeantSarcasm's guide. Hopefully, if someone reads this, then those, they'll be more than prepared enough to create an infection game.

    OmGiTzLeWiS UK: It's a lot of information, and I'm sure I don't have it all down. Just keep in mind that this guide was developed strictly for 2 game styles in particular. Some of the information could help with other styles, but not all of it will be relevant to those. Best of luck with your map!
     
    #16 Plasma Blades, Feb 27, 2011
    Last edited: Feb 27, 2011
  17. Oli The G

    Oli The G Forerunner
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    revived because of awesomeness!

    Should get this stickied really. Make a big list of guides why not!
     
  18. robbieagray

    robbieagray Forerunner

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    It looks great. I can see that you put a lot of hard work into constructing this guide (not saying that everyone who came before did not).
     
  19. Plasma Blades

    Plasma Blades Ancient
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    Thanks Oli, there is the The Halo Reach Compendium Thread, but I suppose that isn't strictly guides, so I see where you're coming from.

    And yeah, I worked on it for a couple days, but it's still far from perfect.
     
  20. coolaid55

    coolaid55 Ancient
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    I played your Generators map a while back and loved it. I tried to make my own version, but decided that would sorta be stealing. Anyway, this is extremely helpful. I mostly make infection maps, so I have tried to take in all of that advice. It was alot, but I need it. I'm working on an infection map at the moment, my best yet, and once it gets closer to finished, do you think you could give me some pointers? That would help. It's free roam, so it doesn't exactly relate to this guide, but I'm pretty sure you could still help. It has a train station, and a city, and . . . it would take too long to explain. Cool guide, bro
     

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