In Halo 3 I made a map called The Generators. However, since it was released so late, it hardly got any notice. So I remade it in Reach. But I've encountered some problems. Background: For those of you who don't know the map, it is developed for infection. The humans need to make their way down three paths, each has a generator at the end. Once each is activated, sufficient power is returned to the final door where they move to for evacuation. Here are the key problems: 1) Orientation still seems to be any issue. People lose track of where they are. They don't know where to go. I've done what I can to color-code the different paths, but according to testers, it still isn't enough. 2)The sword is too overpowered in the hands of a human, and seems to be a normal sidearm for them, since they don't have a second weapon and naturally feel the need to have something to fall back on. The initial weapon is a spiker, but there is an assault rifle and shotgun at the start. 3) Other than completing the goal. there is no other motivation for getting to the end. I tried limiting ammo, but that only furthers the sword problem. On top of possible solutions, I'm looking for someone to come check out the map in forge. I need someone to look for things that I could edit that would gain me same money in my budget. Preferably a "professional" (highly recognized for the quality of their work) because I know that they will have experience with methods of conserving budget. However, if anyone else feels like they could do this well, then by all means, send me a message or post a comment below. Thanks for all the help.
Most people would probably need a little bit more detail and I'm honestly quite confused as to what you're trying to accomplish but the obvious solution right now is to put a safe haven near the campy areas and make it so that players are incredibly vulnerable. Maybe also making zombies run faster? As for your budget problem, limit the number of buildings you have. If needed get rid of tiny little aesthetics that you don't need (e.g. lights, cones ect.) and find better ways to use your objects(for example don't use 6 bridges for walls when you could have just 1 wall coliseum.
Isn't there a separate setting for melee damage? Have you thought about making meleeing extremely weak for humans... to discourage sword use?
Shroomz has an idea there, also, is the gametype safe havens? If it isn't you should consider using it to encourage go to the end.
Rifte: Alright, lets see if I can get a visual in here for you. Granted, this is the Halo 3 version, but the layout is the same. I've added in some basic symbols. The humans spawn at the white human male symbol, and the zombies spawn at the red danger symbol. The humans spawn on the second floor, and the zombies have a spawn room with teleporters that lead them to various destinations around the map. Each colored arrow leads to the identical colored bullseye. Once all the generators are triggered, the door near the humans spawn opens which lets the humans get to the evac point. The problems are that: I have is that people don't know where to go or what to do since it's such an elaborate gametype, the sword is a one hit kill against zombies, and there's no motivation to get to the end. I've searched the map over and over but I'm having trouble finding things to edit out to get money for improvements. There are some minor aesthetics that I can delete, but some are key to gameplay. Shroomz: I think I've tried the reduced melee damage, but that only counts when you melee with the sword, the actual lunge is as much a normal attack as firing a gun. Therefore, the melee damage won't affect the lunge. Hachiman: Can there be a point increase in Safe Havens? If not, then I don't know what the advantage would be. I would say unlimited ammo, but the weapons in the map are: Spiker, AR, Shotgun, Grenade Launcher, Magnum, and Rocket Launcher. Those that are especially advantageous (pretty much all but the Spiker and AR) would dominate in the final area, since there's a single entrance. Normally I wouldn't build something like that, but it's a small area and necessary to the concept of the map.