Intro: Hey everybody, I'm here on ForgeHub once again to show you all my newest map, which is also my second Infection map. If you like it, be sure to check out my previous maps: (Mafia), (Fallsview Retreat), (Venice), (Meltdown) and (Skyrim: Fort Dawnguard)! So, I'm going to get right to the description and I hope that you all enjoy! The map (Tanker): To start off, I would like to point out that this map is built to enforce a type of Holdout-survival gameplay, instead of the free roam that I made with my Skyrim map. The ship itself makes for a pretty straight map. The large piping in the middle allows for some evasive manoeuvring on the humans' part however, the large number of locked crates serve as line-of-sight blockers, which can be used to the zombies' advantage. The main structure would be the assumed holdout-area, however, once inside, the humans can see that the back wall is destroyed and that the air-vents have been broken into by the zombies. With no definitive area to camp, we found that different humans had different areas they prefered to hold-out with their friends. With a small array of weapons on the map, the survivors are given many options on where and how to survive on the crane-mounted, pipe covered and crate littered ship. Some changes have been made since the last testing and will be explained in the screenshot section. If you would like my back story for the map, look below. If you are not interested, feel free to skip it. [Back story]: Following a quick and unexpected Covenant attack on an ONI base, the officers tried to evacuate everyone from the facility in any naval vessels available. The majority of the ships were sunk by the Covenant banshees, but one tanker managed to escape. In their frenzied race to survive, the navigators miss-judge their course and brought the ship to a rocky waterway. With no hope of turning around, they tried to make it through but crashed. The sharp stop, caused by the crash, threw many men overboard were they quickly came in contact with the liquid, now pouring from the ship. Instead of carrying oil, this tanker had been in the processes of discarding dangerous nuclear liquids when it was commandeered for the escape. Now, the men thrown overboard are mutating and seem to be trying to kill the remaining crewmen.... The gametype (Flying Fish): I bet you now wish you'd read the back story... Anyways, the name says it all.... kind of. The infected will always initial spawn in the water on some rocks (which are always a 10 second soft kill warning zone) but may later respawn on various spots on the ship. As the name suggests, the infected have a higher jump than usual, to allow for a safe landing on the ship. Testers found that the small additional height did not cause any problems in the flow of the game. Besides this necessary adjustment, and the fact that all infected are blue and possess sprint, the game plays exactly like regular infection. The humans will however notice that yet again they spawn with once an assault rifle and must search the map for additional weapons. As usual, the last man standing also receives the regular 1.5 overshield. Screenshots: The spawning camera, which shows a wide view of the tanker. A zombie spawning and jumping onto the ship. Another zombie spawning at a different rock and also boarding the ship. The front of the ship (with a shotgun on the light fixture). One of the human spawns, at the forward command panel for oil distribution. Some humans near the oil-unloading pipes, heading towards the control tower. One of the two inaccessible cranes (custom design) on the ship. Both cranes have magnets on them to hold crates. However, they are now holding weapons (don't worry, they're not fixed/phased). The main door of the control room leads to a ramp and a crate filled wall. Look at the player punching the crate out of the way. It leads to a delayed weapon-stash with two power weapons and grenades. (Don't worry again, this is out of bounds - 10 second soft kill) A view of the ramp that leads up to the top of the control tower. This destroyed wall allows the infected a second way into the control tower. A quick view of the tanker's multitude of control panels. In this corner we see one of the destroyed panels with all its bent buttons and above it is the broken air-vent. **Edit: (There are now one-way-shield doors blocking the vents so the humans cannot jump in from the control room) A different view of the control room with the second destroyed air-vent opening. **Edit: (This air-vent also has a shield door - to avoid unfair human camping). A small glimpse of the rear of the ship with a small elevator leading to the chimney and destroyed wall. The open window above offers a third opening for the zombies into the control room and the empty duct allows for access to the two broken air-vents. **Edit: (This roof is no longer accessible by humans.) A view of a zombie about to go through an air-vent, into the control room. **Edit: (As I said, there are shield doors here that now launch the zombies into the control room.) I would like to say that from the feedback I was getting from players, the map was very well made and they all enjoyed the gametype along with how everything worked together properly. We did not see the humans holdout until the end, however they got very close on a few occasions. On another note, during our latest testing, there was some framerate flashing, but only for the zombies. This may have occurred because we had one player who constantly kept leaving and re-entering the game because he didn't want to be a zombie.... not fun for the rest of us... I say this may have been the cause because on other test games, no such framerate issues occurred, just a note. I would like to give two shout-outs for this map. Firstly to my friend ares7991 for helping me come up with the elevator and aiding me with the destroyed aspects of the ship. Secondly I want to thank all the kind and rule-following individuals who helped us test the map. I had so much fun, thank you all for your help and you feedback! Weapons list: Shotgun: 2 Grenade launcher: 1 Magnum: 2 Assault rifle: 4 Grenades: Quite a few. Conclusion: Well, that's pretty much the overview I wanted to give for this map! As this is still only my second Infection map, I would love suggestions from community members so that my future maps can be even better! I hope that any of you who play this enjoy it as much as I did with my testers. Although I am posting this, the map is still technically not complete, as I am up for any suggestions that would improve it (please keep in mind I've used a lot of the budget)! Video Review: Halo Reach Forge Maps: "Tanker" - YouTube
wow! this map looks really cool! I love the crane! my only concern is that the crates, if you turn the bridge medium around it will look better.
To be honest, the reason I built the crates that way was to have a kind of indentation, so there would be some more contrast between them and the ship. Although, looking at the pictures, your comment gives me an idea to improve them. Thank you for you feedback Minion!
This map is another one of your good maps, but there are some small problems that can be fixed easily. That line of struts really make a dent into your budget, instead of wasting your budget on that add some aesthetics. In the 9th and 11th picture, the stairs were a little too close to the wall, it isn't much of a problem, but it could be better. Overall this is probably the best infection map you have posted on forgehub. It isn't the most original idea, but you had some cool aesthetics. The magnetic cran was a really cool idea, never seen it done before. Picture #12 looks so cool. Good job, keep on forging.
I understand what you meen about the struts and i agree, they do infact take up a lot of money, however, they are necessary for the backdrop of the map. The struts (mainly the tube-like structure within) represents the piping system which would usually house the oil, but in this case toxic chemicals. As for the stairs, I will try to move them and see if it works well. Thank you for the feedback MacaroniMayor and thank you both (MacaroniMayor and SkullBad) for the compliments, I'm also very pleased with how the map came out!