The Experiment is a linear progression Infection map. The goal of the humans is to reach the Safe Haven at the end of the level and obtain 1 kill to win the game and secure the Falcon to escape. The zombies will be hot on their trail so the humans must decide whether to run, hide, or fight. There are multiple strategies to be used in order to reach the Haven. Zombie respawns are placed all around the map, so use caution when entering a new area, a zombie could be hiding anywhere. It's highly recommended that this map is played with my custom Zombies gametype (located in the File Set). It is best played with an even amount of zombies and humans, which must be adjusted accordingly. The humans start off staring at their recently destroyed Warthog, resulting from an attempt to escape the infected lab, some poor driving and a couple zombies. They now must continue their escape on foot. After traveling through the door behind them, they find themselves in a room filled with guns, armour abilities, and a glass tank containing the infected. They will have appx. 30 seconds to choose their ability before the zombies are shot into the vents and begin their rampage. After leaving the tank room, the humans will enter the cave: There are grenades on the bridge, fusion coils scattered throughout, and a DMR at the far end cave in. The door leading to the next area is at the opposite side of the cave from which you entered. The next area is the standoff. This is where militia held their final stand against the zombies in hopes of protecting the lab. There are grenades, machine gun turrets, and a plasma turret at the top of the tower. Humans must cross the bridge and climb the tower to the next area. The next area is an interior portion of the lab. An explosion has caused some damage to the balcony and humans must jump down. There is a weapon stash at the bottom of the stairs to the left. A sniper rifle and rockets. To the right is a hallway with some propane tanks and a few hiding places. A broken vent will be used to access the next area. The next area is the communication station. The bridge is broken, so an alternative route must be used. There are grenades, a gravity hammer, and a fuel rod cannon in this area. At the end of the area is an elevator leading to the Falcon. The safe haven is the last area. Humans receive an overshield and a small damage decrease. They must kill 1 zombie in this area in order to win the game. If all humans are killed, the zombies win. That's about it. If there are any questions or concerns, please send me a message. My GT is Fertilizer Man.
You got some very cool ideas set in motion here. I love the idea of you seeing the Zombies behind the glass before they break out! Asthetics are good too
This map looks GREAT! I'm going to try it out as soon as i can the olny thing i'm wondering is when you get to the end how does the whole kill one zombie=win game thing work?
while I like all the indoor content I think it would be better if it was just an indoor map. However that is just my opinion. Other then that I think it looks pretty good.
I agree with the indoors part. I dont really like the outside buildings and asthetics, but the interiour is great from what im seeing. I suggest making a map entirly inside. A few questions: -From the post I see alot of power weapons. You didn't state how strong the zombies are so Im going to asume they're either standerd or weakend. Leaving the sniper/rocket launcher to be overpowering along with the turrents and such. -What weapons(s) do the humans start with in the begining? -basic game settings and stuff. advice: -zombie spawns all over are a little ify. see if you cant work out a teleporter system -armour abilitys in beging are a little ify too. perhaps having them spread around the map. -switch some of the power weapons for things like AR, Magnums, and other standered stuff. - make a v2 inside. This is all just my suggestion and you dont have to listen if you dont want too.
As for armor abilities depending on the gametype, Armor-lock is probably one to avoid as if is just asking for the zombies to swarm the player and wait until he comes back up to kill him. Also I have to agree with having Armor abilities spread out. Otherwise two things can happen. First zombies might camp them. Also it acts sort of as an armory feature (especially if you have a dozen of each armor ability in the area). The only time I would ever recommend doing the armory feature mentioned above would be if you had a map where you spawned in the same room with the items and then once you left there was no going back. Sorry for drowning on about this. Just trying to correct an infection map mistake I have seen several times in the past.