About a year ago I was writing a follow-up to my guide to infection mapmaking, based on my experience forging an infection map for the matchmaking variants. Rather than list abstract ideas of how a game should play, this guide was meant to apply concepts as justifications for certain decisions Chuck and I made while forging a map. Since the gametype was out of our hands (we had to forge to the MM variants for Forgetacular) we really put a lot of thought into balancing the horrible traits of that gametype with how it would play on a map built with its hindrances in mind. Anyway, I recently decided to get back to it (probably as a result of REMKings mentioning the original one and a recent thread on a related subject). But since I don't note topics for the future when I write, have since lost my train of thought for the article, and chuck is no help, is there anything you guys would like to see addressed that wasn't in the original, or anything you'd like to see expanded upon? Do note that again this is all within the framework of the map I built, so you won't see sections on 'oh you can do this and this" or "if X do Y" so much as specific facets present in the map (and most maps really) will be highlighted. As an example, if you were to tell me to "talk about spawning," the original guide would've addressed any number of ways to balance it in basic terms (as I was speaking as general guide towards most infection maps) whereas this one would say "well we wanted to accomplish X, so we did Y to do so, and this is specifically why we thought Y was a better option than Y-2, Y-3, etc for this map."
Lol cover anything I'm not going to cover myself in my Infection guide. xD (We can probably talk about it in a PM conversation if you want)
We could, but regardless I doubt you're taking the approach I am, so in any case it'll be vastly different.
Yeah I'm pretty sure it will. Like you said, you're going to have a strong connection with your own map, and explaining why you did A and not B (or X resp Y as you said). I'm just going to cover main aspects of Infection, and what people can keep in mind when forging a map, what to do and what not to do, what they can improve upon, etc. I think both guides can be very helpful for people that are trying to forge an Infection map. And if they're very different, then in my vision that's only a good thing.
Cryptic Sin will also be working on one, but that one is specifically meant for "Survival Infection". (If you don't know the term, just check out my signature. (NOT ADVERTISING HERE GUYS) However, he's really busy, so it might take a long time before that one's finished.
I don't know. Make it good. I made a half-assed guide and Plasma Blades made a good one but you could make a perfect one. Go Sarge!
This sounds promising 2 guides coming out awesome!you should hilight how to make your infection maps not a camp fest (camp base)[swordbase]
Maybe include some stuff on the development of linear progression infection, seeing as it greatly differs from traditional holdout infection.
This would be great.ive seen one vid on it that explains how to do it with tips and that did not go into much detail.im making a linear infection series now and some pointers would be cool.
Don't know if you were talking to Sarge, to me or to both, but I'm going to try to find a way to implement that. Probably mean the vid on THFE, right?