What makes a good infection map?

Discussion in 'Halo and Forge Discussion' started by Slayerx430, Jun 7, 2016.

  1. Slayerx430

    Slayerx430 Legendary

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    So im pretty new her, and ive been forging since halo 3, but ive never really tried to make maps until now. So im curious, what makes a good infection map? CQB? Open maps? Indoor? Im curious as to what everyone thinks! Im currently working on one and want to put it on this site, but I want it to be the best it can be! So what do you think?
     
  2. Matt has Soul

    Matt has Soul Legendary
    Senior Member

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    Lots and lots of moveable crates
     
  3. Slayerx430

    Slayerx430 Legendary

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    interesting lol
     
  4. ThisIsNotTheNSA

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    Here’s my general checklist
    • There are no places that can be effectively held by a single person
    • Human holdouts aren’t impenetrable
    • Humans don’t find themselves dying randomly (often due to the map having so much cover the humans cant possibly check it all when moving through the map)
     
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  5. Slayerx430

    Slayerx430 Legendary

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    have you ever made a infection map?
     
  6. ThisIsNotTheNSA

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    Working on it.
     
  7. Slayerx430

    Slayerx430 Legendary

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    If you ever need any help just message me, Slayerx430
     
  8. Chronmeister

    Chronmeister Blockhead
    Forge Critic Senior Member

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    Giving the infected options and making gameplay interesting for the zombies is what you want. Maps shouldn't be open because that will just result in the humans controlling the areas without fear of being snuck up on. Humans should have to work as a close knit team to be able to survive and the map shouldn't have any areas that allow holding out to be too easy.
     
  9. ThisIsNotTheNSA

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    I’ve find it helpful to keep in mind what the humans and zombies want.

    Humans want limited pathways and long sightlines. The ideal map for the humans would be one long corridor with the humans at one end and the zombies at the other.

    Infected want the opposite: lots of pathways and short sightlines. The ideal map for the infected would be a cramped maze.
     
    #9 ThisIsNotTheNSA, Jun 7, 2016
    Last edited: Jun 7, 2016
  10. REMkings

    REMkings BIOC
    Forge Critic Senior Member

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    Having been forging Infection maps as my main thing for many years now, I find that there are two things a lot of people tend to forget:

    - Balance is key: thus it shouldn't suck to be a zombie. After all, you'll be either a human or a zombie about half the time.
    - Movement is a necessity. This is something that defines Halo Core maps and shouldn't be neglected for Infection either.

    In general, this comes down to giving Infected players enough flanking routes and tactics to utilize, whilst allowing Humans to counter this by applying teamwork. You'll achieve movement by preventing a holdout from feeling too comfortable, as this would likely result in camping and stale gameplay.

    These are from my point of view the two most common concerns in a nutshell. Of course there's much more to it: I still plan on writing an article with my visions on Infection and how I personally tend to look at it.
     
    #10 REMkings, Jun 7, 2016
    Last edited: Jun 8, 2016
  11. Dunco

    Dunco Troll Whisperer
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    No OP weapons. The power weapons in infection should be low-mid tier weapons. No cray cray. I prefer sticking to UNSC weapons
     
  12. Slayerx430

    Slayerx430 Legendary

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    yeah thats what i was thinking to
     
  13. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    Infection maps are like Dentists

    You fail med school/normal Halo and you settle for something less.
     
  14. Dunco

    Dunco Troll Whisperer
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    At least they finished something
     
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  15. ThisIsNotTheNSA

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    [​IMG]
     
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  16. REMkings

    REMkings BIOC
    Forge Critic Senior Member

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    *sigh lol*
     
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  17. Elliot

    Elliot BIOC
    Forge Critic Senior Member

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    I'll share some broad thoughts.

    For the Infected, give options. While they may die a few times or more per round, being able to try different approaches and attempting to out-smart the opposing side makes it an enjoyable experience. This comes down to effective spawn placement, enhanced movement around the map, well placed cover, and intricate routes.

    Tactics are key for the Survivors too. Create a space that promotes everyone to use their heads and play the match their own way but also be in danger of making mistakes - risk vs reward is big. Tease them, bait them, make them take risks that could result in epic moments or catastrophic failure. I always try to give the Survivors a constant sense of part safety and part dread. This all stems from both overall layout and specific holdout design.

    Teamwork is another massive factor, and something that I always promoted in map design, advice, and my own gameplay while playing in BIOC lobbies. I always made an effort with my maps to provide a range of holdouts that work well or not so well with different group sizes, such as larger spaces with more entrance points yet a good supply of ammo/weapons, or a smaller area with hight advantage but limited resources. I have also aimed to encourage specific roles for members of a group. For example, success during a round could come from two players holding off a long hallway with pistols, another three keep the back covered with shotguns, while a sixth thins the crowd by picking off not-so-sneaky Infected afar. If the players don't communicate and work together, they may selfishly battle to get front and centre for a good view, but leave other avenues unguarded. When a group avoid this and essentially beat the map design, and you're part of it, it feels great.

    This gameplay all comes from cues and nudges through both bold and subtle map design choices.

    I could go on and on, but I don't want to burden you! I love discussing Infection map design.
     
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