Map Title: Year Zero I got my fist...I got my plan...I got Survivalism!!! Year Zero (Map Type) Survivalism (Game Type) Description This map is pretty simple. It's a maze with no exit where the humans spawn in the middle of the maze and at each corner of the map there is a teleporter where the zombies can chose the corner where they go through. Human Spawn [/URL] For the Zombie spawn area, the bridges spawn in 30 seconds to give the humans time to decide where and what they are going to do (since they can't escape). Zombie Spawn (Before Bridge Spawn) Zombie Spawn (After 30 Second Time Period) Human Traits All Default Setting (Except) 1. Shotguns and Magnums as starting weapons 2. No Radar Zombie Traits 1. Swords 2. No Shields, 200% Damage Resistance And there is a roof that spawns on the maze so no one can escape. There are a few equipment powerups placed near each teleporter and there is a rocket launcher that is hidden somewhere inside the maze. Well thats it...my third map. Hope you enjoy and please rate and leave comments and feedback. Thanks for reading
This map has been well forged but it has been "done to death" and as such not many people will like it, the forging is a 3/5 but because of the type of map it only gets a 1/5 from me.
While maze maps have been done before you executed this one very well. I can't tell how much is interlocked if any but it does look clean and not sloppy. The gametype while is still fun because who can hate the classics. What I do recommend is to turn off weapon pick-up because when Humans pick-up swords it can get very annoying but it works if you don't too. I hate giving number ratings, they just don't help, so I'm going say looks like clean forging and classic gameplay that you can't hate. Keep Forging.
I see you're a Nine Inch Nails fan, me too, they're the best! Did you get a chance to see them on their tour this year? Anyways the map looks pretty cool, I like the maze idea.
Looks like a new spin on a classic map type, a very nice spin off. You can only be so original anyway, and as long as a map looks good and plays well, that's all that really matters in the long run. Good job, keep it up.
The map doesn't seem that bad, but I believe that wall quarters could possibly be used. Perhaps you didn't use them because you felt that it would affect the way your map plays. I am making a similar map, except its an office building in the skybubble. It's coming along well. I just feel that this maps originality doesn't exist. This has been done in foundry but better. That map in particular had nice aesthetics. I won't rate too harshly, I'll give you 3/5 since the maze design isn't lacking and you didn't put 30 minutes into this map like many people who post here. So you did an okay job.
Yea usually when I have it where people pick up weapons the humans never seem to pick up the swords just because they would much rather kill them from a distance instead of up close. Honestly I never saw something like this completely...but I'm thinking about trying to make a 3 story maze next time just because it would be more entertaining. Thanks for the feedback everyone