Hey Forgers, This is my first attempt at a legitimate, submittable map... so apologies in advance if I'm posting incorrectly, don't fully explain things, etc. About the map/gametype This map was influenced by a game mode in Counter-Strike: Source called Zombie Escape. All Zombie Escape maps in CS:S are denoted by a "ze_" prefix, similar to my map's name. The objective of this game is for humans to reach the end of the path before all get infected. Not only that, but humans have 2:30 minutes to do this, or else they are killed and respawn as zombies. Humans will need to navigate through a series of relatively easy obstacles, but at the same time watch each other's backs as zombies will constantly be on their tail. Humans survive the 2:30 death by reaching a "Safe House"... once inside the Safe House, safely-housed Humans wait for fellow Humans to make it inside the house. At the 3:00 mark, a scenario is set for a final push between the Humans and Zombies. Zombies are teleported to rooms that intersect the path of where the Humans need to go. Throughout the course of this game, neither humans nor zombies score points with each kill/infection. Points are made by standing in the Safe Haven and simply killing a zombie. The Safe Haven can only be reached by vehicle, which the zombies are obviously guarding during the final push. It only takes one kill from the Safe Haven in order to simply win the game, but reaching the Safe Haven will prove to be very difficult. Current Issues Originally, I wanted to delay-spawn a Soft Kill Zone to kill any humans who did not reach the Safe House in time... however, I realized that it is not possible to negate "Place at Start" for Kill Zones. So I had to go MacGyver on the map and place teleporters... however I'm unsure if that will work with a large amount of people... so any suggestions about this issue would be awesome! This map is currently in a work in progress. Unfortunately, I lack friends who still play Halo, or play custom games for that matter, so I have not been able to play-test the map... so if you're interested in helping me test the map, let me know! Photos w/ Brief Descriptions Human Initial Spawn. Zombies Spawn farther down the ridge located beside you. Obstacle #2, the crouch house. Obstacle #4, the maze. Obstacle #5, jump the gaps. View of Human Object #1, the Safe House. View of Objective #2 and #3, the Falcon and the Safe Zone.
The teleporter idea would work if you had one sender that spawned after 2:30 and multiple recievers, but the problem is how will the humans die then. Unless you plan on putting the recievers over some water or something. What you could maybe do is make a "door" spawn on the safehouse after the time is up so that anyone who didn't make it in time would eventually be killed by the zombies.
My current teleporter situation is exactly how you said... I have two "Sender Nodes" that sit on top of the respective parts of the map, and four "Receiver Nodes" that sit on top of open water. This causes all humans and zombies out of the Safe House to teleport over water and, soon after, die. When Zombies respawn, they respawn at their normal spawn point, but there's another teleporter at their spawn that sends them to the final push area.... so unfortunately, the door spawn for the safe house would not work The teleporters are needed in order for the zombies to die, respawn, and teleport inside the final push area before the 3:00 minute mark. The door spawn would be a good idea, but due to the timed mechanics of this game and the necessity of zombies respawning before the final push, I need to try and steer away from that direction... :\
It would be great if you could figure out a way to do it without the zombies having to die, but I guess that's the only way. If you need testing done you can post it in the Testers Guild. I also wouldn't mind testing this out sometime. Im sure I could get some buds together.
Thanks, basketskate! I posted the map/gametype in the Testers Guild Forum, however I would also like to be involved in some play-testing so I can receive immediate feedback, view film, etc. If anyone reading this is also interested in play-testing the map with me, add my GT: F1shst1cks