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paddaaay

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Posts posted by paddaaay

  1. I like the idea of the Super Zombie.

    However, the weapons may be a tad overpowered (especially the 3rd room).

    Just some suggestions, great concept though.

     

    I understand why you would think the weapons are overpowered, but trust me, In linear infection you need the weapons to survive, especially this map. But thanks for the feedback and I'm open to any suggestions about the weapons if you have any

  2. My gamertag: paddaaay

     

    map: Factory Survival

    gametype: Linear Infection

     

    If the screenshots do not work, here is a link to my file browser:

     

     

    The map takes place inside an abandoned weapon manufacturing factory. The survivors will have to deal with the zombie workers left there after the pandemic started and work together if they want to keep the weapons - and more importantly their brains!

     

    Gametype: the game type is an edit of "ZM_outbreak" featuring a tweaked custom power up setting for the zombies.

    The map also features zombie teleporters to keep the humans on their toes at all times.

     

    Recommended:

    12 - 16 players

    2-3 initial zombies

     

    post-30088-0-66047600-1347137403_thumb.jpg

     

    Room 1:

    weapons:

    turret

    shotgun (no spare clips)

    grenade launcher (3 spare clips)

    assault rifle ammo

    The initial run into the factory can be seen above, with the zombies spawning on the roof; the humans will have to survive the first minute of the match in the first hold out room - corridors hastily barricaded with a central room shown below.

     

    post-30088-0-04545500-1347137425_thumb.jpg

     

    As the humans you can either split your team to control each corridor or cluster together at the back. As the zombies it is best to attack from both sides simultaneously.

    After 1 minute 2 gravity lifts will spawn, bringing you to the next room - if anyone decides to stay they will quickly be picked off as a zombie teleporter spawns after the gravity lifts.

     

    Room 2:

    weapons:

    turret

    shotgun(no spare clips)

    grenade launcher (2 spare clips)

    2 magnums (no spare clips)

    assault rifle ammo

    some grenades

     

    post-30088-0-62737200-1347137407_thumb.jpg

     

    This shows the second room were the weapons where once created; It's very different to the first room as the room is quite big. Humans should gather the weapons and make there way to the walkway leading to the generator room.

    On this phase the "super zombie" comes into play: this zombie has shields and is also yellow - making him easily identifiable.

     

    post-30088-0-69557800-1347137411_thumb.jpg

     

    At the start of this room the zombies are funnelled up the ramp, but soon a teleporter will spawn, bringing them behind a wall which they will have to break through, adding pressure to the humans as they wait for the next man cannon to spawn. Just before the man cannon spawns a teleporter will bring the zombies to the catwalk - human efforts will be divided as the zombies will be coming from two sides.

     

    Room 3

    weapons:

    turret

    Rocket launcher (no spare clips)

    sniper (one spare clip)

    dmr (no spare clips)

    2 shotguns (one spare clip each)

    magnum

    assault rifle ammo

    some grenades

     

    post-30088-0-60079700-1347137418_thumb.jpg

     

    The humans will rush past the generator room and into a close quarters maintenance room; a zombie teleporter will spawn on top of the generator. They have the choice of staying in the room or going outside onto the small balcony (don't jump off the balcony!) . Here they will make there last stand against the zombies and hopefully survive.

     

     

     

    As you can probably tell by now, this map was heavily influenced by the Origins series of linear infection maps, without those guys this map would be very different :bow:

     

    The map has been tested quite a bit thanks to my friends and I had some help from my friend NukaColaZzero on the final holdout room - it is very different to how it was before and has not yet been tested. If anyone plays this map please leave some constructive criticism on the thread and I'll go ahead and change some parts if needed.

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