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Inf_11 Infiltration Act 1 & Act 2


oomishday3

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These are the first two parts of linear infection campaign I plan on making.

 

authors: oomishday3 & aDamnCivilian

map: Inf_11 Infiltration Act 1

http://halo.xbox.com...etails=27867292

gametype: Inf_10,11,12 Type v2

http://halo.xbox.com/en-us/haloreach/oomishday3/fileshare#!/?section=GameType&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=30527068

playercount: 12-16

 

 

author: oomishday3

map: Inf_12 Infiltration Act 2

http://halo.xbox.com...etails=27906576

gametype: Inf_10,11,12 Type v2

http://halo.xbox.com/en-us/haloreach/oomishday3/fileshare#!/?section=GameType&MapId=&GameMode=0&SearchDate=7&SortBy=2&view-select=Tile&tags=&startIndex=0&details=30527068

playercount: 12-16

 

 

-the gametype makes zombies hit humans 3 times to kill them

-custom powerup makes white zombie which kills in 2 hits and has 500% health

-weapons are on the map

-zombies have teleporter spawns that are not campable

 

This video should explain everything and there are pictures below. Please tell me what you think, good or bad :)

 

Subscribe to my channel if you want

 

http://www.youtube.com/watch?v=rMN4Zib20r4&list=PLA638B337EEA1D3F9&index=10&feature=plpp_video

 

http://www.youtube.com/watch?v=woKiOifWSto&list=PLA638B337EEA1D3F9&index=9&feature=plpp_video

 

Zombie Types:

Gold = alpha zombie (unlimited sprint)

Brown = child zombie (limited sprint)

White = tank zombie caused by custom powerup (500% health, 90% movement speed)

 

imqner.jpg

 

Broken doors leading to tunnel (the tunnel under the mountain of Paradiso)

 

adksq8.jpg

 

Opening to sewers

 

34h9ijd.jpg

 

Final Holdout Area (sewers)

 

2wrm00p.jpg

post-30092-0-20286100-1346710081_thumb.jpg

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If you can get a game on this tonight, I'd love to play them and give you feedback.

send me a message (GT "oomishday3") and i'll play these both tonight or soon probably. shouldn't be too much trouble to get a lobby. and i recently changed the gametype a bit so i'm also curious to see more gameplay goes. it used to be very difficult for the humans but not it should be easier. thanks for commenting :)

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After playing the maps a couple times, I came off thinking the experience was generally okay. Both maps were alright but had glaring flaws, with the first playing better (IMO).

 

I really enjoyed how your gametype made humans four hits to kill, because through experimentation that's what I found to be the best damage setting. The issue lied in the fact that the design of the maps simply didn't allow this system to work properly (or at least optimally). You see, to avoid humans steamrolling through to the end of the map (like they did) you have to provide the zombies with opportunistic to score one-hit kills. This can be accomplished through making stealth assassinations easier and adding a tank zombie that with increased weapon damage. What is created is a scenario where the zombie's efficiency, or skill, changes how well the humans fare, and humans need to apply strategies that focus on concentrated fire, as well as watching each other's backs.

 

The other major point was that the collective progression of the humans wasn't very smooth. In other words, there was a lot of stop-start. Mainly in the second map, humans would travel a very short distance then hold out, only to have another holdout on the other side of the door! Having multiple holdouts is not a bad idea, but you have to make transition areas smooth, interesting, and memorable.

 

Also, next time try to explore the possible of ending the map with a safe room instead of a holdout. If you want to know why, view and read Aihab's thread.

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