
#1
Posted 06 September 2008 - 04:29 AM
Now with these changes to the maps, I've also taken the liberty to make some very minor changes to the gametype itself. Changes include:
- +5 points added to the last remaining human
- Secondary weapon, Magnum, has been given to humans at start
With these changes, I've also come up with the idea of certain gameplay themes for each map on how they will be played like the two I have listed currently "Defend" (I was going to have it labeled "Defense" but whenever I upload the map it turns to BLAM! =/ ) and "Rush."
The Defend maps will be made to have the 'human' players spawn directly on the base side, and have them nearby the "Last Stand" locations.
Side Note: For those of you who don't know what a "Last Stand" location is, it's the place where you want to be at when over half the people in the game are a zombie. These places will, more likely than not, have a fortified position surrounding a Turret. This is your best chance of surviving when things get crazy and people start dieing.
The Rush maps will have the 'human' players spawn at a point furthest from any "Last Stand" zones. These players will have to fight their way through the infected in order to make it to any possible safe area.
I've uploaded the updated Quarantine gametype and the two maps (High Ground and Isolation) that I just finished working on. Since it's been kinda hard for me to coordinate with anyone that likes these gametypes, I would really appreciate it if whoever is trying these new maps out to link me to a good save film of the full match, and/or possibly critique the maps. I'll adjust and hopefully attempt to make the map better according to my feedback. Thanks.
#2
Posted 06 September 2008 - 07:40 AM
#3
Posted 06 September 2008 - 04:25 PM
#4
Posted 06 September 2008 - 10:34 PM
Edited by DualX, 06 September 2008 - 11:28 PM.
#5
Posted 07 September 2008 - 04:25 AM
#6
Posted 07 September 2008 - 10:01 AM
Two more maps completed and uploaded. You guys are going to love these versions of Blackout and Ghost Town. I kinda borrowed a little feature from another map for Ghost Town where it has the sun set while you play the game only because it's the only map you can have that kind of effect happen on.
We have to try these out tonight.
Yes, if my internets does not fail.
I thought your maps was balanced, but I thought the Isolation bases were a tad overpowered, but Zombies could still get through if they worked together. That's a good thing.
#7
Posted 07 September 2008 - 10:10 AM
I'm really looking forward to trying out these new maps.
#8
Posted 07 September 2008 - 10:14 AM
#10
Posted 07 September 2008 - 12:45 PM
Dual, good job on the gametypes last night. Never thought I'd be taken by Quarantine, but I was and I definitely think we could play it from time to time. To answer your questions:-Should the radar be taken off, or modified? Someone mentioned making the last human survivor should be the only one to gain the ability to have it.
-Does there need to be more Alpha Zombies at the start? I know it may seem a little hard for the AZ initially, but does that make the need for more or just a person with more experience?
-Last Stand locations too powerful?
- I'd like to see no radar except for the last man standing. That's just my opinion.
- In parties like the size of ours last night, I think three alpha zombies would be more appropriate. This wouldn't necessarily be needed IF you can put the humans at risk early in the match, possibly spawning the zombies very near to the humans, forcing the humans have to move all the way across the map to get to their "final stand" zone or giving zombies additional abilities for their first life. The key isn't too shorten the match, but to alleviate the frustration felt by the alpha zombie.
- Nah, I like the last stand locations just the way they are. The counterbalance to last stand locations isn't making them weaker, but giving the zombies more numbers from the onset or better locational options.
I'd personally like to see this on some of the larger maps like Standoff and Avalanche, where we can see Warthogs and Mongooses form up against a horde of zombies. In those, you might have to start out with a considerably high amount of zombies compared to your existing versions and allow them to run as fast as the vehicles. Just my take.
Nice job, though, Dual.
#11
Posted 07 September 2008 - 03:11 PM
Two more maps completed and uploaded.
Is it possible I could download these from you? Will I have to add you to my friends list or can you just send me a reccomendation? I never used to play infection but recently have grown to love it.
#12
Posted 07 September 2008 - 03:30 PM
Is it possible I could download these from you? Will I have to add you to my friends list or can you just send me a reccomendation? I never used to play infection but recently have grown to love it.
It's on his fileshare I believe.
#13
Posted 07 September 2008 - 04:09 PM
I'll go through and make some adjustments to see how it plays out in our games tonight, but only to the gametype not the maps. I'll turn off the radar completely, and have 3 starting Alpha Zombies.Dual, good job on the gametypes last night. Never thought I'd be taken by Quarantine, but I was and I definitely think we could play it from time to time. To answer your questions:
I think the only complaint emerges when the alpha zombie and its immediate cohorts can't form an effective assault. That has more to do with in-game coordination than feature implementation.
- I'd like to see no radar except for the last man standing. That's just my opinion.
- In parties like the size of ours last night, I think three alpha zombies would be more appropriate. This wouldn't necessarily be needed IF you can put the humans at risk early in the match, possibly spawning the zombies very near to the humans, forcing the humans have to move all the way across the map to get to their "final stand" zone or giving zombies additional abilities for their first life. The key isn't too shorten the match, but to alleviate the frustration felt by the alpha zombie.
- Nah, I like the last stand locations just the way they are. The counterbalance to last stand locations isn't making them weaker, but giving the zombies more numbers from the onset or better locational options.
I'd personally like to see this on some of the larger maps like Standoff and Avalanche, where we can see Warthogs and Mongooses form up against a horde of zombies. In those, you might have to start out with a considerably high amount of zombies compared to your existing versions and allow them to run as fast as the vehicles. Just my take.
Nice job, though, Dual.
You can download them here from my fileshare. Just click on the "Download to Halo 3" links and the next time you sign onto Halo 3, they will download directly to your account if you have it linked to your Bungie.net account. I'll just send a friend request just incase.Is it possible I could download these from you? Will I have to add you to my friends list or can you just send me a reccomendation? I never used to play infection but recently have grown to love it.
#14
Posted 08 September 2008 - 01:16 AM

#15
Posted 08 September 2008 - 06:29 AM
You can download them here from my fileshare. Just click on the "Download to Halo 3" links and the next time you sign onto Halo 3, they will download directly to your account if you have it linked to your Bungie.net account. I'll just send a friend request just incase.
I am looking forward to trying these out. I have played many forged infection maps/gametypes but many (if not all) of them are extremely biased towards either human or zombie to the point that the game gets tiring in just a few minutes. I just hope I have enough room left to download them all. :biggrin:
#17
Posted 08 September 2008 - 02:35 PM
#18
Posted 08 September 2008 - 02:41 PM
(no shit)
#19
Posted 08 September 2008 - 02:57 PM
#20
Posted 08 September 2008 - 04:18 PM
Yes, but add more normal weapons. Rocket Launcher with less rockets. Sniper with minimal bullets. Laser to take out those zombie cars. More Shotguns, BRs, SMGs and Pistols. Assault Rifles are useless because SMGs kill twice as fast at close range; and you might argue that the AR has longer range, but if you're shooting a zombie from medium range with the AR, you're going to use up an entire clip to kill them, and since the AR doesn't carry that much ammo anyway, you might as well not even bother with them. Seriously Dual, more weapons.I would try to tone down any power weapons you might have in there.
Edited by Blaze, 08 September 2008 - 04:19 PM.
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