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Dead Last - A Creative Take on Infection

Posted: Mon Jul 07, 2008 4:45 am
by mxrider108
Description:

I had this idea come to me a while back, and I knew it had to happen. Valhalla was my map of choice for several reasons, but unfortunately it's forge palette is rather limited. Thus, I turned to something on every map: invisible walls.

I suppose the best way to explain this map is to show you the diagram I drew after the idea originally came to me:
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As you can see, the humans are trapped in a floating cage of invisible walls. They are only given enough room to move around, and they can snipe out at the zombies down below (since you can shoot through invisible walls).

The goal for the zombies, however, is to make it through the forest to the beams of light shining down below the cage. Once they touch the beam of light they will be mancannoned up and into a teleporter, and ultimately inside the humans' cage, for a close-quarters battle that is in their favor :lol: .

Here is the gametype information for you to ponder:

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Humans:
- Starting weapon: Sniper Rifle
- Gernades: None
- Active Camo: Poor
- Remaining traits set to standard.

Zombies:
- Starting Weapon: Sword
- Speed: 150%
- Damage Resistance: 50% (Killed in one sniper shot)
- Gernades: None
- Weapon Pickup: Off
- Remaining traits set to standard.
Pictures:

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The red areas indicate where the invisible walls are.
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Zombie spawn zone.
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Antennas on the floor indicate the area is blocked off by invisible walls.
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Gameplay Video:

http://www.youtube.com/watch?v=POvDabwsSFg


Download:
*Note: It is against the rules for me to upload the modded map to my fileshare. Please do not ask me to do so, because I am not looking to get banned. Just get some kind of memory card or SATA cable like the rest of us*

:arrow: Download "Shoot to Kill" gametype (Bungie.net fileshare link)

Posted: Mon Jul 07, 2008 4:48 am
by Tural
Very unique, I like.

Posted: Mon Jul 07, 2008 5:15 am
by mxrider108
Tural wrote:Very unique, I like.
Thanks. Hopefully some people will actually try this out in spite of the fact Cold Storage just came out today :cry:

Posted: Mon Jul 07, 2008 5:18 am
by ScottyGEE
Very awesome. Just wish I could play.

Posted: Mon Jul 07, 2008 9:39 am
by THE-MASTER
:shock: Amazing! I will be downloading this. It look brilliant!

Posted: Mon Jul 07, 2008 10:37 am
by bibbit
Creative. I wish I had an XSATA.

Posted: Mon Jul 07, 2008 12:33 pm
by JK-47
That's way cool.

Posted: Sat Jul 12, 2008 8:19 am
by uralllame
Nice, I played it with a few people, but couldn't get a big party together. What tag are invisible walls under?

Posted: Sat Jul 12, 2008 9:38 am
by mxrider108
Invisible walls are under [bloc] with the names "wall_l, wall_xl, wall_xxl, and wall_xxxl." Then you also have invisible boxes with similar sizes, under the same class, but with the prefix "box."

Posted: Thu Jul 17, 2008 11:39 am
by THE-MASTER
Finally got round to playing the map and it is fantastic! Great job on it!

Just a few things I noticed while playing. I spotted one or two floaty trees (which doesn't really matter but never mind). But the main thing I noticed while playing is you can grenade jump over the invisible wall at the back. If you stand down one of the "alleys" or gaps or whatever you call them in the human spawn area you can stand along the back invisible wall and grenade jump over making the map not work if people abuse this.

Posted: Thu Jul 17, 2008 1:15 pm
by mxrider108
THE-MASTER wrote:Finally got round to playing the map and it is fantastic! Great job on it!

Just a few things I noticed while playing. I spotted one or two floaty trees (which doesn't really matter but never mind). But the main thing I noticed while playing is you can grenade jump over the invisible wall at the back. If you stand down one of the "alleys" or gaps or whatever you call them in the human spawn area you can stand along the back invisible wall and grenade jump over making the map not work if people abuse this.
Thanks a lot for the feedback! Grenade jumps shouldn't be much of a problem if you play with my gametype though, because the humans don't spawn with any grenades! However, I have heard other ways of getting out of the base (which involve teammates and jumping), so I am planning on adding another level of invisible walls to 100% prevent this. I think I'll do that now actually...

Re: Dead Last - A Creative Take on Infection

Posted: Sat Jan 31, 2009 9:25 pm
by thenextbigthing
Could anyone be so kind to host a game with this gametype for me? I don't have an Xsata cable, and I could really have use for this gametype. my GT is: thenextbigth1ng

Re: Dead Last - A Creative Take on Infection

Posted: Sun Feb 01, 2009 2:08 am
by mxrider108
thenextbigthing wrote:Could anyone be so kind to host a game with this gametype for me? I don't have an Xsata cable, and I could really have use for this gametype. my GT is: thenextbigth1ng
The gametype is on my file share and there is a Bnet link in the first post. The map, however, you are going to need some sort of transfer device to get. If you really don't want to pay for one you can just use a SATA cable from your HDD to your computer.

Re: Dead Last - A Creative Take on Infection

Posted: Tue Feb 03, 2009 6:41 am
by thenextbigthing
..... that cant help me......... um if you have the map just play a closed game with me and it will be in my saved games so i can save it thats how i used to give out all the mods i used to have

Re: Dead Last - A Creative Take on Infection

Posted: Wed Apr 15, 2009 4:44 pm
by Spartan77227
Great map, great gametype. Gets really hectic for last human.(Nearly crapped myself a few times)9/10