fabioisonfire
10-21-2010, 10:29 AM
Author:
fabioisonfire
Map Name:
Archetype (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=6988781&player=faabiosonfire)
Map Canvas:
Forge World
Map Size:
Small
Player Count:
4-12
Supported Gametypes:
Infection, Outlast (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=6989967&player=faabiosonfire)
__________________________________________________
Description:
Outlast
on
Archetype
In the beginning, there were zombies...
Check out the Outlast gametype thread for map building guidelines and more! (http://www.forgehub.com/forum/reach-gametypes/110275-outlast.html#post1280114)
About:
Outlast is a new Infection game variant that I strongly believe is a game changer for Infection, much like Conquest was for Territories. Outlast is a throwback to the Call of Duty: World at War Nazi Zombies (http://www.google.com/#hl=en&expIds=17259,22713,24472,26095,26562,26637,27101,27103,27138,27143,27147,27151&sugexp=ldymls&xhr=t&q=nazi+zombies&cp=7&pf=p&sclient=psy&safe=off&site=&source=hp&aq=f&aqi=g4g-o1&aql=&oq=nazi+zo&gs_rfai=&pbx=1&fp=a9ec0a8ac5f5a7a2) mini-game we all know and love. Recently, I've seen a lot of great Nazi Zombie remake maps go up, and a lot of them look excellent.
But they are all missing the essential 'Nazi Zombie feel' to them. Buying weapons, holding the barricades, retreating to higher ground, and scrambling backwards against a horde of zombies. That is, until now.
I've developed a system (both with the Outlast gametype and map geometry) that allows for this signature Nazi Zombies feel. What does this system consist of, you ask? There are two main components.
Weapon Purchasing:
Weapon purchasing is a huge factor in Outlast. Grenades spawn at a centralized location on the map for Survivors to pick up. Players then go to specified weapon stores, and throw a grenade into the slot.
http://i55.tinypic.com/1f95vs.jpg
And they are dispensed their weapon of choosing.
http://i55.tinypic.com/14kyv44.jpg
The weapon stores are re-usable, and very reliable. They play a giant part in the success of the Survivors, and add another dimension to gameplay entirely.
Barricades:
I feel like every barricade in most Nazi Zombie remake maps have been missing something as well.
My barricade system consists of a door, sandbag wall, and a one-way shield door placed in the center of the sandbag wall- this allows Infected to 'barrel' over the sandbag wall, without jumping, just as they do in Nazi Zombies. This is a much simpler, more elegant way to create a barricade. The Portable Shields are at a great height, as well.
Temporary Portable Shield lag fix:
If you and your party are experiencing the lag glitch that makes it so some Portable Shields don't deplete, simply wait for the glitching shield to recharge, then hit it again, and it will work.
Outlast:
Outlast, as a gametype, paired with my innovations, make for a rollicking good time, for both Survivor and Infected alike. The original Outlast map, Archetype, is a simple example of what an Outlast map can be.
I'd like anyone who wants to make their own map for Outlast, using my own methodology. I can't wait to see what you guys can do with it! As I stated above, I believe this could do a lot for the Infection gametype.
Screenshots:
http://i51.tinypic.com/28guups.jpg
View of the first floor.
http://i51.tinypic.com/kear7d.jpg
View of the second floor.
http://i55.tinypic.com/29ejiwn.jpg
View of a doorway and barricade.
http://i54.tinypic.com/1179yew.jpg
The undead flood in as a barricade has been destroyed.
http://i52.tinypic.com/noa49v.jpg
The DMR proves handy for this survivor.
Interested in making an Outlast map? Post it here, and I'll add it to my Outlast File Set (http://www.bungie.net/Stats/Reach/FileSets.aspx?player=faabiosonfire).
fabioisonfire
Map Name:
Archetype (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=6988781&player=faabiosonfire)
Map Canvas:
Forge World
Map Size:
Small
Player Count:
4-12
Supported Gametypes:
Infection, Outlast (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=6989967&player=faabiosonfire)
__________________________________________________
Description:
Outlast
on
Archetype
In the beginning, there were zombies...
Check out the Outlast gametype thread for map building guidelines and more! (http://www.forgehub.com/forum/reach-gametypes/110275-outlast.html#post1280114)
About:
Outlast is a new Infection game variant that I strongly believe is a game changer for Infection, much like Conquest was for Territories. Outlast is a throwback to the Call of Duty: World at War Nazi Zombies (http://www.google.com/#hl=en&expIds=17259,22713,24472,26095,26562,26637,27101,27103,27138,27143,27147,27151&sugexp=ldymls&xhr=t&q=nazi+zombies&cp=7&pf=p&sclient=psy&safe=off&site=&source=hp&aq=f&aqi=g4g-o1&aql=&oq=nazi+zo&gs_rfai=&pbx=1&fp=a9ec0a8ac5f5a7a2) mini-game we all know and love. Recently, I've seen a lot of great Nazi Zombie remake maps go up, and a lot of them look excellent.
But they are all missing the essential 'Nazi Zombie feel' to them. Buying weapons, holding the barricades, retreating to higher ground, and scrambling backwards against a horde of zombies. That is, until now.
I've developed a system (both with the Outlast gametype and map geometry) that allows for this signature Nazi Zombies feel. What does this system consist of, you ask? There are two main components.
Weapon Purchasing:
Weapon purchasing is a huge factor in Outlast. Grenades spawn at a centralized location on the map for Survivors to pick up. Players then go to specified weapon stores, and throw a grenade into the slot.
http://i55.tinypic.com/1f95vs.jpg
And they are dispensed their weapon of choosing.
http://i55.tinypic.com/14kyv44.jpg
The weapon stores are re-usable, and very reliable. They play a giant part in the success of the Survivors, and add another dimension to gameplay entirely.
Barricades:
I feel like every barricade in most Nazi Zombie remake maps have been missing something as well.
My barricade system consists of a door, sandbag wall, and a one-way shield door placed in the center of the sandbag wall- this allows Infected to 'barrel' over the sandbag wall, without jumping, just as they do in Nazi Zombies. This is a much simpler, more elegant way to create a barricade. The Portable Shields are at a great height, as well.
Temporary Portable Shield lag fix:
If you and your party are experiencing the lag glitch that makes it so some Portable Shields don't deplete, simply wait for the glitching shield to recharge, then hit it again, and it will work.
Outlast:
Outlast, as a gametype, paired with my innovations, make for a rollicking good time, for both Survivor and Infected alike. The original Outlast map, Archetype, is a simple example of what an Outlast map can be.
I'd like anyone who wants to make their own map for Outlast, using my own methodology. I can't wait to see what you guys can do with it! As I stated above, I believe this could do a lot for the Infection gametype.
Screenshots:
http://i51.tinypic.com/28guups.jpg
View of the first floor.
http://i51.tinypic.com/kear7d.jpg
View of the second floor.
http://i55.tinypic.com/29ejiwn.jpg
View of a doorway and barricade.
http://i54.tinypic.com/1179yew.jpg
The undead flood in as a barricade has been destroyed.
http://i52.tinypic.com/noa49v.jpg
The DMR proves handy for this survivor.
Interested in making an Outlast map? Post it here, and I'll add it to my Outlast File Set (http://www.bungie.net/Stats/Reach/FileSets.aspx?player=faabiosonfire).