Wednesday, September 17, 2008

Update! Infiltrate

Infiltrate takes another positive step forwards, and closer towards final completion, which really isn't that final, considering new maps will still come out, possibly even gametypes.


Alright guys, I hope you enjoyed the quick read about Construct. If you know about me, you know I like dreaming; Halo ONLINE is a perfect example. Imagine Construct with 4 floors instead of 3, 3 times the size, and a Hornet? Epicness. Anyways, back on topic, Infiltrate.

Infiltrate is my sole focus right now. Polygon and Air Attack will have to wait. I truly believe this series could be something great.

Today I finished a rough draft of a new Rat's Nest map. It still has some work to do, in terms of structure, but it's getting there. It has a new, surprise, non-ghost vehicle for the two alpha zombies.

Next, the short-range weapon for zombies is now changes from shotgun to sword. With a sword, you'll have a very hard time getting kills as last man, as opposed to shotgun, which probably gets you an overkill as the last man.

Also, the setup for Alpha Zombie starting setups has been changed.
Before:
- Alpha Zombies started with Snipers, and the Sniper role just picked up the powerup to get his speed and camo back.
After (Now):
- Alpha Zombies start with shotguns, and the Sniper role picks up a Sniper Rifle along with the custom powerup.

Why this change?
Pros:
- Now, when Alpha Zombies die, they are exactly the same as regular Zombies. They won't start with Snipers.
- People who should be in Ghosts are still the same in terms of speed, very slow. Now, they won't be tempted to get out to shoot their sniper. A slow guy with a shotgun is pretty worthless.
Cons:
- The Sniper role will be able to pick up other weapons and equipment until he dies. He's a bit of an Intelligence role now.

This change will probably impact the game for the better.

Other Changes

- Two Ghosts, Sniper Rifle, and Custom Powerup fixed so they won't respawn on Doomsday (Standoff).
- Extra fusion coil added to "Mancannon Roof" on Death Rate (Ghost Town), closer to man cannon, to neutralize camping a bit. If this problem persists, I will add a second way in, such as a teleporter.
- Shield door blocking entrance of Death Rate (Ghost Town) has been removed.

As a closing note, thanks to all that have played this with me, the games really help me improve the map and games. I was also impressed with High Ground and Standoff's gameplay. Nothing against Ghost Town, which had higher expectations to start, but it was a bit average, maybe even below that.

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