Infiltrate: Almost Done
I know, there has been lots of testing for Infiltrate. I'm getting a feel for the setup and trying to perfect it. I understand some of you are a bit sick of it, but I am almost there, and when done, it'll be played as much as any other custom. My next steps before restesting:
- Lockdown (Rat's Nest): adjust to two alpha zombies.
- Ghost Town (Death Rate) and Massacre (High Ground): add fusion coils to main camp spots.
- Doomsday (Standoff): trashed.
- All: new custom powerup. because the custom powerup is no longer used for the sniper role, it will be used to a new effect. 2 minutes into the game it will spawn. Directly beneath it will spawn a BR (no spare clips) and 2 frags. The custom powerup gives them a 5 second ability to pickup weapons. This will be used as a late boost for the zombies to get the last couple humans.
And after those are completed, Infiltrate likely will be too. I'll have one big fest for it to go out with a bang when testing is complete, and will possibly have a Youtube vid of the games made (I've been saving them).
Later Projects: in more detail
There are a few projects that have not been released to the public, but will be worked on after Infiltrate's completion.
- SF Epilogue: a very quick forge was designed around Epilogue for SnipeFlag. Epitaph was an epic success, so Epilogue should only be better.
- SF Remains: SnipeFlag's more in-depth project: a Foundry map. The main feature will be a couple snaking pathways to drop down from above on the flag base. There will be several collapsible "trees" made of barriers and crates, that with a few bruteshots, tumble down and are capable of splatters. There will be a good deal of geomerging and interlocking, and it will have a ghost town feel. (Not relating to the map) Attackers, among other weapons, have access to two mongeese for moments of either epic failure or epic success.
- Air Attack: Air Attack has not been formally started yet, but I have the blueprint. I will be taking lots of time to ensure the roof is done perfectly. It is a game of One VIP where teams spawn in armories. Select your weapons. After 10 seconds, the defenders' team opens, and they all enter the arena through one teleporter on ground level. Attacking team has one teleporter open after 20 seconds, that can go to any one of 10 different receivers (I will use 2-ways). They go through the tele, and are forced to be dropped into the arena (They can't wait and spawn camp from above). No one has radar, so the defenders must be ready to survive the air raid.
Showing posts with label Infiltrate. Show all posts
Showing posts with label Infiltrate. Show all posts
Tuesday, September 30, 2008
Friday, September 26, 2008
In the Works: September 26, 2008
In this edition of In the Works, many new projects have arisen, and some have dropped.
First off is the ever-changing story of Infiltrate. With the H3Customs match on the horizon, the amount of maps have been cleaned up. The only three maps as of now for Infiltrate are Doomsday (Standoff), Massacre (High Ground), and Death Rate (Ghost Town). All of them, along with the gametype, are available on my fileshare.
I also am requesting help. Due to the fact that the custom powerup can only last 60 seconds max, after that, the Sniper goes back to being really slow. I was wondering if anyone had an alternative idea, but keep in mind, we don't want Alpha Zombies getting out of their Ghosts at normal speed if they aren't the sniper. I'm really hoping I don't have to cut out the sniper role and just have the two Ghosts as alpha zombies, but it might be a possibility.
As for other maps, my priorities are as follows:
We all know about Polygon and Air Attack, but what is the new map that has jumped to the top of the list? Those who have played customs with me for a while now know the SF is SnipeFlag. I am designing a Foundry SnipeFlag map. It is coming along smoothly, featuring many levels of elevation, possible teleporters for quick transport (Not many) and smooth geomerging. I will have pictures very shortly.
So, what to expect in the near future: an awesome testing of infiltrate, a new SnpeFlag map (And gametype (V3) to go with it), and also expect me to start taking more screenshots. There is a lot for me to do, but with school started, my pace has slowed. I hope to get all these projects done, and done well.
First off is the ever-changing story of Infiltrate. With the H3Customs match on the horizon, the amount of maps have been cleaned up. The only three maps as of now for Infiltrate are Doomsday (Standoff), Massacre (High Ground), and Death Rate (Ghost Town). All of them, along with the gametype, are available on my fileshare.
I also am requesting help. Due to the fact that the custom powerup can only last 60 seconds max, after that, the Sniper goes back to being really slow. I was wondering if anyone had an alternative idea, but keep in mind, we don't want Alpha Zombies getting out of their Ghosts at normal speed if they aren't the sniper. I'm really hoping I don't have to cut out the sniper role and just have the two Ghosts as alpha zombies, but it might be a possibility.
As for other maps, my priorities are as follows:
- SF Remains
- Air Attack
- Polygon
We all know about Polygon and Air Attack, but what is the new map that has jumped to the top of the list? Those who have played customs with me for a while now know the SF is SnipeFlag. I am designing a Foundry SnipeFlag map. It is coming along smoothly, featuring many levels of elevation, possible teleporters for quick transport (Not many) and smooth geomerging. I will have pictures very shortly.
So, what to expect in the near future: an awesome testing of infiltrate, a new SnpeFlag map (And gametype (V3) to go with it), and also expect me to start taking more screenshots. There is a lot for me to do, but with school started, my pace has slowed. I hope to get all these projects done, and done well.
Labels:
Air Attack,
In the Works,
Infiltrate,
Polygon,
Remains,
SnipeFlag V2
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.
- 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.
Tuesday, September 16, 2008
In the Works: September 16, 2008
In this edition of In the Works, I don't have much detail to talk about, but I do have a few things in different stages of completion.
First off is Infiltrate, which is in the Testing and Bug Fixing stage. First off, spawns have been entirely resolved. Second, the Standoff map, Doomsday, has been revamped. Weapons have been moved, added and removed. Two mini "Sniper Towers" have been introduced in the back base, basically two floors each using simple fence boxes.
Spawns have also been fixed for High Ground. Humans spawn back near the pipe room.
What to expect soon: a formal releasing of all the files, along with a weapon list to search for all the secrets. Do not download any Infiltrate-related links on my fileshare as of today, as it is outdated.
Next off is a very new project, known as Air Attack. It is in the brainstorming to early development stage. Basically, it is six rounds of One Sided VIP. Teams spawn in two separate armories, with decent weapons (Better for the attacker team). After 30 seconds, teleporters from the armories to the arena unlock (Like in Team Gladiators).
The arena is big, and block-shaped. The bottom floor is enclosed, and has rooves, with several wall-sized holes. Neither team has radar. The attacking team drops in on the defending team and ambushes them from above. Everyone has one life, and if you kill the VIP, who has 2 Overshields, you win the round. Unfortunately, untrustworthy people may decide to wait in the armory, just boot them, there is nothing that can be done about that.
What to expect soon: really, nothing. If I do go through with this project, which is undecided, it will be a long while of forging. I'll keep you posted.
Finally, is Polygon. It's funny how other projects just passed this one by. This map is so complex, that I'll have to have many different spawn systems. I'll keep working, but right now it's bottom priority, as I'm not crazy on how the forging came out. Again, I'll keep you posted. I'm not crazy at how this game is coming out.
What to expect soon: unsure. If I go through with Polygon, expect pictures soon, and possibly a final product. I may even cut down the map to one area, for one gametype. This map's true status is very unknown.
First off is Infiltrate, which is in the Testing and Bug Fixing stage. First off, spawns have been entirely resolved. Second, the Standoff map, Doomsday, has been revamped. Weapons have been moved, added and removed. Two mini "Sniper Towers" have been introduced in the back base, basically two floors each using simple fence boxes.
Spawns have also been fixed for High Ground. Humans spawn back near the pipe room.
What to expect soon: a formal releasing of all the files, along with a weapon list to search for all the secrets. Do not download any Infiltrate-related links on my fileshare as of today, as it is outdated.
Next off is a very new project, known as Air Attack. It is in the brainstorming to early development stage. Basically, it is six rounds of One Sided VIP. Teams spawn in two separate armories, with decent weapons (Better for the attacker team). After 30 seconds, teleporters from the armories to the arena unlock (Like in Team Gladiators).
The arena is big, and block-shaped. The bottom floor is enclosed, and has rooves, with several wall-sized holes. Neither team has radar. The attacking team drops in on the defending team and ambushes them from above. Everyone has one life, and if you kill the VIP, who has 2 Overshields, you win the round. Unfortunately, untrustworthy people may decide to wait in the armory, just boot them, there is nothing that can be done about that.
What to expect soon: really, nothing. If I do go through with this project, which is undecided, it will be a long while of forging. I'll keep you posted.
Finally, is Polygon. It's funny how other projects just passed this one by. This map is so complex, that I'll have to have many different spawn systems. I'll keep working, but right now it's bottom priority, as I'm not crazy on how the forging came out. Again, I'll keep you posted. I'm not crazy at how this game is coming out.
What to expect soon: unsure. If I go through with Polygon, expect pictures soon, and possibly a final product. I may even cut down the map to one area, for one gametype. This map's true status is very unknown.
New Poll Up!
There is a new Poll on the sidebar for future Infiltrate Maps. I am thinking of expanding, not only in maps, but in vehicles the zombies use. Those vehicles are in parentheses.
Thursday, September 11, 2008
In the Works: September 11, 2008
These In the Works posts will give you guys an inside peek on what I'm working on right now, along with their due date (estimated), possibly pictures, and a detailed description.Please note: Playable with means how many people the game is set up for (Spawns, etc.), while recommended players means how many the games probably should be played with.
[Project INFILTRATE]
Map Name: Left to Die
Game Name: Infiltrate
Map: [Ghost Town
Game: Infection
Playable with: 4-16
Recommended players: 8-16
Description: My first Infection project ever will take place on Ghost Town, and will be very unique in the fact that zombies have three specific roles.
Three zombies will spawn at start, with sniper rifles, twice the normal health, and very slow speed. Before them is two Ghosts and a Custom Powerup.
Two zombies get in Ghosts. They are the patrolmen. If they try to attack by foot, their incredibly slow speed will limit them, so they should stay in Ghosts, and look for the panicking humans that run outside.
Why would they run? They are running from the Pointman. He is the third alpha zombie. He has 75% speed, a sniper rifle, is immune to headshots, has poor camo, and has 300% damage resistance. Run. He's slower, but much, much more powerful.
The Infiltrators are all the humans that have become infected. They have good camo, normal speed, 75% health, 90% damage, and a shotgun. The humans hiding wearily from Watchmen will soon be chased out by these stealthy assassins.
Base humans have default traits, and must work as a team to survive the hoards of zombies. They spawn with an Assault Rifle, and there is a good variation of weapons to work with, such as a Sniper Rifle, Rocket with no clips, Plasma Rifles, Battle Rifles, and more.
The Last Man, or Survivor, has regenerating grenades to flush out the zombies, 110% speed, is immune to headshots, and has an overshield. He is very durable, but can only hold off the zombies for so long...
Frequently Asked Questions
It seems to me like the zombies would dominate with those classes...
I will make sure that they don't. Humans will have a great deal of weapons at the start, none of which will respawn.
What happens when one of the Alpha Zombies (Patrolmen, Pointman) die?
They respawn as an Infiltrator. So, kill all three powerhouse alpha zombies, and all the zombie team has is close range attackers.
What about radar?
Humans have the normal radar. Last man radar is enhanced (Crouching shows up), but keeps the same range. Zombies of any kind have no radar.
What if a human gets to the custom powerup or Ghost?
None of the three items respawn. Humans cannot drive vehicles, if they find an empty Ghost.
If an Alpha Zombie dies, can they go back to being a Patrolman or Pointman?
No. They have no choice and are an infiltrator. There is no more custom powerup, and respawn traits give them all the Infiltrator traits, including the inability to drive.
Where on Ghost Town do the sides spawn?
Spawns are unknown as of yet. Odds are, zombies will spawn behind the middle building (Near the pipes, where one team spawns in Team games), and humans will spawn in the very back building that houses the other team in regular games (Blue-ish building.)
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