Author Topic: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]  (Read 3347 times)

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Offline chakapoko maker

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inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« on: February 20, 2012, 10:34:24 am »
inf_IntoTheBody
By chakapoko maker
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It's a zombie map and also a test map for multitexturing and alpha channel png. Go into the body!


(^Click To Get Hard^)

Screenshots:



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Download / Rate on TMS
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See more maps by chakapoko maker

Hosted by jrgp's Soldat Mapping Showcase.

It's a zombie map. Kinda rough, taking a look at the detail. I think the jet fuel is much as a zombie map a bit. Anyways it's waypointed. If won the admins' confidence it was nice. :)

# Update
## Version 1.2: 02/21/2012 @ 08:47 AM
  • Changed the flag layout as normal infiltration style (the blue flag stands at the end of map).
  • Changed the blue spawns.
  • Changed the area of chokepoint near the old blue flag.
  • Changed jef fuel to 95(Low) from 60(Ver.1.1 is 60)
  • Fixed zombie stucking at the cliff area
  • Removed Colliders on zombie spawn
  • Narrowed the last strait course.
  • Iced 2 camping points on the big tentacles.
  • Improved the waypoints.
« Last Edit: February 22, 2012, 09:01:28 am by chakapoko maker »

Offline Blacksheepboy

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Re: inf_IntoTheBody [Zombie Infiltration]
« Reply #1 on: February 20, 2012, 01:20:39 pm »

Offline Tehbugerz0r

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Re: inf_IntoTheBody [Zombie Infiltration]
« Reply #2 on: February 20, 2012, 01:34:56 pm »
After a 5 minute test the map seems pretty good.

Here's the good things I've seen about the map so far:
*Good difficulty level.
*Satisfyingly long journey.
*No zombie choke points or explosions
*Alpha waypointing.

And now for my concerns:
*Jet level might be just a tad high, just a tiny bit.
*Players may not want to go past the blue flag spawn, camping at that spot until the carrier dies, although this isn't a new problem.
*Zombies may be a little bit spread out, players may vote a new map for more kills. (Only applies to server's that save kill stat)

I'll round up some testers for a multi-player test later but it seems like good job.
Hope to see more zombie maps!

Offline Blacksheepboy

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Re: inf_IntoTheBody [Zombie Infiltration]
« Reply #3 on: February 20, 2012, 09:57:40 pm »
I'd host it; not fast internet though vOv

Offline Tehbugerz0r

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Re: inf_IntoTheBody [Zombie Infiltration]
« Reply #4 on: February 21, 2012, 08:54:06 am »
After a proper 30 minute testing, with the AZ script active, I tested normally on alpha team and following zombies as one of them;

~ Difficulty level seems high at first but timing and strategies can be developed.

- Difficulty would probably be insanely hard without the boosts from a script though.

- Zombies get stuck on the bottom level. They try to fly up to the next level, but only 1/3 make it, they seem to hit a waypoint that tells them to go the wrong way.

- Area near blue flag is very troublesome, and seems survival is based on getting lucky on that part,
+ deals with camping and crowding at blue flag though,
- but is just too hard passing through normally.

+ Jet level is fine.

+ Still not many zombie explosions,
- but insane group attacks are common at bottom level.

+ Good kill rate.

+ Small in size, but still looks okay.

I don't think I want to use this because of Zombies getting stuck at bottom.
« Last Edit: February 21, 2012, 09:09:29 am by Tehbugerz0r »

Offline STM1993

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Re: inf_IntoTheBody [Zombie Infiltration]
« Reply #5 on: February 21, 2012, 09:01:16 am »
Okay, I played together with Tehbug on our own beta AZ server. I mostly agree with Tehbug's feedback.


The yellow area - zombies can get stuck there instead of going to the death pit at red spawn if no one bothers to clear them.

The pink area is a very significant chokepoint. If there is a small zombie group approaching that area, you are pretty much screwed as you will have a difficult time trying to gun down the zombies without a clear line of sight while they descend upon you, and you also run a very heavy risk of being sliced in the back from zombies either spawning at the top or just where the blue flag is. It doesn't help that the polys that indicate zombie spawnpoints at the blue flag area are also anti-bullet.

The blue areas are good safe spots, it allows players to rest and recover there. The 1st blue area though, also lets you shoot at zombies. The 2nd one... not so since your main focus would be the zombies below you, but you won't be able to reach them without jumping off.

The red area - I noticed the zombies will stop there for a few seconds before they jet upwards. At first I thought it was a bug as I did see what Tehbug mentioned in his post(see the arrow), but then I checked again later solo I realized it worked properly. It allowed the zombies to regain the jets to get up properly and in addition also adds a difficult threat of zombies camping below, but it might become a problem if players stay there for too long.

Not so sure on this, but green area is also rather difficult since clusters of zombies may spawn there, making you take a while to clear them while they spawn there again and inhibit your way to the flag, and potential backstab from red area if you did not clear the red area before proceeding.

All in all the map is a challenging map(insane without script boosts) with some luck involved in the spawning(if clusters you're screwed), with at least 1 waypoint problem. Other than that its cool, I quite like it. I hope you'll address our feedback soon, I think this is a potential map for AZ.
« Last Edit: February 21, 2012, 09:15:25 am by STM1993 »

Offline chakapoko maker

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Re: inf_IntoTheBody [Zombie Infiltration]
« Reply #6 on: February 21, 2012, 09:53:20 am »
Thanks allot for the VERY useful feedbacks, it's a good reward.

I have been updating the map with your opinions(Some changes are done without them but I'll fix, also I have already uploaded ver.1.1 on TMS). And I've got a question of a zombie map. Is a camping point needed as taking a rest? When I play on a zombie server I sometimes rest there then charge them. If this kind of easy killing is not necessary I will remove it to set a spawn on the back.
« Last Edit: February 21, 2012, 10:00:34 am by chakapoko maker »

Offline STM1993

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Re: inf_IntoTheBody [Zombie Infiltration]
« Reply #7 on: February 21, 2012, 10:11:58 am »
And I've got a question of a zombie map. Is a camping point needed as taking a rest? When I play on a zombie server I sometimes rest there then charge them. If this kind of easy killing is not necessary I will remove it to set a spawn on the back.
Its better to have a camp spot, even if it doesn't allow you to kill. The idea of a camp spot for any zombie map is to be able to rest, reload and wait for the zombies to pass by before moving on, but it won't take away the challenge if there are sufficient zombie spawns after the camp spot and there will still be a good reason to cap if camping doesn't get you more kills than moving around. In this case, the 2nd blue area doesn't allow you to kill, the 1st blue area allows you to kill but the number of kills you can get there is quite limited since zombies can spawn all over the place.

If the red area is a bit troublesome, then maybe you could make the zombies go all the way to the left and enter a hidden tunnel with a kill poly and add another spawn on the ceiling. That way you can still have zombies at the bottom but not have the trouble of dealing with jumping/jetting zombies.

EDIT:
Just tried out Version 1.1, it feels polished now. 2nd Blue Area now has an ice poly, red area seems a little bit higher and zombies have less delay going up(nice!), red flag now at base while blue flag is deep inside.

Just one more problem:

Red spawn, at the cliff area. By standing at where I am, I can get zombies to be stuck there trying to kill me but can't reach me.

Everything else is great! Nice work!
« Last Edit: February 21, 2012, 10:49:36 am by STM1993 »

Offline chakapoko maker

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #8 on: February 22, 2012, 09:02:54 am »
Update to version 1.2. The major changes can be seen in screenshots/overview.

And I've found some problem of bot that they crouch all the time when player equips with either Ruger or Barret. This can't be fixed by mapping. But it could be okay if the bot was tagetting other player(I can't check it offline).

About waypoints, the point where bots jump/jet makes them turn around while crouching. It gives them rest for recovorying jet fuel and stop the walking speed not to jump over there. Also 1/5 seconds are set as camping there for the same reason.

Any comment is welcome still.

Offline STM1993

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #9 on: February 22, 2012, 09:46:41 am »
And I've found some problem of bot that they crouch all the time when player equips with either Ruger or Barret. This can't be fixed by mapping. But it could be okay if the bot was tagetting other player(I can't check it offline).
That's okay, its a hard-coded feature in Soldat bots. Someone also told us that there is a way around this programming by setting Bot difficulty in the server to normal or lower.

Offline chakapoko maker

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #10 on: February 22, 2012, 10:11:29 am »
And I've found some problem of bot that they crouch all the time when player equips with either Ruger or Barret. This can't be fixed by mapping. But it could be okay if the bot was tagetting other player(I can't check it offline).
That's okay, its a hard-coded feature in Soldat bots. Someone also told us that there is a way around this programming by setting Bot difficulty in the server to normal or lower.
Well, I remember that I've changed bot difficulty as hard. It has been no crouching with setting it as normal. Thanks. :)

Offline Blacksheepboy

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #11 on: February 23, 2012, 12:59:01 pm »
Multitexturing fine; fun with 16 Boogie men-- overall decent length

Offline chakapoko maker

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #12 on: February 24, 2012, 05:18:48 am »
Multitexturing fine; fun with 16 Boogie men-- overall decent length
Length of zombie map is worry. If long they come not constantly. If short player can't go ahead. This could be solved to set blue spawns and dead poly  they die at properly.

Offline Blacksheepboy

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #13 on: April 17, 2012, 06:43:33 pm »
Well, map hosted at !SMF Hosting for testing. Will probably record some video sometime.

Offline chakapoko maker

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #14 on: April 18, 2012, 07:04:52 am »
Well, map hosted at !SMF Hosting for testing. Will probably record some video sometime.
Good :)

Offline Blacksheepboy

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #15 on: April 18, 2012, 01:27:08 pm »
Just me testing the map this time http://youtu.be/Eda4desKA0o
Made it almost to the end

Safepoints were helpful
« Last Edit: April 18, 2012, 01:32:24 pm by Blacksheepboy »

Offline chakapoko maker

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Re: inf_IntoTheBody Ver.1.2 [Zombie Infiltration]
« Reply #16 on: April 20, 2012, 07:43:04 am »
Just me testing the map this time http://youtu.be/Eda4desKA0o
Made it almost to the end

Safepoints were helpful
Sometimes mapper knows how the map is played when other player plays it. You use chainsaw at lower places. I didn't know it works very well against zombie.

I desined zombie map as co-op difficulty. 1vsSoMuch is impossible to play. I usually add 6-8 bots in red at playing zombie map.

Thanks for the video.