Thread: Foundry Help's on the way, right?
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Old 01-05-2009   #1 (permalink)
chrstphrbrnnn
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Help's on the way, right?

chrstphrbrnnn & xX5w33ny70ddXx present a
Holy
BarberCreation

Manifest

Winner of Best Infection, a Former Bungie Favorite with over 100, 000 downloads. Thank you to all our supporters, we love you guys :)

DOWNLOAD MAP
DOWNLOAD GAMETYPE















History of "Help's on the way, right?"

Several months ago, Sweeny saw a contest here on Forgehub, where Forgers were to create an infection gametype and map. Sweeny hated infection, since it was never done right. Either humans would mow down zombies, or zombies would annihilate humans. Then chrst joined in, who also despised infection, and together they created what was then named Halloween, but would later go by names like "the down low" to now being known as "the way, right?" Sweeny forged the map, and chrst invented core game mechanics, and came up with layout plans. All was going great. However, disaster struck, and the budget glitch locked up on our friends nearing completion. In order to fix the budget, nearly the entire map would have to be deleted, and in a fit of frustration, Sweeny left Halo 3. Over the course of a month, Halloween never saw the load screen, until mid November, when chrst brought up the epic mapzor, and Sweeny decided to set work once again. Starting from scratch, Sweeny duplicated the map exactly, with better forging and dimensions, but nearly indiscernible from it's original state. Though changes were made, changes for the better, and after several weeks of creation and procrastination it was complete. Weeks of testing passed, in which "Incarnate on the Pilot Episode" either won the hearts of it's players with boasting aesthetics and innovative gameplay, or upset the 12 year-olds who realized that they could no longer camp, and a single shot from a shotgun wasn't going to kill a zombie. Even more time passed, as Sweeny struggled to create the pages of Joel Owens journal, and chrst nagged him to get his capture card working for the video. After months, it is finally posted.

The Goal of the Game
Humans go from point A to point B, kill the boss zombie, and survive the round. While there is no scoring, and no go-to waypoints, players need to look at this as a campaign mission, where in order to advance to the next level, you have to beat this one. Keep in mind, play the game how it is meant to be, and it will be fun. If not, then you will be bored. There is no scoring, instead players are encouraged to go to the post game stats, and compare their stats, such as headshots, total kills, and deaths.
How it Works (in Depth)
Supports 8-16 players, 10-14 Recommended.
Humans start in an enclosed room, in which they are trapped for 20 seconds. After that time has elapsed, a dumpster door opens up. Humans have to be careful, however, for zombies are waiting just outside. They then follow a fairly linear course, acquiring weapons and ammo on the way. Eventually, the will reach a weapon armory, and a fence which has more weapons on the other side. Do not fret, you cannot pass until 1:30 into the game, during which a warthog falls and a dumpster spawns creating a ramp. Humans have 30 seconds to set up, before the wall to a rooftop is blown, redirecting zombies and announcing the arrival of the "Grindnaut". Humans then have to defeat the Grindnaut, and survive out the round.

Settings:





You have to play this with the "Help's" gametype on the "the way, right?" map. If correct, it says "Help's on the way, right?" Map and gametype can be downloaded at the bottom of this post.


Tactics
Unlike many infection games, this one relies heavily upon the use of tactics, for both humans and zombies. By effectively utilizing these, you may ensure your team victory. However, keep in mind, that the key to tactics, is teamwork.

Human Tactics:
  • Don't be shy, talk with people. Move as a team, slowly but steadily. Have people look in front, behind, and up.
  • Have shotgun and SMG users in front. Their weapons can quickly take zombies out at close range. Pistols, BR's, and Snipers should remain in the middle, prevent zombies from getting up close. Have other headshot capable users watch the back as well, since you want to get the zombies before they get your teammates in the back.
  • Watch those assassinations. They are what primarily kills you.
  • Set up before the main zombie comes. Keep low, and do not make your presense known to him until you are ready to pull of a good shot.
  • Use Firebombs against the boss zombie, and the rocket launcher. They are the most effective.

Zombie Tactics:

  • Just because you're dead, doesn't mean you can't talk. Let your teammates know where humans are, so they can effectively use the tele system.
  • Number off the teleporters from left to right, 1-5 (additional 6th up the delayed spawned stairs), to quickly name off where to go.
  • On the road before the bar, melee the flipped warthog to move it over to the alley exit. This blocks delays the humans, since they will have to flip the hog, and possibly still jump over it. This gives you the edge your team may need to back the humans into a corner.

  • Jump and strafe. This will increase human difficulty in getting those head shots.
  • Look for the assassination. That is the easiest kill, and do not hesitate to go for it.
  • Melee is faster than lunge, so up close you might want to go with what's fastest.
Additional Screens


Epic, no?


From above


Auto Shop


Here they come

Watch your back


Run for your life

Into the bar


Go! I'll hold them off.



We'll make it through


A side store on the street, full of goodies


Cover is your friend


We're all gonna die, aren't we?

Comments from the Creators
Q: How did this all start?
S(Sweeny): I got this idea from Dead Space, don't ask how, I don't even know.
C(Chrst): Months and months ago I watched the RE movies with my girlfriend. I started thinking about what zombies were to me and what made them suck in Halo 3. I realized I wanted a set path, headshot zombies with strong bodies and a healthbar.

Q: Going into this, what did you want to achieve?
S: I wanted to do infection, right. I wanted to create a campaign level of a video game, where you go from point A to point B, and fight a boss at the end.
C: I wanted to create a craze that people would love. I wanted to have people look at infection and say this is what infection should be.

Q: This greatly resembles Left 4 Dead, did you draw inspiration from the game?
S: Haha, obvious isn't it? Actually, no. I didn't even know what Left 4 Dead was at the time. Kinda funny though, the moment we played the demo for the game we realized that we had accidentally created it.
C: The idea was set and mostly constructed before any details of L4D were released. When Sweeny started forging he didn't even know what is was. I pointed it out to him, but still all I really knew was a picture. lol.

Q: What is your favorite thing about this map?
S: The feel, I think that's the best way to summarize it. You have zombies falling through holes, jumping off buildings, climbing fences, as you run to survive, it's just epic. Besides that, I like the boss. It is either really hard, or really easy, it all comes down to how you work as a team.
C:I love how well me and Sweeny worked on this. The way I pictured everything was exactly how he built it. The reason I didn't need to forge anything is because Sweeny is ultimately better and cleaner, yet he perfectly constructed my ideas and we were always on the same train of thought.

Q: What advice do you give players?
S: Teamwork and communication. Assassinations are what kill you, and you need to communicate in order to prevent that.
C: Don't camp. Look up. Watch your back. Get to the end. Grab a BR.

Q: Is there another on the way?
S: Maybeh
C: Lol...^ but yeah this is only the first "episode". Trust me, I've got some wicked plot twists coming up. A cookie to someone who figures it out before the final episode.

Q: What can we expect in the future?
S: Hmm, I apparently already said too much, so I I don't want to say much more, but I will say that while making this, we had many, many ideas. We withheld true potential for future maps, so each time we outdo ourselves. However, I do boast that I have many more boss ideas up my sleeve, and not just your typical "shoot until dead" kind either.
C: We've been planning some interesting things. As Sweeny said, we've withheld some things. I've got a couple epic gameplay improvements, a general larger scope, maps other than foundry and definitely a lot more story.

Fan Fiction


**Manifest is the overall series, while help's on the way, right? is the first episode, the prologue of this series.**
Download Map
Download Gametype
Download Gametype with Scoring
(Big thanks to Vorpal Saint for the scoring system)

Last edited by chrstphrbrnnn; 03-20-2009 at 03:49 PM.
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