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01-05-2009
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#21 (permalink)
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Member
Join Date: Sep 2008
Location: Dallas
Posts: 457
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Infection that DOESN'T SUCK. There's not enough of it, making this game a rare prize. The gameplay mechanics are ones I've seen attempted in infection, but never used well. I especially like how you used the zombie transportation system well. One thing I recommend (and you may have thought of) is making one teleporter that sends zombies to random receivers so you would probably never have an army of zombies running at you. I know that would definitely hamper some later timed map events, so I see why you did it this way. I really like the many different teleporters though, it reminds of something I heard, no idea where though, Stay on you toes or fall to your knees. I especially like the grindnaut, it reminds me of Grinders from GoW2. Is there a custom powerup for him, because if not, it would take only one shot to the head to kill him. Whatever. This is at the moment becoming my first permanent infection addition to my hard drive.
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01-05-2009
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#22 (permalink)
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I feel like...
Join Date: Jan 2008
Location: Nova Scotia, Canada
Posts: 3,633
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Quote:
Originally Posted by Chas
Infection that DOESN'T SUCK. There's not enough of it, making this game a rare prize. The gameplay mechanics are ones I've seen attempted in infection, but never used well. I especially like how you used the zombie transportation system well. One thing I recommend (and you may have thought of) is making one teleporter that sends zombies to random receivers so you would probably never have an army of zombies running at you. I know that would definitely hamper some later timed map events, so I see why you did it this way. I really like the many different teleporters though, it reminds of something I heard, no idea where though, Stay on you toes or fall to your knees. I especially like the grindnaut, it reminds me of Grinders from GoW2. Is there a custom powerup for him, because if not, it would take only one shot to the head to kill him. Whatever. This is at the moment becoming my first permanent infection addition to my hard drive.
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Thankyou for the great reply, and yes there is a CP that changes his values, the stats are in the drop down settings spoiler in the main post.
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01-05-2009
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#23 (permalink)
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Member
Join Date: Aug 2008
Location: Medicine Hat, AB
Posts: 143
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very original desing and idea, i love the journal and the fact that a machnima will be based around it. also very smooth interlocking. I've always been a warthog fan and am glad you added them in 4.5/5
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01-05-2009
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#24 (permalink)
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Member
Join Date: Mar 2008
Location: Boston, home of a horrible baseball team
Posts: 164
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This would be great for TGIF (is that this Friday?) because I, like many other folks, usually cannot find the right amount of people for a game. That and the fact that I cannot explain games to people because of my lack of a working headset. I like an infection game (with an actual zombie theme) that requires tactics and teamwork to survive. There will (almost) always be a fool who separates from the group. And I especially like an infection game that is more difficult for the humans than the zombies. The map post is brilliant with the stories and fan fiction behind it, and the map itself appears to be wonderfully crafted from the screenshots. I would be thrilled to see this game in the next TGIF so that I can finally experience what all you folks are overjoyed about.
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01-05-2009
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#25 (permalink)
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I feel like...
Join Date: Jan 2008
Location: Nova Scotia, Canada
Posts: 3,633
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Quote:
Originally Posted by Elitemastersam
This would be great for TGIF (is that this Friday?) because I, like many other folks, usually cannot find the right amount of people for a game. That and the fact that I cannot explain games to people because of my lack of a working headset. I like an infection game (with an actual zombie theme) that requires tactics and teamwork to survive. There will (almost) always be a fool who separates from the group. And I especially like an infection game that is more difficult for the humans than the zombies. The map post is brilliant with the stories and fan fiction behind it, and the map itself appears to be wonderfully crafted from the screenshots. I would be thrilled to see this game in the next TGIF so that I can finally experience what all you folks are overjoyed about.
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Vorpal actually played this in his last tgif, but it was a bit laggy. I'm sure he'd play it again, especially if people request it.
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01-05-2009
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#26 (permalink)
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Stealer of trees
Join Date: Mar 2008
Location: Corona,California
Posts: 1,053
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As promised, my review on: Help's on the way, right?
Quote:
::Enjoyment::
This was the best infection game I have ever played. You two have seriously captured the real way an infection game played. After two games of Manifest, I have already completely fallen in love with it. The start really caught my eye. As the dumpster hatch opened, we were all released into the world you created for us. Immediately, we were attacked by multiple zombies. When playing as a human, I was always looking straight up at the rooftops, waiting for someone/something to jump down at me. Many times though I would get a sudden death from a sneaky beaver who assassinated me.
Being a Zombie was even better. At the start, I would watch the entrance, waiting for the group of feeble humans step out into the open. The other zombies would also crouch on the rooftop ledges with me awaiting the humans eminent death. Something I would always do that really got the best of the humans was rushing them then kneeling down avoiding a majority of their bullets while I slashed away at their legs. Being the Grindnaut or whatever, was the best part of all. The awaiting humans at the junkyard would sit there and think that they had the upperhand when all of a sudden off the rooftops, I came brandishing a turret in hand. I would scream in delight as I tore through the humans with my Heavy Machine Gun Turret.
This game is equivalent to Tremors Blast in enjoyability.
::Balance::
Manifest's infection gameplay is very unique. In most cases for infection, Zombies usually have the short end of the stick. Although in Manifest, Zombies and Humans are virtually equal. The Zombies are tough but they can be disposed of quickly with a bullet to the brain. This may seem unfair but then again, headshot weapons were hard to come by until the end. Not to mention how rare they were. With such little headshot weapons, Humans had to really stick together and work as a team to fend off the oncoming waves of Zombies. When the Humans reached the end, the game became a standstill with the Humans usually surviving. That is until the Grindnaut came into play. The Grindnaut really added a unique and surprising twist to gameplay. It was like having a Boss battle with his minions hopping off ledges to claw at his remainding enemys. Gameplay was fair and it maintained its infection gameplay beautifully.
::Aesthetics::
The aesthetics on this map really stood out. Right when the humans spawn, you see one of Manifest's main features: the crashed warthog through the wall. The mangled remains of the wall really stood out to me. Thats when the scene takes an unexpected turn. The warthog explodes and sometimes even flew out of the wall's grasp. It was very similar to a real car bursting through a person's wall.
Another aesthetic peice was the vehicle junkyard. It provided an effective barrier standing between the ending and the middle of the Humans' journeys.
Other than that. Manifest was forged perfectly. Every peice of the wall was set up by guides and interlocked at the exact same distance away from each other. This really stood out to me because it was just so neat.
::Originality::
The overall game stood out to me because it played like an infection/zombie game should. There were no fast but weak zombies, normal but well equipped humans, or the house/mansion the zombies had to invade. Manifest was a true work of art. Its game played almost as if we were playing that old shooter game, House of the Dead. It had strong but killable Zombies, Humans with a reasonable amount of damage resistance and shields, the amazingly built level, a story line, the boss battle, and need I go on? Overall Manifest is a map that deserves a feature, Bungie Faves, and most of all: YOUR DOWLOAD.
Score: 9.8/10
A game that is worth much more than a feature.
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01-05-2009
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#27 (permalink)
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Senior Member
Join Date: Jun 2008
Location: Florida
Posts: 812
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I got a game going on this map today, 10 times. Lol, I'm not kidding. The people in my Halo 3 party liked the game that much.
The beginning spawn is pretty interesting. I like the exploding warthog idea, but it has its flaws. The first is that it damages players who are near it. The second is that sometimes it either pushes out or dissapears, and humans can freely move into the small area behind the hole and camp there.
The rest of the map is pretty straight forward and gameplay is solid throughout. There are some areas along the way that people liked to camp at rather then move on, but they usually died before the end of the round. However, there are two other ways for people to get out of the map. Both ways are for zombies only however. The first way is from the high perch at the end of the map. You simply jump out of the map from there by landing on the fence boxes making the outer wall. The second way out spawns at the last minute mark of the round, when the signs spawn to block the ground level teleporters. After going up the stairs, instead of going through that teleporter and going to the high perch at the end, you can jump across the tops of those signs and make your way out of the map. It was really easy to find but only I knew about it in my party.
Overall, great gameplay and a well made map, other than the flaws I mentioned. I highly recommend that you fix these things, it'll help with the map. I'd have to give this map a 5/5 still and I'll be holding onto this map and gametype for a while.
Quote:
Originally Posted by Devil95
Masterdebayter will never masterbate again!
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01-05-2009
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#28 (permalink)
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Member
Join Date: Aug 2008
Location: Here
Posts: 345
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I really am not one for infection maps, but this map stood out from the rest and is probably why I enjoyed it. I loved how you guys evolved this to something bigger than "just a map", but made it into some sort of mission. Great job guys. Loved playing this one with you guys, especially when xX5w33ny70ddXx kept making me laugh when he was yelling at one of the kids. Definitely a 5/5.
Non-Foundry | Castlanche - - Bungie Favs - Best Non Foundry (Winter 08) | Foundry
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01-05-2009
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#29 (permalink)
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Legendary Member
Join Date: Apr 2008
Location: St. Louis
Posts: 2,566
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Wow this definitly was a fun game to game to test. I didn't relize headshots were the best deal on this map untill like the last round. I just sat there and nailed the zombies with SMGs. Yes this was very fun I really liked how the game was set up and the layout with the teleporters made this game even more fun.
BTW: I thought you were making a video on this, did I miss it on the post somewhere?
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01-05-2009
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#30 (permalink)
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I feel like...
Join Date: Jan 2008
Location: Nova Scotia, Canada
Posts: 3,633
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Quote:
Originally Posted by Phreakie
As promised, my review on: Help's on the way, right?
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Epic, epic review phreakie, thanks a ton
Quote:
Originally Posted by Master Debayter
I got a game going on this map today, 10 times. Lol, I'm not kidding. The people in my Halo 3 party liked the game that much.
The beginning spawn is pretty interesting. I like the exploding warthog idea, but it has its flaws. The first is that it damages players who are near it. The second is that sometimes it either pushes out or dissapears, and humans can freely move into the small area behind the hole and camp there.
The rest of the map is pretty straight forward and gameplay is solid throughout. There are some areas along the way that people liked to camp at rather then move on, but they usually died before the end of the round. However, there are two other ways for people to get out of the map. Both ways are for zombies only however. The first way is from the high perch at the end of the map. You simply jump out of the map from there by landing on the fence boxes making the outer wall. The second way out spawns at the last minute mark of the round, when the signs spawn to block the ground level teleporters. After going up the stairs, instead of going through that teleporter and going to the high perch at the end, you can jump across the tops of those signs and make your way out of the map. It was really easy to find but only I knew about it in my party.
Overall, great gameplay and a well made map, other than the flaws I mentioned. I highly recommend that you fix these things, it'll help with the map. I'd have to give this map a 5/5 still and I'll be holding onto this map and gametype for a while.
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Well see we intended the warthog to damage you some, it's supposed to make the starting more diverse. You never know who, or how much damage will be dealt. When we noticed it flew out, it was originally an issue, but we kinda liked that it again added diversity, so to avoid people "breaking" the map this way, we added that pointless space out there. If you wanna go out there, by all means do so..but you won't accomplish much.
Quote:
Originally Posted by eguitarplaya33
Wow this definitly was a fun game to game to test. I didn't relize headshots were the best deal on this map untill like the last round. I just sat there and nailed the zombies with SMGs. Yes this was very fun I really liked how the game was set up and the layout with the teleporters made this game even more fun.
BTW: I thought you were making a video on this, did I miss it on the post somewhere?
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Videos are on the way. Our voice actors have been hard to gather together and the film footage for gameplay is being edited. Sweeny is an edit whore.
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