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View Poll Results: Map Quality
Bad 1 2.86%
Mediocre 0 0%
Average 3 8.57%
Good 3 8.57%
Great 28 80.00%
Voters: 35. You may not vote on this poll

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Old 01-16-2009   #1 (permalink)
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Gateways


Gateways
Infection based map with multiple chambers, in which each chamber becomes progressively harder to survive.

Map Variant
Game Variant
(NOTE: Must play with eight or more players)


Map Overview
Within each chamber there will be gates that become activated at certain intervals (they will raise upon touching). The two raised gates will allow zombies in, which the humans must fight off. After some time a central gate will activate (marked by the custom powerup above the door) which will allow the humans to progress through to the next chamber. If the humans fail to progress they will become trapped and thus doomed to run out of ammo and die.


Zombie Hub Room



Within this area, which is the zombie spawn, every chamber can be accessed. The doors will light up according to whether the gates are activated or not. A blue-lighted door is the furthest chamber where the gates are active. A purple-lighted door is an old chamber but the gates are still active. An unlighted door is a chamber where the gates are inactive. The hub room can be accessed from any chamber by procceding back to the room you arrived in the chamber. If you can't reach these rooms there will be platforms that spawn after the chamber closes off.
After 45 seconds an active camo will spawn in the zombie hub room, use it wisely.



Active Camo Spawn


Gate Times:
1st Chamber: 10 sec
2nd Chamber: 45 sec
3rd Chamber: 120 sec
4th Chamber: 180 sec
(NOTE: The 4th chamber can only be accesed through the central gate in the third chamber)


Chamber 1



The first chamber is by far the easiest due to its openess and single direction of zombie attacks. However, there is very minimal ammo.

Weapons - 1 BR:0 ; 1 Shotgun:0 ; 2 Magnums:0; 2 Frag Grenades

Gate Time - 30 sec
(NOTE: Make sure you progress the instant the central gate activates.)

The Central Gate (custom power up marks when the gate is active)


Zombie Gate



Chamber 2



The second chamber is a close-knit hallway where the zombies drop from each side of the ceiling. There is a little more ammo then the previous chamber here.

Weapons - 1 BR:1 ; 1 Shotgun:1 ; 2 Firebombs ; 1 Tripmine

Gate Time - 60 sec (upon entering chamber)

The Central Gate


Zombie Gate



Chamber 3


The third chamber is a little more open then the second, however, there is a bridge spanning the area providing both height and cover for the zombies. There is a substantial amount of ammo in this chamber.

Weapons - 1 BR:2 ; 1 Shotgun:2 ; 1 AR:2 ; 1 Sniper:1 ; 2 Firebombs ; 2
Frag Grenades ; 1 Medkit (Custom Power Up)

Gate Time - 90 sec (upon entering chamber)

The Central Gate


Zombie Gate



Chamber 4



The fourth and final chamber is the chamber where the tides turn in favor of the humans. If you can make it here you've all but won. There is a large cache of ammo as well as only a single direction to cover. If you are a zombie you do not want the humans reaching this chamber.

Weapons - 1 BR:2 ; 1 Shotgun:2 ; 1 Sniper:2 ; 1 Rocket Launcher:2 ; 1 Machine Gun Turret ; 2 Magnums:0 (Magnums have 20 sec respawn) ; 1 Tripmine ; 1 Firebomb ; 2 Frag Grenades
(NOTE: The turret is facing backwards so you need to rip it off if you want to use it)

Down the Chamber


Entrance



Extra Pics

Second Chamber Zombie Gate


Medkit Location


Active Camo in Use


Watch Your Backs


The Fool Who Didn't Make It



Side Notes

General Game Settings
Round Time - 5 min
Rounds - 5
Zombies at Start - 50%

Weapon Format
Each weapon is set to never respawn, unless otherwise stated. (# Weapon Name:Extra Clips)

Damage/Resistance Setup
Zombies
One Headshot kills; No shields

Humans
3 hits kill (the hits do not need to be consecutive); Normal Shields, 0% Recharge

Respawn Settings
The zombies have team spawn set for every five seconds (which means they spawn in groups)
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Old 01-16-2009   #2 (permalink)
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From what I can see this looks great. I'll rate on gameplay after I play it. Queened.
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Old 01-16-2009   #3 (permalink)
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Wait to see a new one from you Sarge. This most definitely looks interesting, the idea of the 'survive the zombie onslaught' deal has seen its days but this looks not only pleasing to the eyes but promises its share of games. I must make it a priority to go through and rid my HD of some shit this weekend, to make room, or I'd otherwise miss out on such maps like so. I'm gonna DL and let you know how it plays.

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Old 01-17-2009   #4 (permalink)
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wow. from the pics, i can see that this is a fantastic zombie map. ill say more after my dl but it looks amazing and very on the eyes. especially the last chamber. very nice. the chamber idea is innovative as well. i rlly dont have any tips right now. ill dl and get back to u. nice job
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Old 01-17-2009   #5 (permalink)
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Judging from the numerous pictures you uploaded, the gameplay on this map will be feneminal (however u spell it), not only that the map looks extremely well forged. In short this map looks like the offspring of alot of hard work, patience and skill. Good job keep it up 5/5

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Old 01-17-2009   #6 (permalink)
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This map is incredible Sarge. When I first started it up, I was mad because I couldn't get through the door, then, while I was futilely meleeing the dumpster, I saw the other dumpsters. Curiosity took hold of me, and I ran over and I soon as I touched one it flew up! (BTW how do you do that?!) I went back to the main dumpster, it flew up, and was met with a door. At first I thought it was a tele door, but I was proven wrong by reading your post. New round for me... Anyway, I forged through the rest of the map and saw that it was brilliant. I've always wanted to do something like this, but now I'm glad I didn't, because you did it so much better than I could've. The interlocking and sheer genius of structure in the map is amazing, and the thing that really stands out to me is the way you interlocked fence walls. (For some odd reason...) The system for the map is also pure epic winsauce.

(Just to let you know, sometimes it's hard for me to write my long reviews, but with this one, I could've done a lot more.)

Gt = Amer1can f0od

My Maps:
Collaborative maps: (Maps made with other people)

I'm good for forging with someone else, so if you want a forging partner then hit me up.
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Old 01-17-2009   #7 (permalink)
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this map is original and well forged and that's why I have downloaded it, nice job and good luck for future maps. Really nice job on the tunnel
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Old 01-17-2009   #8 (permalink)
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This map is sheer genius. It looks so fun to play, and I rarely play infection. This is a map that really makes you think before you act, and work as a team. Great job! 10/10.

My Maps:
Output v2 - Courtyard - Found-ry Final - Porq v2

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Old 01-17-2009   #9 (permalink)
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This is a cool map. There is an aspect of balance and fun. One tip would be to fix the purple power-up because right now it is a red and blue power-up. If you want it entirely purple, put a weapon holder down, and put the power-ups in. I love all the different shapes so keep it up.

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Old 01-17-2009   #10 (permalink)
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Dear God, this is fantastic.

I never usually comment or play on the conventional infection games due to their, well low quality but I was dumbstruck when I saw this. What has suprised me about this map is that it has used a fairly normal concept but built on it with an unconvenional twist.

I'll start off with the chambers.
The geometry you'ved created within each chamber is definately unique. Not only do they change shape when you progress further into the game, but the weapons set change with them. With the cover you've created for both humans and zombies, it's made the game fair, even considering how the game gets harder for zombies as time passes. How you've done that is something else. Can I just say that the final product for chamber 4 looks fantastic.

I've seen quite a few switches implemented into gameplay before, but not in the abundance that you've used it in. This isn't a bad thing, it's a great thing. What you've done is have the whole game rely on these switches, which I've never seen done so well in a map before. The beauty of them is that the are incredibly simple, yet work incredibly well.

What makes your map great is that it has a twist to it. Instead of it getting harder for the humans, it gets easier. Team Spawn is also a brilliant addition, it makes it that little bit more tactical. What I like about your weapon set is that they aren't overpowered. You've got just the right mixture of long, short-range, and power weapons per chamber. My guess is that if you don't work well in chamber 1, someone will get punished. This game relys on teamwork too, not some crazy FFA chicken hunt.

This is truely the best infection map I've ever seen on foundry.
Post layout: perfect. Pictures: perfect
You deserve a pat on the back.
5/5 from me and I'm actually submitting this map for a feature.



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