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)