Fission Mailed
Created by ST RIOT
Fission Mailed (Infected)
Supported Gametypes:
Infection Only - When I am less tired I will make a version with the spawns changed and objective items placed.
Map Description
The issue of the questionable stability of the Hamasaki 7 Fission Reactor has long been mired in red tape. Well, no longer will the shaky reactor cause power surges in our factories and headaches in our engineers. Deemed too unstable for repair, a team has been sent in to manually activate the self destruct sequence. The engineers are lazy, you see. Also, they forgot the password for the remote detonation link.
Oh and for some reason there are a whole bunch of zombies in there.
/backstory
Fission Mailed is a two stage map based around a nuclear reactor. The lower level is the fuel cell array, and each of the four cells is in critical danger of meltdown. The upper level is a series of catwalks attached to the central core. The big red self destruct override button is shining nice and bright at the end of a shielded corridor.
The humans start in two teams at the bottom (after fast roping in from the ceiling to give a quick preview of the map), and the zombies pour in from tubes in the ceiling. The lower level is initially isolated, which must be defended until the automatically controlled access ramps fully extend in three places, allowing access to the upper catwalks. The humans must then find a way to breach the defenses of the core and activate the carbonated self-destruct pop-top tab. Will it be mission success or mission failed?
UPDATE: After activating the self destruct, the emergency teleporter grid will come online. The teleporter in the bottom middle of the map will become valid, allowing anyone in the reactor chamber to escape to safety. This is essentially the doorway to victory for the humans. On the surface, there is a conveniently placed blockade complete with MG turret, which is by far the easiest position to defend while they wait for evac. Once the humans make it this far into the game, the zombies have little chance of winning. However, with enough coordination and enough time on the clock, the zombies will still have a chance at overrunning the small blockade
Hopefully this should encourage a much more focused approach to how both sides play the game, as the humans work to access the core and then escape and the zombies try to halt their progress.
The fuel cells reaching critical mass:
This floor is pretty basic, clearly suffering when funding for the project ran dry. The two side teleporters/ramps lead to the upper catwalks, while the central teleporter/ramp leads to the center walkway. Too bad you can't see them in this picture, but one would be visible just outside of the bottom left corner.
The core and upper catwalks:
This section is pretty plain too actually. What do you expect, nuclear reactors are friggin expensive! Still, each part serves its purpose. Up top is one of the corresponding side teleporters I mentioned. In a stroke of genius, the reactor engineers placed the fuel cells directly below where hapless scientists are most likely to fall off the upper catwalks.
Waiting for the center ramp to fully extend:
Each of the three ramps operates in two stages. Due to the destabilized state of the system, the performance is greatly hampered. The ramps will deploy halfway after 30 seconds, and fully extend after one minute.
The core:
Two layers of defense stand between you and the shiny button. Well actually, in this picture, I already breached said defenses, allowing me to finally get to the fun stuff....
The button:
There is a label that says PLEASE DO NOT TOUCH. But you are probably not going to read it anyway.
I know I didnt:
Activating the self destruct will cause fusion coils to fall for the rest of the round. They may be fairly easily avoided on their own, but when you have zombies chasing you...
This is a gimmick map designed to encourage the players to actually accomplish a 'mission'. I submit it as infection because A) Hub of the Dead is due today and I have made three previous maps for it and abandoned each of them, B) the nature of the self destruct does not really lend itself to serious gameplay, and C) I ran out of money for weapons. I guess Save One Bullet has some advantages. Too bad you cant use grav lifts in SOB, because you could use them to effectively re-seal the core shields once you are inside!
Originally the core was supposed to be narrower and each of the four grav lifts was supposed to be destroyed to gain full access, but I accidentally made it too big to be covered by one grav lift alone. It looked too nice to redo so I just made this version.
What I think will be really cool is the multi-bomb assault version of this map, which I will adjust later this week. The bombs will spawn at the bottom of the map and everything will function the same (there just wont be tubes on top for zombies to fall out of, allowing weapons to be placed). The twist is that each team will be trying to bomb the same point: The central core, right under the button. Will this work? I am not really sure, but it sounds cool. In some way or another the defenses will be breached, but then each team will be fighting to get in there. This will probably not be too hard, unless the bomb reset time is very low and the arm timer is pretty high. The arming team will also get to activate the self destruct from the safety of the core, leaving the opposing team under a shower of coils while the arming team rides the bomb to hell behind two layers of shield doors...which is pretty unbalanced. Oh well.
Anyway that was a lot of reading. If you actually read it I hope you are interested in this map, and I hope it has not been done before. I plan to remake it on a smaller scale, focusing on making the breaching of the core a more daunting task with bigger rewards. This map was the most fun to make for me so far, and as always I appreciate comments.
Thanks!
ST
Fission Mailed (Infected)