Convoy Tunnel
Created by TrueDarkFusion, TheYavimayan, & rusty eagle
Convoy Tunnel is a map that was inspired by the
tunnel chase scene from the zombie movie,
28 Days Later. While Rat's Nest doesn't exactly mimic the exact tunnel from
28 Days Later it's a pretty close match. From the concept we moved into construction where we blocked off the map in order to create a linear tunnel for the soon to be human convoy to pass.
At the start humans spawn by a set of vehicles (1 Scorpion, 1 Gauss Hog, 2 Chain Hogs, 2 Mongooses) in what appears to be a small military base. Unfortunately evacuation orders have been sounded for the human military troops, but before reaching safety they must make their way through a tunnel infested with what has come to be known as the infected. It is up to the humans to beat the odds and make it through the tunnel alive. The humans must work together and cover each other to keep the infected at bay. The tunnel is a very dangerous place for any human to be as many hiding places are available for the infected to hide behind, road blocks are present to hinder any human intrusion into the infected colony, and there are many points from which the humans can be flanked. It is best for the humans to move slowly through the tunnel and is essential to survival to assign different angle for each vehicle to cover in order to avoid being flanked. As the convoy approaches each barricade be sure to check the surrounding area for infected before progressing. In the event that the human convoy or some of the remaining trooper do reach the end of the tunnel (this rarely happens but is possible if team work is used) the humans must hold off the impending swarm of infected until the time limit of 10 minutes is up.
As for the infected at the beginning of each round the infected spawn in the nearby tunnel. It is up to the infected to set a series of ambushes to dismantle the convoy and infect its human members that are traveling along side it. The infected move swiftly and it is up to them to use their wit in order to successfully remove the human infestation from their tunnels. In addition to their swift speed the infected have been granted the use of maintenance tunnels that run along side the main tunnel. The maintenance tunnels are a fast and efficient way for the infected to get ahead of the convoy in order to set the next trap for the human maggots. As the infected remember while you may be swift you still cannot out run a vehicle so you make use of your surroundings to surprise the enemy.
Along the path of the convoy there is a series of roadblocks that are meant to provide ambush points for the infected to hide behind so they can spring on the humans once they approach. Successful ambushes can be setup as the humans have indicators over their heads in order for the infected to properly lay traps. If the humans near the end of the tunnel they will encounter a container with shield doors on either side, which serves two purposes. The first purpose is to make the humans leave their vehicles and remove the roadblock by hand by shooting the fusion cores behind it, and the second purpose is to stop the tank from progressing further. If the tank was able to reach the end of the tunnel there would be a whole new series of balance issues.
Originally there was a small problem where the humans would attempt to camp at the beginning of the tunnel or in the spawn which would void the original purpose of the game so we implemented a few changes. Now after 1 minute into the game a series of shield doors spawn in the starting area in order to prevent vehicles from returning to the start. Also intermittently a series of fusion cores spawn and decimate everything in the original human spawn in order to stop campers in their tracks so to say. At this point a teleporter located in the human spawn opens which can be entered from a teleporter under the first staircase. This acts as a solution to any camping that can be done at the beginning of the tunnel. This teleporter exposes the rear flank of the convoy and forces the convoy to keep moving as well as covering all angles and encouraging team work. Note that rounds do tend to move fast and zombies usually do win unless the humans use team work at which point they can reach the end of the tunnel and hold out. At the end of the tunnel there is a custom power up that gives the infected a small damage resistance boost and immunity to head shots in order to even the odds against a warthog turret that is positioned in the bottle neck.
See, Shock Theta isn't the only one who can write a long map description. ;)