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Old 10-14-2009   #31 (permalink)
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I understand that a lot of people are having several concerns with this guide but for what you made it for and intended this guide is excellent. There are a lot, and I mean a LOT, of issues that forgers, including myself, make when trying to make infection maps. Most notably on my mind is the fact that they are usually very one-sided. I am so thankful for you making this guide I believe it will be very helpful to numerous people. Kudos Sarge


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Old 10-14-2009   #32 (permalink)
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Thank You

This is a wonderful guide. I am so sick of playing fat kid and gametypes with unlimited BR ammo with one shot zombies. There are so many maps with almost unlimited ammo and super safe ammories. We need more games that use fear to drive players insted of humans finding zombies. Infection is not a game of who can find the zombie first but rather a game of survival. I have found that games with limited mag ammo and low health zombies works great. Congrats on this post I hope it gets a great deal of traffic.
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Old 10-14-2009   #33 (permalink)
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You just made my day, sir. one of the reasons i became addicted to halo was a good infection game. unfortunataly, ive noticed a steep decline in quality of infection maps and gametypes. I hope this guide helps all of those poor misguided 6 year olds who beleive that fat kid is a gift from god. if some good forgers read this and decide to create a good balanced game, i truly beleive it could save infection. i also agree completely with your statement about forges beauty in challenge (Sig'ed it!). i love trying to figure out how to make a psychotic friends even more insane idea work. i recently made a switch to allow a game where the first person to fling their corpse in the crypt from the skybubble wins. it was some of the most fun i've had in a while. ive got to leave, but im just curious, any info on your map u mentioned?


Quote:
Originaly Posted by: SargeantSarcasm
Forge is beautiful in that it is so inexplicably lacking, forcing problem-solving to be a desirable trait in map-making
My Maps:
Breach - Testing
Unnamed - Planning
Unnamed - Planning
Unnamed - Concept
Unnamed - Early forging
Static - Planning
Rustic - Workin' on it

Last edited by shinanagins; 10-14-2009 at 21:01.
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Old 10-14-2009   #34 (permalink)
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Great post, as it is sure to help novice players and long time forgers alike to create better infection maps. If i ever see a 'n00bish' infection map again, i'll be sure to include a link to this post in the replies.

Roses are red,
Violets are blue,
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Old 10-14-2009   #35 (permalink)
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In my opinion Strategy and Common Sense are more important than map configuration on any day. There'll always be exploitable facets on a map, and there should be if the gameplay is going to be dynamic at all! I think it would be better to encourage smarter players than simply restrict player freedom and force brief less strategic interaction. Infection matchmaking used to be fun precisely for that reason...whether human or zombie you could exploit your strengths to win. Be it humans getting up high and drawing zombies into the open, or zombies staying hidden and drawing humans into close quarters there was a continual give and take between the two sides (again if the players possessed even an ounce of intelligence.) Sadly Bungie has sought to remove this dynamic gameplay because when humans camp zombies run out like morons and get slaughtered and this seems unfair...WRONG! It's not unfair, your strategy sucks...I'm sorry to be blunt, but it's the truth. For some reason, and I can't understand why, everyone wants a 3 minute game so Bungie has basically overpowered zombies and weakened humans to get it over with quick...but honestly I would think this would make humans camp even more right? Not to mention that without a reasonable balance of power gameplay is over so quickly that you barely have time to explore a map let alone enjoy it before you get backsmacked by some jacked up undead. *Sigh*
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Old 10-14-2009   #36 (permalink)
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Hey Sarcasm, great analysis of the infection mode; Its about time the tactical aspect of the Infection mode had coverage. Mind you, to a decent infection map, knowing how the map works is the half of it; the other half requires the ability to build a realistic map (Which you only briefly touched on at the end), since atmosphere is best achieved in a believeable enviroment, achieved by building realistic structures. This is mainly since most people know the layout of realistic buildings, e.g. supermarket, church, subway, therefore by mimicing this architecture it involves the player more. Also, how the mode can then be implemented into those realistic designs is key; you can have a pretty map, but if the gameplay is terrible, whats the point? These maps are easier for people to relate to, and automatically look for places they know to defend, e.g. the tower of the church, a long two ended tunnel in the subway etc. Then the trick is to crush those stereotypes by giving the zombies access to the places where players feel the most safe, and making them find new, unfamiliar places to defend. E.g. Offering the humans a Steeple in a church; human instinct tells them height makes them safe, and an overview of the area gives them an advantage, but, to balance the gameplay, this can be turned on the humans simply by either placing a teleport or mancannon to fire zombies into the tower to make it more dangerous upstairs in the tower, which now comes across as a compact space to defend in instead of an open long area of inside the main church.
I hope this is an area you could focus on more possibly as an extension to your post; to achieve a more realistic zombie game you have to create a more realistic map with it.

Cheers,

T.G.

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Last edited by Twilight GN0ME; 10-14-2009 at 18:35.
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Old 10-14-2009   #37 (permalink)
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Good guide. Even though I already knew pretty much everything in there, it was a good refresher. As Debayter pointed out, that guide part is pretty cool. I never actually thought about infection games like that, but you're right. That elusive third graph really is what they should aspire to be. And it's cool that you mentioned Morrowind for the immersive world part. It's my favourite RPG of all time and really deserves the recognition in that aspect of the game.

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Old 10-14-2009   #38 (permalink)
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sarge:
Kalimah! KALIMAH! KALIMAAAH! In case you didn't catch the reference, some mapmakers literally deify the power-ups, okay maybe they don't worship them, but they tend to build altar-esque structures around these game-changing items, which is fine in most maps, but never in the glorious game of death that is Russian rou-infection. I do love me some roulette though.
end of sarge
and i love me some shoutbox roulette, where the hell did that go?
great guide. i see youve added another thing to your list of accomplishments(spelling?) its just too bad you couldnt of finished this after the hub of the dead contest.
also, i'd like to point out, i still think your update was better than this massive wall-o-text.
on a side note, fat kid anyone?

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Last edited by pinohkio; 10-14-2009 at 18:45.
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Old 10-14-2009   #39 (permalink)
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Great guide. Nothing really exceptional or unusual here, just a well-written collection of common sense. I agree completely, and applaud you for taking the time to put this together.
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Old 10-14-2009   #40 (permalink)
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Well done, I hope this guide inspires more than just better built infection maps, because it makes a statement about the direction that forging has gone, all the maps blend together and have the same general play style and flow. There is more to consider when making a map then just the layout and what weapons go where, and I hope this will help people understand that.


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