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Old 10-19-2009   #51 (permalink)
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This was not written for the contest proper. It was written for the sake of instructing people on the mindset behind making maps, however I decided to actually finish it in time for the contest, since well, it was good timing.

As such, I didn't have time to go over gametype basics and thus had to focus solely on mapmaking and emphasizing key ideals. For the record, I absolutely loathe Save One Bullet.

As for keeping people together, its really a matter of making it unbearable for humans to solo it. So, sans weapons, the first thing that comes to mind is ramping up the zombie's traits to make them harder to kill on a solo-basis. In terms of the map itself, more routes? Its hard to give advice without specific knowledge of the map.

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Old 10-19-2009   #52 (permalink)
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[quote]
Quote:
Originally Posted by SargeantSarcasm View Post
This was not written for the contest proper. It was written for the sake of instructing people on the mindset behind making maps, however I decided to actually finish it in time for the contest, since well, it was good timing.

As such, I didn't have time to go over gametype basics and thus had to focus solely on mapmaking and emphasizing key ideals. For the record, I absolutely loathe Save One Bullet.
Ahh I see, sorry for the error. I'm working on Ghost town. As well sorry for connecting the Article of yours with the contest. I think they go hand in hand, and if keep separate from one another it should be fine to read the to topics fine. It is on my fileshare as well a topic in map section on GoO if you want to dig deeper. I'm just stuck with Save One bullet at the moment and it bothering me when players are becoming picked off by the small waves of zombies. I'm at an hands down battle with what to do.

But, again wonderful article... what if I asked you about the party size on Matchmaking for living dead why isn't it larger? I think it runs at a party size or 8-10 wouldn't be better to slide from 10-16?


As for keeping people together, its really a matter of making it unbearable for humans to solo it. So, sans weapons, the first thing that comes to mind is ramping up the zombie's traits to make them harder to kill on a solo-basis. In terms of the map itself, more routes? Its hard to give advice without specific knowledge of the map.
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Old 10-19-2009   #53 (permalink)
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Great write up, defiantly an interesting read. I never thought any talented forger would recommend armories, but I do see there purpose and might use them in the future. Unfortunatly for me, all my IRL friends absolutly love fat kid maps and play them in all our customs FML



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Old 10-21-2009   #54 (permalink)
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I like this. and it inspired me to do a zombie game based in a millitary base!

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Old 10-28-2009   #55 (permalink)
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Very good post, thanks!

I enjoyed reading this post, it made me re-think a few of my games.


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Old 11-22-2009   #56 (permalink)
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I loved this guide! I think there needs to be some more forging 201 guides because this one was so great :)

Maps:
Unnamed VIP/Infection map [67%, building]
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Old 11-22-2009   #57 (permalink)
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Thanks very much for this helpful, informative guide. I needed some inspiration and tips for a Foundry infection map I am in the process of making and that's what I got. Again, thank you.
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Old 11-23-2009   #58 (permalink)
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It was interesting to see this pop-up in the 201 section.

I had wondered what would qualify as the next step in forgery.

201 seems to focus less on forging itself and more on the strategy behind developing something that creates euphoria for the brain.

Its like learning proper grammar then learning how to write an analytical essay.

That aside, this guide was very helpful. Some of it was common sense, but it did address many issues I do see in infection (or at least serious infection).

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Old 11-23-2009   #59 (permalink)
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Nice infection guide. It didn't take that long to read surprisingly.
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Old 11-30-2009   #60 (permalink)
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i really needed this guide. in school i came up for the idea of an infection map on sandbox that takes place during the start of a zombiepocalypse. you spawn in a train station themed map where an outbreak of a mind controlling flood sort of virus was unleashed on humanity. the train station was evacuated by the military and was then locked down. Only one problem. Not everyone made it out... you spawn looking at a hall with some stairs, and after about a second (spawn at start no, instant respawn on) the bottoms of scaffolding spawns so you cant go in the hall. you and a few others are stuck in a chaotic train station with zombies.

thats as far as i got. i was thinking about making some crashed trains with a few weapons inside that where intended for use of the conductor in case of any violence on the train. and maybe a kiosk of some sort near the hall with a magnum. the main focus of this map is to instill fear in the players, similar to the fear most people get when they play on the "veruckt" in Nazi Zombies in CoD WaW

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