After the success upon the release of the Last Day on Foundry, many people have grown to like the gametype known as Judgment. Following the map's release, however, many more Nazi Zombies remakes were released, although none seemed to live up to the gameplay of the Last Day.
So I decided it was time to show people how to really make a Nazi Zombies map in Halo. Then I thought, why not make a map pack around the gametype? So I did.
I've been working on this map pack since July this summer, and so far it's been coming along very nicely. Since I've started I've recruited a team of forgers to design maps to work along with the gametype. By the way, I'm not accepting anymore forgers to help, so sorry if you were interested in helping...
Anyways....
I've been getting a bunch of messages lately asking if I was going to make another Nazi Zombies map. This is the proof that I am.
I'll showcase a different map every week:
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Map Name: Drilling Bay
Canvas: Blackout
Creator: Master Debayter
Players: 8-16
Difficulty: 4/5 (Difficult)
Description: I've been forging on this map for quite a bit of time (those merges on the walkway were hard...). So far, this map appears to be the testers' favorite and amazes most people. Weapons on this map don't all spawn in the beginning, and the random box can't be accessed until around 2 minutes and 30 seconds into the round. Use your ammo wisely, and stay as a group.
Overview
Red Room
Green Room
"Dead End"
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Map Name: The Barracks
Canvas: High Ground
Creator: Ell3ment, Master Debayter
Players: 6-16
Difficulty: 3/5 (Moderate)
Description: Ell3ment did almost all of the work on this map, I just included myself in there because I helped him delete all of the other objects around the map (we didn't use a canvas...) and helped with weapon placment.
This map is unique, because the base was already set up so now it's just inescapable. However, the forging on this map makes it look nothing like the original High Ground base. The entire base is accesible from the beginning, but because you can't even hope to make a random weapon box on a Pre-DLC, all of the weapons are at a delayed respawn. Kudos to Ell3ment for making a Pre-DLC map compatible for the Judgment gametype.
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Map Name: Necronest
Canvas: Rat's Nest
Creator: CaMOfo
Players: 6-16
Difficulty: 5/5 (Insane)
Description: Rat's Nest had a natural geometry that worked well in the construction of this map. However, easier said than done. This map is one of the HARDEST maps in the map pack to survive on, if not the hardest. Your only two major defenses are the shotgun and the ripped-off turret. Good luck getting the turret off without dying, because you have to beat it down with your bare hands to do it.
The swords lead the way...
Connecting tunnel
Side B (you can see the turret in this one)
Windows on Side B
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Map Name: N/A
Canvas: Ghost Town
Creator: Eyeless Sid
Players: 6-16
Difficulty: 3/5 (Moderate)
Description: This map was never officially given a name (the current file name is "Judgement"), so I couldn't pit one in for the preview. Don't let that let you down however, because this is a fun map to play on. Of all of the Judgment maps, this one actually looks run-down and destroyed, mainly because of Ghost Town itself. It also has some uniqueness to it, like the fact that the map is more compact than others and all of the weapons are available from the start and that it's the only map with effects on it. But these things need to be otherwise the map would be unbalanced. After tweaking things up a bit, the map finally reached the moderate diffulty. Did I forget to mention it has a
Random Weapon Box? Well, sorry it's not in any of the pictures... ^^'
Note: The first picture is the only one with effects, because you can't really see the weapons with them on.
Outside overview
Human spawn/back wall (Random Weapon Box is opposite to this wall)
Front windows (4 zombies can come in at once)
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Map Name: Constriction
Canvas: Construct
Creator: MetaWaddleDee
Players: 6-14
Difficulty: 3/5 (Moderate)
Description: Well, this map is the smallest map in the map pack to date. Don't judge it by its size, because this map plays really well. In order to survive, you all need to stick together in the same spot and hold out. Death comes when ammo runs dry, so most of the ammo spawns in the open, vulnerable center. Watch your backs.
Overview
The Dreaded Center Area
Left Side
Right Side
If you go up the lifts, it'll take you to the teleporter at the far left v
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I'll keep these previews updated once a week, so check back on the thread for more updates on the project.