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Old 09-15-2008   #1 (permalink)
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Exclamation Storm's guide to creating an Infection game. UPDATE-I


Storm (Editor's) Note:
Spoiler:

Storm's guide to creating an Infection game

Since the implementation of infection as an official gametype in Halo3, zombies has slowly been loosing its shine, eventually culminating in people playing it with humans inside an impenetrable fortress of doom, and zombies pissing their pants and quitting out before the voice over has a chance to say ‘infection’. The reason for this is undoubtedly because of the ability to heavily alter gametypes, and because of forge. Back in the day, zombies used to be played on one or two stock maps (for me Foundation and Headlong) with zombies and humans having the same strength and gravity, and weapons of comparable power. Nowadays the most popular mode of infection appears to be the dreaded game of ‘zombies on sandtrap’ with humans starting next to a plethora of weapons and vehicles which are altogether unneeded considering humans have instant kill weapons (or close enough to) – Its okay though everybody, zombies are super fast which makes it fair! Right every body?
Spoiler:

This guide is designed to help people create infection games that are at the very least bearable for both humans and zombies.


When zombies was first created during Halo2, people played it for one reason. They enjoyed it – they played it because it was fun. Somehow a multitude of people have misinterpreted this in the transition from Halo2 to Halo3, thinking instead that infection is designed for the enjoyment of the humans only. No. To keep zombies enjoyable, you have to keep three things in mind.
  • Enjoyment – Zombies must be enjoyable for all players. Naturally, people are going to prefer being humans, but once infected, the fun needs to keep going, even if its only because they are working together with their team.
  • Cooperation – Working together with your team should not be an optional tactic. It should be practically forced down the throat of a player, whether its cooperating to cover all the entries into your fortress, or cooperating to coordinate the zombies running into said entries at the same time.
  • Balance – Balance is a must. If you create a game that is balanced, players will be compelled to cooperate with each other to try gain and upper hand. Balance also makes the game fun for both sides as the game is more challenging.

Now let’s examine each segment individually.
  • Balance
Now although the map itself is important it’s not the part of the game which creates balance (okay that’s not quite true - more on that later). Balance isn’t in the map, it’s in the gametype. If you can fairly match the gametype to the map, then regardless of how much your map might seem to favour the humans, it will retain balance. If humans spawn in a room with rockets, you should spawn the zombies with better shields. If humans spawn with lots of accurate guns, you should give the zombies super speed. If humans spawn with instant kill and warthogs and the map is sandtrap, the zombies should spawn with speed, rockets and/or brute-shots and possibly even poor-camo (Real game - called Sand Storm. I created this, and it actually makes a really intense game =P).

Rules for gametypes.
  1. No unlimited ammo for humans.
  2. No really, no unlimited ammo for humans EVAR.
    Never have unlimited ammo. You might be thinking "but storm, what if I have a game that has zombies so powerful that its okay"? My response is that there is no reason to have a zombies like that, so there's really no need for it. Go ahead and do it anyway if you don't believe me. I've seen it work well once.
  3. Zombies can have infinite ammo.
    For zombies (assuming they have a sword), its okay to have unlimited ammo, though usually they don't live long enough. If you have an alpha zombie (or any zombie) with a gravity hammer, unlimited ammo might not be a good idea, but I'll leave it up to you.
  4. Round Time Limit/Three rounds minimum.
    Make a round time limit, and give your game a few rounds. It stops a game from being too drawn out if the zombies cant get anyone. Having more than one round ensures that people always get a chance at being a human.
  5. Alpha Zombies makes balance.
    A good gametype to base games around is Alpha Zombie. Having a stronger zombie to start off can stop a game from being to impossible for the first zombie. It can be as simple as making the Alpha immune to headshots, or more complicated like giving him a gravity hammer.
  6. Resist overpowering last man standing.
    It is way to tempting to overpower the last man alive. I recommend simply making him slightly faster (as fast as zombie max) and giving him a slight damage boost. Remember - no unlimited ammo, and don't make him invulnerable. Zombies don't like having to assassinate the last man.
Now I know I just said that balance isn’t in the map, that it’s in the gametype, but that is by no means always true. There are some rules that you should abide by when creating a base for a map.
Rules for Maps.
  1. No in base armories.
    I can't stress this enough. Armories inside a base are a no go. You can have one in a spot that is so open that defending it would be impossible. This can be a spot just outside the base, or in the human spawn, as long as it is only assessable for a short period of time (before the zombies can get there and eat your brains).
  2. No corridors of death.
    This is a game breaker. Its that damn skinny, coverless corridor with a turret at one end and the zombies at the other. Just no.
  3. Never have a fortress of doom.
    This is very symilar to number 2, and goes hand in hand with number 4, but still needs its own section. If you are going to create a fortress, don't have one approach to it, which is easy to defend. Infection is supposed to be difficult and nerve wracking.
  4. Always have two entrances.
    When building a base, fortress, whatever - always have more than one entrance. This forces people to cooperate, and makes for a better game. Exceptions to this are maps with tiny one room bases (for instance >resisting plugging own map< or Township by Something.
  5. Make dangerous spawns.
    Essentially, make the humans spawn in a spot where they are undefended, so they have to rush inside before a zombie can get them. This makes it possible for a clever zombie to gain some quick teammates, and makes a more intense start to the game - just don't make the humans spawn too close to the zombie; you want them scared, not dead.
  6. Have more than one base.
    This is more of a recommendation really. Just like in
    >resisting plugging own map< or Township - maps with multiple bases to hide in make it slightly more tactical, and at the same time more fun for the zombies if attacking one base gets too tiresome. Just don't have it so zombies can be shot from more than one base at once - no body likes to be caught in crossfire.
  7. Avoid vehicles on open maps.
    Vehicles, even something like a mongoose, although great for aesthetics, can ruin a game if its on a map such as Valhalla, sandtrap, standoff etc.
  8. No Flying vehicles.
    Absolutely no flying vehicles on any map. Zombies usually have mele weapons, and will never be able to take out a flying vehicle with them, unless the pilot is a complete retard. Also, giving zombies unlimited grenades does not balance flying vehicles.
  9. Avoid vehicles on sandtrap.
    This relates to number 7, but so many people try this it needs its own spot. Seriously, don't do it unless you are absolutely sure that its going to work. Zombies on sandtrap can actually be quite fun and epic, but vehicles ruin it unless you are trying to make a version of Sand Storm you dirty theif =P.

  • Cooperation.
Cooperation was the lifeblood of zombies in Halo2, but somehow there is no life in infection in Halo3, its just a dead, rotting, sodomized corpse, there isn't even enough life to say living dead. Cooperation is what makes a crap infection game good, or a good one great, or a great one a featured map.

There are a few ways to encourage cooperation.

Human cooperation
  • Have more than one entrance into a human base.
    This encourages people to take charge and divide their forces to watch each entry.
  • Have humans start with little ammo.
    This will force them to work together to conserve weapons. You could also have everyone spawn with a crap gun, a mauler say, but have weapons scattered so people have to go collect them (this is an example of when its okay to have an Amory - as long as its off base and people have to go get guns, its fine)
  • Have objectives.
    Have jobs for humans to do to seal off their base - teleporter entries for instance (see I am Legend: Revisited by Time Glitch).
  • Weak turrets.
    Give turrets a weak spot, for instance, if a zombie comes at it from the right direction it cant be shot with the turret, this encourages people to act as a spotter for the turret, and mop up any the turret misses.
Zombie cooperation
  • Alpha Zombie.
    Having an Alpha Zombie is a great way to get zombies to cooperate. Zombies will actually listen to an Alphas plan most of the time. If they work to help the Alpha they have a better chance of ending the round quicker.
  • Multiple entries.
    This encourages zombies to work at different techniques, to communicate which entry is weaker, and which is stronger.
  • Multiple bases.
    This encourages zombies to work at different techniques, and to communicate which base is weaker, and which is stronger.
    They might decide to leave a base till later when they have more people whom on their side.
There are lots of ways to encourage cooperation. Try having people spawn with random weapons, and people have to support people with stronger guns. Go nuts.
  • Enjoyment.
Ideally, you have followed the rest of the rules above and have made a game which plays pretty well. Now its time to throw all that out the window. Until you have a balanced map in which people have to cooperate, and a gametype to go with it, you can't really work on the enjoyment. You have been working on it the entire time by making it balanced and making people cooperate, but now its time to get creative. Take ideas, tweak your map, and see if it works well, or if it just sucks arse.

Ideas I use to "mix it up".
  • Equipment.
    You see so few infection games with equipment. Throw some in. Sure, some stuff makes no difference to the zombies, like a bubble sheild, but putting it there anyway can surprise them, and make it kinda fun. The basic equipment you should keep (that works for infection) is:-
    Radar Jammer
    Grav Lift
    Deployable Cover
    Flare
  • Heavy weaponry.
    There is nothing wrong with having some weapons like a rocket launcher with two clips somewhere on the map, make it in a dangerous to get to or vulnerable spot so it doesnt get used ALL the time, but power weapons can make for some real laughs. Usually only have one clip in them.
  • Every Gun available.
    Something I'm quite passionate about - having everygun that can be placed on the map placed on the map. Again,
    make it in a vulnerable or out of the way spot so it doesnt get used ALL the time, but having a few of these can make a map really funny, and stupid. Whats more fun than killing zombies with as many different wepons as possible? Nothing - Dead Rising taught me that. =P
  • Useless vehicles.
    Got a map with little open space, where vehicles would be able to be picked off easily? Throwem on! Its always a bit of a laugh to see some jackasses trying to utilise useless vehicles. Flipped vehicles can also be good for...
  • Map Aesthetics.
    My favorite thing to have on maps. Once you have a map built make it look like a place that has been under seige. Go nuts with it. Just dont put in something that might accidentaly change the way your map plays.
The one thing that you really have to do when making an infection map is have fun with it.
And remember- If in doubt think about how things worked in Halo2, and look at other popular maps.

- - - - - - -

Finally, I couldn't resist plugging an infection map I made which I'm proud of just once (Sand Storm doesn't count because its not posted on FH, and because of that, not linked to. =P).

Plugged because it is a good example of a lot of what my guide talks about.
[Thoughts and suggestions for changes much appreciated]


Last edited by The Storm 59; 10-07-2008 at 11:07 PM..
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Old 09-15-2008   #2 (permalink)
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wow ive never read such an intense guide i will use it on my next map

i would give rep but cant <warned>

so when im off ill give u some

also ill dl the map




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Boo motherfucker
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Old 09-16-2008   #3 (permalink)
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Quote:
Originally Posted by Duckyz View Post
wow ive never read such an intense guide i will use it on my next map. [...]
Thanks, I worked quite hard on it. Downloading Dig-in isn't compulsory, but it's a good example of some of the stuff in my guide. I broke a few rules back then, but really that's okay as long as you test your map so it plays well. Nowadays people hardly seem to get a chance to test maps, so they go overboard with their games, making them ludicrously unbalanced.

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Old 09-16-2008   #4 (permalink)
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Seriously. THANK YOU. I'm so sick of the same old BS maps and games that only challenge the zombies, and that favor the humans. And I;m in general, sick of one sided maps. Infection used to be fun, until any idiot who can put 20 vehicles, and every power weapon in the game on sandtrap, thought they were a freaking genius. My apologies for this rant, but hopefully this guide shoves a giant knife in that old concept. And once again. THANK YOU.


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Old 09-16-2008   #5 (permalink)
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IT ABOUT TIME SOMEONE WROTE THIS! I reped you for such a good guide. I'll implement this in my next map. I'm so tired of the usual humans have a huge base an a huge armory,or omega journey. I'm sure this will help everyone who wants to make a zombie map


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Old 09-17-2008   #6 (permalink)
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about time someone posted this! i mean whenever i play my friends infection maps there is only one way to enter and its usually filled with booby traps and you have to crouch and it usually has a turret at the end and all that BS . i will read this the next time i make an infection map .

p.s. they should make this sticky .
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Old 09-18-2008   #7 (permalink)
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Quote:
Originally Posted by cB fROm aK View Post
Seriously. THANK YOU. I'm so sick of the same old BS maps and games that only challenge the zombies, and that favor the humans. And I;m in general, sick of one sided maps. Infection used to be fun, until any idiot who can put 20 vehicles, and every power weapon in the game on sandtrap, thought they were a freaking genius. My apologies for this rant, but hopefully this guide shoves a giant knife in that old concept. And once again. THANK YOU.
Don't worry about ranting - Logorrhoea is good for the soul.
My first draft of this guide was a rant, and me being a smart arse. I removed most of that. =P

Infection was fun when halo had just come out, but then people went nuts with creating bases etc.

Quote:
Originally Posted by halo kid 024 View Post
IT ABOUT TIME SOMEONE WROTE THIS! I reped you for such a good guide. I'll implement this in my next map. I'm so tired of the usual humans have a huge base an a huge armory,or omega journey. I'm sure this will help everyone who wants to make a zombie map
Thanks for the positive comment. This guide was designed to stop the creation of unbalanced maps which result in tedium for the zombies. Hopefully it can accomplish that.

Quote:
Originally Posted by youngian View Post
about time someone posted this! i mean whenever i play my friends infection maps there is only one way to enter and its usually filled with booby traps and you have to crouch and it usually has a turret at the end and all that BS . i will read this the next time i make an infection map .
I almost did a section on booby traps (hee hee, booby!) but decided that that had more to do with minigame maps - at least in my veiw. Traps work great in all maps, but I felt that even mentioning traps would cause more troubble than it would solve.

Quote:
Originally Posted by youngian View Post
p.s. they should make this sticky.
Haha, I wish. =P

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Old 09-18-2008   #8 (permalink)
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Although I think it's nice that you would set people straight, I can't agree with you 100%. There are maps that have overpowered humans. Take Four Floors Ver 2 for example. ( I'll upload as soon as I get Xbox back from Microsoft.(RRoD FTL)) Humans have almost every power weapon on the map, (besides needlers and sentinel beams) but the fat kid still makes it to the top and kills them. Sure, zombies might not be able to charge the humans head on, but they can invent new ways to get in (I made the second way intentionally) or help the fat kid move faster. But anyway, unless it's Drive or Die or 4 floors 2, I completely agree. XD
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Old 09-19-2008   #9 (permalink)
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This was meant more for traditional zombie games - where you have to hold out. I consider fat kid to be more of a mini-game than an infection game. If the zombies can still kill the humans without spending hours being slaughtered, the game is not unbalanced, so this guide wouldn't apply to that kind of map.

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Old 09-19-2008   #10 (permalink)
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Teehee, glad to see my map plugged. Makes me quite happy in my pants. There are some exceptions to your rules though. (minus the insta death corridors and invincible fortresses, those are a must NOT).

Vehicles can work on sandtrap, so long as it isn't the cliche, super fast insta death zombies with grav hammers. I found a really simple addition which adds a lot of fun to zombies: Give them trip mines. Add on a weaker damage percent to zombies, and non regenerating health for humans, and you can get lots of lolz with a Sandtrap-vehicle map.

And I plan to break your no infinite ammo rule with a map I've got in the works. Not pure infection, but it does use the gametype. It's really complex though, I have a lot of little bugs to crush.



^^Thanks to Norlinsky^^
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