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Old 08-19-2008   #1 (permalink)
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SkyBomb v2.0


Hi! I have created a very fun and addicting mini game that can be hours of fun! SkyBomb 2.0 is not your ordinary mini game!

v2.0, rebuilt from the ground up, includes smoother surfaces, better looks, better game play, and a better map all together!

It is a LOT harder for rebels to try and assassinate the zombie, at least with the updated game type.



Humans: You job is very simple. Pick either the red, yellow, or blue open single box to hide in. Complete this task before the timer gets to 0:40, or you will be locked out and faced with death. Kind of an honor rule on this part, but I'll get to that later.

That's pretty much it. Just keep quiet and don't give away your location.

Zombie: The Zombie Spawns in a distant room holding a blocked teleporter, a four bullet sniper, and a soccer ball for your enjoyment. Pick up the sniper and wait 20 seconds for the teleporter to be unblocked. Advance forward. Once on top of the single box, take out any cheaters with your sword (save the sniper ammo). Rebels only seem to rebel once. After that they learn their lesson.

Now, try and guess which open box the most humans are hiding in. Once you have guessed, aim directly above the box you want. Snipe the pallet holding the fusion coil four times (Do not snipe the fusion coil). If you have guessed correctly, the fusion coil rockets down and blows up the helpless victims.

Tactics: You can either hide alone or all hide in one great pile. The more people playing, the more fun it can be!

This is where kill streaks start rolling in, which are always fun.

Honor rule (kind of):
Some Rebels like hiding in places the zombie cant see right away. There is not really anything i can do about this except give them a negative amount of points for a zombie assassination. Play fair kids!

This is not meant to be a very long game. It is suppose to be a very fun game in a maximum of 10 minutes.

I recommend putting it on invite only, and explaining to your party how to play, since it is confusing at first.

Anyway, here are the pictures!


An overview


Inside one of the boxes... Ha. scroll up and down quickly, it makes it look like the fusion coils are dancing =P


Another overview


The stairs to the top of the box look much nicer in v2.0. No more having to jump onto sideways doors.


A foolish rebel gets put to rest (from v1.0)

Problems:

Once in a Blue moon, the fusion coil will drop and land in the box, but will not explode. This is usually a result of lag.

Also, when the rebels get killed, the zombie can then pick up their pistol and use it to try to sky bomb two towers. No one has succeeded in this because the time ran out.

Also, some people new to the game snipe the fusion coil, not the pallet...


That's pretty much it! Hope you enjoy the map and gametype!

PbPePPer72

(updated!) SkyBomb v2.0 Map:
http://www.bungie.net/forums/posts.a...ileid=51289351

(updated!) Are you lucky gametype:
Bungie.net : Community : Forum Topic Listing : Forum Reply Listing

Last edited by PbPePPer72; 08-28-2008 at 00:15.
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Old 08-19-2008   #2 (permalink)
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Looks like fun, but what if the zombie snipes all three pallets?

4/5 for now.
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Old 08-19-2008   #3 (permalink)
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Looks like fun, but what if the zombie snipes all three pallets?

4/5 for now.
There isn't enough ammo in the sniper. It has 4 bullets, which is only enough for 1 pallet (he said no spare clips...).

This is a unique minigame. I reccomend making the zombie have the highest possible shields and shortest recharge time, and the humans have a 0% damage modifier to avoid cheating by shooting the zombie (If that has been stated, I apologize, I didn't see it).
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Old 08-19-2008   #4 (permalink)
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this map looks pretty good 3/5 but it could use more interlocking and geomerging to make it better
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Old 08-19-2008   #5 (permalink)
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Originally Posted by IEklypseI View Post
I reccomend making the zombie have the highest possible shields and shortest recharge time, and the humans have a 0% damage modifier to avoid cheating by shooting the zombie (If that has been stated, I apologize, I didn't see it).
I didnt state it, but the game variant has all of that covered. The only way to kill the zombie is by assassination, which decreases your score, and may lead to a boot, depending on the leader. Oh and the 0% damage modifier makes it so you can shoot the fusion coils without betraying your teammates, which can be oh so annoying.

Thanks for the feedback everyone!

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Old 08-19-2008   #6 (permalink)
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looks fun ill download regardless of problems, good job, 4/5
damn those rebels!
looks like fun tho!
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Old 08-19-2008   #7 (permalink)
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I just noticed something you might want to do... Try placing a horizontal shield door over the top of each chute/box. This prevents the humans from all opening fire on the fusion coil. (I found that when groups of humans saw the zombie shooting the pallet over them, they would gang up and shoot the coil right when the last bullet destroyed the pallet, thereby stopping the coil before it got to them. Continued fire could destroy the coils when they respawned.) The coil usually got them in the end, but this can be annoying at times. A shield door would stop the humans from destroying the coil, but you'd have to place it high enough that the humans can't team-jump above it to live.

That brings me to my next idea: Use the spare man-cannons and place them at the top of each chute (facing downwards, of course), so that once the humans pick a box, they are not able to team-jump back out of it or away from the ensuing explosion.
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Old 08-19-2008   #8 (permalink)
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Quote:
Originally Posted by IEklypseI View Post
I just noticed something you might want to do... Try placing a horizontal shield door over the top of each chute/box. This prevents the humans from all opening fire on the fusion coil. (I found that when groups of humans saw the zombie shooting the pallet over them, they would gang up and shoot the coil right when the last bullet destroyed the pallet, thereby stopping the coil before it got to them. Continued fire could destroy the coils when they respawned.) The coil usually got them in the end, but this can be annoying at times. A shield door would stop the humans from destroying the coil, but you'd have to place it high enough that the humans can't team-jump above it to live.

That brings me to my next idea: Use the spare man-cannons and place them at the top of each chute (facing downwards, of course), so that once the humans pick a box, they are not able to team-jump back out of it or away from the ensuing explosion.
Shooting the fusion coil in the air does nothing. The 0% damage modifier makes it so they cant blow up the fusion coils... solving the problem. also, the fusion coils don't respawn.

And I tried the man cannon thing when i was first making the map. Didn't really look to good, plus all the fusion coils in the box got messed up. If they did jump out, the zombie could just get them anyway.

I appreciate your comment though =)
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Old 08-19-2008   #9 (permalink)
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Then again, maybe I should use the correct gametype when I test the map...
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Old 08-19-2008   #10 (permalink)
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this sounds like a lot of fun. and nice job on putting the rebels to sleep. but u should make it so the players r forced into a box (if u haven't already) so rebellions r just sitting out in the open. and make zombies invulnerable

Super Ranks!

if you want one, look at my blog.

cool pic dawg. check it

Help me with this
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