MAP FEEDBACK THREAD: Deadwalk (Infection)

Currently in MM:
Deadwalk

Please, post your constructive criticism on the infection map, Deadwalk, here. Good or bad, it will be acceptable as long as it’s constructive. Any insults or non-constructive criticism will be ignored.

Any additional updates will be handed to 343 with great haste. Hope you guys enjoy!

----------- Update 1 -------------
Alright, the update for this map has hit on March 6th. This map has undergone clear gameplay changes that make it flow better and more friendly for both humans and zombies. The changes are as follow:

  • Removed Kill Barrier at Rocket Spawn
  • Removed dumpsters blocking Rocket Spawn
  • Added two-way teleporter at the end of Rocket Spawn (Soft Kill Barrier over it so nobody can block it)
  • Added Barriers and other cover at the U-Corner on the West side
  • Added two-way teleporter under the stairs at the West U-Corner (Also Soft Killed)

Let me know what you think. I hope this update has made the map less frustrating to play on, and hopefully fun. You can download it here:
Deadwalk - 03/06/2012 Update

From what I understand while playing with randoms on line, majority of the complaints were from people who are just use to camping in one spot and killing every zombie in sight.

The changes you made to cut off the areas where players would usually camp, forces the humans to move around the map. Which I understand is something you would want.

In some aspects the map is smaller based on where the humans cann’t go but that is a good trade off for balanced game play.

Properly fix exploitable area that was originally in the map… shown here, and the one you created by rocket spawn… shown here.

Also, I would have preferred you not block off areas, but provided sufficient cover… as well as soft kill high areas to prevent humans from getting too high to see over the cover.

No I don’t use the balcony that you blocked off regularly. As a matter of fact, the area I usually go to is still unblocked.

I also don’t agree with blocking off the entire 2nd floor of the shotgun building. If you were going to do anything with that floor of the building, block off the area above the stairs and at the top of the stairs. Zombies could then easily get any human camping up there because of the stairs, the door, and the huge window. I think giving humans a false sense of security is better than blocking off entire portions of the map.

I would like this map even more if there were a darker lighting effect added. I do know that is hard to do with 4 player split screen.

> Properly fix exploitable area that was originally in the map… shown here, and the one you created by rocket spawn… shown here.

Done, and done. Thank you for notifying me.

> Also, I would have preferred you not block off areas, but provided sufficient cover… as well as soft kill high areas to prevent humans from getting too high to see over the cover.
>
> No I don’t use the balcony that you blocked off regularly. As a matter of fact, the area I usually go to is still unblocked.
>
> I also don’t agree with blocking off the entire 2nd floor of the shotgun building. If you were going to do anything with that floor of the building, block off the area above the stairs and at the top of the stairs. Zombies could then easily get any human camping up there because of the stairs, the door, and the huge window. I think giving humans a false sense of security is better than blocking off entire portions of the map.

I would like to make those areas available, and I am looking at a solution. No guarantees, but if I find a viable solution I will send the update to 343 for them to judge.

> I would like this map even more if there were a darker lighting effect added. I do know that is hard to do with 4 player split screen.

There used to be a Juicy filter on there that made it look awesome, but I was told it had to be removed.

The area by the stairs leading to top Sniper spawn might be worth looking at.

Not sure if it’s a problem area or not. Only played the map once and a guy was racking up quite a few kills and staying confined to that area.

Other issues are the upper level over where the Rocket Launcher spawns and I believe directly in front of the Human’s spawn point. There are significant sight lines theres and a lack of cover for Zombies to approach.

Also: The top right corner of the map where the stairs from Rocket intersect the hallway with the Repeater. There is a dumpster there to provide cover but it’s a significant gap between it and a player hugging the wall. I and a few other zombies had a bit of trouble assaulting the position.

Also: Has camping on top of the trees/lights been addressed? I had a player trying to do that but failed at making the jump from the tree to the light. Also, has camping on the otherside of the glass railing near top Shotgun spawn been addressed?

> There used to be a Juicy filter on there that made it look awesome, but I was told it had to be removed.

It’s such a shame about that, your map looks amazing with that FX added, if only they’d reduce the max party size to 2, you might be able to re-add it then ?

Alright, the update for this map has hit on March 6th. This map has undergone clear gameplay changes that make it flow better and more friendly for both humans and zombies. The changes are as follow:

  • Removed Kill Barrier at Rocket Spawn
  • Removed dumpsters blocking Rocket Spawn
  • Added two-way teleporter at the end of Rocket Spawn (Soft Kill Barrier over it so nobody can block it)
  • Added Barriers and other cover at the U-Corner on the West side
  • Added two-way teleporter under the stairs at the West U-Corner (Also Soft Killed)

Let me know what you think. I hope this update has made the map less frustrating to play on, and hopefully fun. You can download it here:
Deadwalk - 03/06/2012 Update

> > There used to be a Juicy filter on there that made it look awesome, but I was told it had to be removed.
>
> It’s such a shame about that, your map looks amazing with that FX added, if only they’d reduce the max party size to 2, you might be able to re-add it then ?

Unfortunately, I would be unable to bring back the FX even with max party 2. When on split screen, the game gets rid of the yellow lights I’ve forged in, so it’s too dark to see in the lower areas on most tvs. It is really a shame, but, gameplay is always first over aesthetics.

> Alright, the update for this map has hit on March 6th. This map has undergone clear gameplay changes that make it flow better and more friendly for both humans and zombies. The changes are as follow:
> - Removed Kill Barrier at Rocket Spawn
> - Removed dumpsters blocking Rocket Spawn
> - Added two-way teleporter at the end of Rocket Spawn (Soft Kill Barrier over it so nobody can block it)
> - Added Barriers and other cover at the U-Corner on the West side
> - Added two-way teleporter under the stairs at the West U-Corner (Also Soft Killed)
>
> Let me know what you think. I hope this update has made the map less frustrating to play on, and hopefully fun. You can download it here:
> Deadwalk - 03/06/2012 Update
>
>
>
> > > There used to be a Juicy filter on there that made it look awesome, but I was told it had to be removed.
> >
> > It’s such a shame about that, your map looks amazing with that FX added, if only they’d reduce the max party size to 2, you might be able to re-add it then ?
>
> Unfortunately, I would be unable to bring back the FX even with max party 2. When on split screen, the game gets rid of the yellow lights I’ve forged in, so it’s too dark to see in the lower areas on most tvs. It is really a shame, but, gameplay is always first over aesthetics.

Ahh that’s a shame but you’re absolutely right about gameplay coming first.

The changes you’ve made to the map have made a huge difference, the teleporters really spice up the gameplay, i love the new version

PLEASE get rid of the glitch on that spire, people get up there and kill hog and dominate, and it ruins what is otherwise a great map.

> PLEASE get rid of the glitch on that spire, people get up there and kill hog and dominate, and it ruins what is otherwise a great map.

Can you be more descriptive? I do not know this gltich on “that spire”. If you point it out to me I’d love to get it fixed for the next update.