zOMBIES...

I’m not trying to hate but these new maps are terrible and always get voted for, sure you can’t camp but it seems that every spot that a human can go to is road blocked with crates? No offense but how where these maps even chosen for Matchmaking??? It looks like someone went on a rampage and sprayed the maps with random items in forge…

Some Problems

  • More stress for humans ( No safe areas anymore basically ).
  • The WORST Special Fixes.
  • Removal of fair parts of the maps ( Now humans and or Zombies have to stand in the open )

In conclusion i hate these maps and oh god Spooky Base is just depressing…

> I’m not trying to hate but these new maps are terrible and always get voted for, sure you can’t camp

That’s as far as I got.

not trying to be mean here, but isn’t zombies supposed to be stressful for humans?

> not trying to be mean here, but isn’t zombies supposed to be stressful for humans?

Yes, but then some players found spots that allowed them to rack up to 30 kills per round. So it ended up becoming a griefing playlist.

> > not trying to be mean here, but isn’t zombies supposed to be stressful for humans?
>
> Yes, but then some players found spots that allowed them to rack up to 30 kills per round. So it ended up becoming a griefing playlist.

qft

I remember one player mentioned during a game, “You know you have a broken gametype when the zombies are running away from the humans”.

> It looks like someone went on a rampage and sprayed the maps with random items in forge…

Not much more you can do on the non-Forge-World canvases, though I can assure you that for most of the new maps, the process was not random. Believe me: the Forgers are painfully aware of the amount of backlash the maps are getting. Many of them are already working on updates, but bear in mind that they have to work under the limitations of the small Forge palettes, tiny budgets, and graphical issues caused by split-screen play.

I know many of them and can say with confidence that if it were possible for anyone to do more with the default maps, these guys sure as hell would.

Now, if Living Dead is lowered to local max 2 (meaning only two players on one screen can enter – no more than that), then it will become possible to add brand-new Forge World maps into the playlist. Until then, however, the graphical burden caused by three-plus-way-split-screen makes brand new maps impossible, and even limits what can be done on the defaults.

I have had so much fun on those maps, there is safe spots, just not as many and they require a little more awareness than the old ones. Spooky base has been an awesome addition to LD playlist, as has all the new maps, I can actually enjoy the new version of Arena zealot, Parasitic, whereas I would have never had voted for that map before.

Perhaps if you got a little more time on the maps you can develop some spots that work for you. Anyways Digital, welcome to Waypoint.

> I’m not trying to hate but these new maps are terrible and always get voted for, sure you can’t camp but it seems that every spot that a human can go to is road blocked with crates? No offense but how where these maps even chosen for Matchmaking??? It looks like someone went on a rampage and sprayed the maps with random items in forge…
>
> Some Problems
> - More stress for humans ( No safe areas anymore basically ).
> - The WORST Special Fixes.
> - Removal of fair parts of the maps ( Now humans and or Zombies have to stand in the open )
>
> In conclusion i hate these maps and oh god Spooky Base is just depressing…

Like Cobb said, the process of “infecting” a map is not random. There are many factors involved, and since we were asked to infect default maps, there is nothing we CAN do except use scenery to accomplish these means. These maps were tested and updated, tested and updated, tested and updated, before 343i even looked at them.

Not safe? Honestly, I take that as a good thing. Think of any other zombie game, or zombie movie. Is anywhere safe? No, and that’s what it should be like. I remember back when infection was just a custom game in Halo 2 and when you died you had to switch teams or you got booted. Infection was never the camping holiday that it was in Reach matchmaking, and I’m glad there are new maps to choose from, that actually involve gameplay.

I have found that these new maps are a lot better IMO. Because there aren’t as many “safe” areas anymore, it starts becomming what zombies was in Halo 2 and Halo 3. If you were a human in those games, you were pretty much screwed and always had to keep moving in order to survive. That is how zombies should be. You shouldn’t be able to get 20-30 kills a round.

I remember playing on the original Asylum map. I have never seen the zombies scatter like that before. I saw the humans run to the zombie spawn and start spawn-trapping the zombies because it was so easy to do.

> These maps were tested and updated, tested and updated, tested and updated, before 343i even looked at them.

It’s quite obvious that these maps were tested by the wrong type of people, then. Having a group of players that all believe the game should be played the same way is not the way to properly test a map. You want a group of people to test your map that will exploit the -Yoink- out of it… because if they do it during testing, then worse will most likely happen in matchmaking.

It’s quite obvious that the Community Cartographers took most of these maps at someone’s word and didn’t actually test them out themselves.

> - The WORST Special <mark>Fixes</mark>.

Yah…dem dar special fixes are perty darn near horrible, dang nabbit!
/sarcasm

Wanna try that again?

> > These maps were tested and updated, tested and updated, tested and updated, before 343i even looked at them.
>
> It’s quite obvious that these maps were tested by the wrong type of people, then. Having a group of players that all believe the game should be played the same way is not the way to properly test a map. You want a group of people to test your map that will exploit the Yoink! out of it… because if they do it during testing, then worse will most likely happen in matchmaking.
>
> It’s quite obvious that the Community Cartographers took most of these maps at someone’s word and didn’t actually test them out themselves.

wait, so a game shouldn’t have a defined gameplay …?

> wait, so a game shouldn’t have a defined gameplay …?

How often do you think players in matchmaking will play games on your map… the way you “defined” it? The way you “think” it should play… and the way others play it are two completely different things.

> > These maps were tested and updated, tested and updated, tested and updated, before 343i even looked at them.
>
> It’s quite obvious that these maps were tested by the wrong type of people, then. Having a group of players that all believe the game should be played the same way is not the way to properly test a map. You want a group of people to test your map that will exploit the Yoink! out of it… because if they do it during testing, then worse will most likely happen in matchmaking.
>
> It’s quite obvious that the Community Cartographers took most of these maps at someone’s word and didn’t actually test them out themselves.

Ha, wow. ‘It’s quite obvious’ that you have a grudge against forgers and cartographers then huh? Where do you get off thinking that we are just a ‘group of players that all believe the game should be played the same way?’ Keep in mind, that it was 343i who wanted camp-proof maps, and that’s what we gave them.

Go ahead and try to exploit any of the new maps Sterling. If you happen to find something exploitable, then feel free to post your findings in the Living Dead Feedback thread. But I’m confident that you won’t find anything as exploitable in any of the new infected maps as you would find in it’s vanilla counterpart.

> > wait, so a game shouldn’t have a defined gameplay …?
>
> How often do you think players in matchmaking will play games on your map… the way you “defined” it? The way you “think” it should play… and the way others play it are two completely different things.

Players have different play styles, everyone can agree with this. But you’re talking in absolutes by saying they are two completely different things.

The real issue here is that Infection, on exploitable maps like most of the default maps, has no GAMEPLAY. When a bunch of players camp low vent and literally just stand there the whole round, there is no gameplay involved. There is no map flow involved. There is no competitiveness involved.

Something urgently needed to be done, and throwing in new, camp-proof, near un-exploitable maps was the right thing to do. It gives zombies a chance, where they were previously crushed like cockroaches because survivors had a little corner to hide in. It gives the you the feeling that you’re actually surviving (hence the team ‘Survivors’), rather than breaking the game simply because you found a nice little spot to cook some marshmallows.

This post has been edited by a moderator. Please do not flame or attack other members.

>

Keeping players from being able to single handedly take on a horde of zombies IS making it camp-proof. Now if a group of survivors decide to hold off an area of the map, well now, they are using teamwork, and this is not camping.

“It takes someone like me to forge through the map and see exactly where the issues will be.” How pretentious. And are you seriously attacking the credibility of the Cartographers because you do not like the new Infection maps? That is a desperate attempt at having some sort of material to argue with.

>

I have read most of the pages at the LD Feedback thread, and have read your posts there. There is no way, shape or form, that you could ever embarrass me.

>

This is another desperate attempt at coming up with material to argue with. What is the point of this post? Ok, so you have given names to different play styles, for what? To give yourself some authenticity? Players have different play styles, and in some cases different roles in a group. Even MLG teams have roles.

Of course we can’t define how players interact with a map. But we can certainly influence them. That was the idea behind these new Infection maps. To influence team work.

>

You mentioned earlier about guests and boosters. Data like this does not prove that the new maps are to blame for the increased kills. This post, like your others, prove nothing. The only thing I have learned from your posts are some new labels for Living Dead play styles.

Your bitterness and spite are unappealing. You even post “lmao’s” and “hahaha’s” as if they help your argument or make you seem important, but they don’t.

We both agree that something needed to be done about the LD play list. I believe that the new maps were the answer. You do not. That is the end of this little debate.

Honestly, if you [OP] knew enough about the forge, you would appreciate the work (design, building, testing, getting feedback, updating, testing…) that has gone in to the maps that made it in to the Living Dead playlist. The known exploits have been removed, camp spots and design flaws eliminated to the best of our abilities.

Infection maps should have defensible positions, yes. However when I say defensible, I don’t mean bottom red on Sword Base, I mean places like bottom mid on Zealot. Flaws in maps design are not particularity due to the map designers (I’m referring to Bungie/Certain Affinity), because they have to make one map that works with every single one of Reach’s core game-types. This is why we were asked to tailor make Infection variants.

On a different note, Infection should be scary. You shouldn’t know where to hide. That is what was requested of us, and I feel we achieved it.

This post has been edited by a moderator. Please do not flame or attack other members.

>

Please consider feasibility. Also, rather than making videos and submitting them publicly, why not PM some feedback to the author? We’d be glad to update our maps with fixes.

Also, as you seem to be a master of exploits, have you found an exploit on Purgatory?