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Gamertag: REMkings Map: When Running Fails Gametype: On the Move Recommend player count: 12-14 players When Running Fails They left the city with dozens, in the hope of hitting the road to salvation. Only few made it out. A small group of latecomers finally reached the highways, now in such a sad state of affairs that all chances of escaping seemed lost - leave alone any chances of survival. Or is there still hope? Team up with a buddy or two, board one of the remaining Warthogs and outgun the chasing undead. Prepare for a joyride. "When Running Fails" is my attempt at a Drive or Die map, which you'd used to see a lot in previous Halo titels. Drive or Die maps, for those are not familiar with the name, typically consist of a large driveable area, which can vary from a huge desert to a long road, where the sole purpose of the game is to get in a vehicle and keep driving away from the zombies pursuing you. I myself am a huge fan of Warthog usage in Infection maps, so you can imagine I loved playing on these kinds of maps. Unfortunately, much to my regret, I have not seen any good Driving maps in Halo 4 yet due to the difficult-to-work-around-with layout of all 4 of the forge canvases. It was therefore that I decided to give it a try myself. And now you're here to see the outcome. Here are some self explanatory pictures for nom. Important notes There are two things you really have to keep in mind when playing this map if you want to get the greatest of pleasure when playing the map. 1. There is a huge trait zone just above the surface of the ground level. This trait zone only applies for humans and massively takes down their health, while also decreasing the damage they can deal to enemy players. In other words: this effectively dismantles attempts at camping. Because of the fact that all players have trait zones above their heads, zombies will quickly find you and take you down with ease if you're trying to break the game. So yeah, just get in a vehicle instead of walking around. It's more fun for everyone, including you. 2. I have used a modded gametype that allows zombies to sprint. This will come in handy when trying to keep up with the Warthog, so make sure to use this function all the way: you'll even have unlimited sprint. 3. There are some bumps in the road that couldn't possibly be smoothened out. These bumps don't effect Warthogs but they can slow down zombies walking into them. It is possible to keep running around the whole track without running into any of these bumps, though. Make sure to keep an eye on where you're running and you should be fine. Tips Finally, I'll give you some tips to apply on this map if you either want to increase your chances of survival or if you'd like to get some extra Infection on those nasty humans. - Keep driving circles on the outer ring of the map. You'll be able to keep your speed at best, making it harder for zombies to chase you down. Also, generally you'll have great sightlines on the side, so zombies will have a harder time ambushing you. - If you happen to be riding shotgun, it is recommend to grab your sniper rifle and try to go for some no scopes on zombie players passing by. The auto aim makes it rather easy to pick up some kills, and it will also help out your buddy wielding the turret on the back, who in the crucial phase of survival will likely not be able to take on all zombies all by himself. - If you're playing as a zombie; Make sure to keep sight on any humans (accidently) driving or walking around on the ground level. As mentioned before, they are now easy one hit kills and they also deal less damage, providing you a good chance of getting one or more sweet Infections and making the horde grow. - If you're playing as a zombie; Try and flank the Warthogs driving around. This is usually accomplished best by cutting the humans off by estimating where they'll be driving next, and then hitting them from the side by surprise. This will likely slow them down or even turn them over, or in the best scenario even flip them on the side, making for a nice opportunity to leap upon this new gained meat together with your fellow undead. That should be all! I hope you will have give this map and gametype a download and enjoy playing it. Whether you're a great fan of driving the Warthog in Halo or killing off zombies/infection survivors, you're bound to have a great time. - REMkings
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Destitute in Chains Created by REMkings Hello and welcome to my very first map in Halo 4, called "Destitute in Chains". This map is a reimagination of my first Infection map from Halo Reach, and also my most popular map in terms of both downloads, publicity and feedback: "Lone Souls in a Lost Mine". Lone Souls in a Lost Mine (LSIALM) was my personal favorite map from the ones I built myself, because it was scary, dark and had a very strong theme. It was also highly focussed on teamwork and discouraged you from running and gunning, but rather drew you back to realize in what kind of frightening and hopeless situation you happened to be in. I simply had to bring it back in a new liveform to give back to all the people that gave me such great reactions about it and really helped me to improve my overall forging skills. And that's where the story of Destitute in Chains begins. I wanted to use this project to get used to Halo 4's Forge mechanics and at the same time see what things were possible with the new Flood mode and what changed in relation to Infection. Turning LSIALM into DinC So, you remade this mine map from Reach. But why didn't you just literally remake LSIALM instead of only making a reimagination, REMkings? Well, it is for four reasons that I did it this way. 1. It's more fun to only take parts from the previous map and add new ones. It's also more original than to simply remake everything, and makes it more of a challenge. 2. I wanted to use the new features from Halo 4's forge pallet such as dynamic lighting, the new blocks (pallets ftw!) and the addition of two lights to the previous amount of 2, thus having 4 lights at my disposal. 3. I simply couldn't literally remake it, because we no longer have Forgeworld and I had to adapt to the natural environment of Erosion. (Which was by far most suitable in my opinion.) The same goes for the looks of some of the blocks in Halo 4 that would no longer fit in a mine map because they don't look woody or rocky enough anymore. 4. Halo 4's Flood mode also plays differently than Reach's Infection. I had to adapt the map to fit with the gametype. In this map I brought back several of the key things that were present in Lone Souls in a Lost Mine. Such as: The L-shaped room The furnace The elevator shaft The elevator itself The minecart Some of the changes that were made in Halo 4 allowed me to make the map scarier than before. These changes include the addition of dynamic lighting, the fact that active camouflage now actually works the way it should, and the removal of health bars and -packs. I was able to combine all of these factors into a new thing that still reminds of its precessor, but also feels like a map of its own with a somewhat different playstyle. It plays best with around 10 to 13 players, but can support up to a full lobby of 16. (It might get laggy though, so that's why about 13, 14 should probably be max.) For all of you that never played Lone Souls in a Lost Mine or never even heard about it: LSIALM was a map situated in an old and abandoned mine (though it turned out not to be that abandoned after all), that mostly focussed on cramped room setups and hallways resulting in frightening battles with the undead with a great deal of cooperation amongst fellow survivors or zombies involved. There's not really much else to say, other than to direct you guys to a couple more screenshots as well as some video reviews of this map! Enjoy and thanks for checking out this map! Finally, make sure to download the gametype (Shadows and Dust) as well: it will not be as much fun if you don't use it. Download the map - Destitute in Chains Download the gametype - Shadows and Dust - A special thanks to everyone who helped me test and improve this map. Thank you for helping me if you did! -