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Infection - Stranded


IR3CON

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1. Gamertag: IR3CON ST34LTH

 

2. Map Name: Stranded

 

3. Gametype: NecroFlood

 

4. Built around the central tower on Erosion, Stranded is a survival map. The survivors spawn at the bottom room of the map and will want to make their way higher up to where the safer areas are.

The infected will spawn right above the humans at first and can choose to drop right into the fight, or make their way around the map for sneak attacks.

 

5. Images:

 

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Video:

 

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I enjoyed playing this with you and some other guys like Pol Wah yesterday, but I did have some concerns with this map.

First of all, there was one area in the map where you have pretty long sightlines and a crate which is somewhat blocking the map, but also allowed access to its top. You might remember this moment where a couple of humans climbed up on this crate and were able to hold off the zombies pretty well. It wasn't a huge issue because in the end we were able to flank them, but it could be an annoying exploitable spot that would hurt the enjoyability if players would discover and use it from the first round already.

Secondly, the map felt a bit flat to me. It was basically two levels and a couple of stairs and grav lifts connecting them, instead of using a lot of relief, open spaces or hight variation in the map. I'm not saying you should've implemented this because it can be tricky to pull off, especially in an indoor map like this, and also it does require extra forging and thinking time, but it would've been interesting to see open windows or little hills that zombies or humans or both could jump through or climb on, to change up the horizontal combat. Not too big of an issue though. And it's kind of hard to explain so don't be bothered too much.

 

Other than these things, this map is great. There are barely any broken sightlines (none, really, because the one I mentioned isn't too big of a problem because it's flankable), the theme is selling ("What is this doomed and dirty place and how did we ever end up here at a terribly wrong moment like this?" - Love that.) and the map feels a lot bigger than it actually is because of clever and impressive usage of both the natural environment of the map (everybody tends to avoid the tower so props for actually using it!) and of the different layers and levels you built yourself. It was also a really scary and intense experience playing on this map, which to me is one of the key factors of Flood forging and means you knew what you were doing when creating this map. Definitely a good map!

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I enjoyed playing this with you and some other guys like Pol Wah yesterday, but I did have some concerns with this map.

First of all, there was one area in the map where you have pretty long sightlines and a crate which is somewhat blocking the map, but also allowed access to its top. You might remember this moment where a couple of humans climbed up on this crate and were able to hold off the zombies pretty well. It wasn't a huge issue because in the end we were able to flank them, but it could be an annoying exploitable spot that would hurt the enjoyability if players would discover and use it from the first round already.

Secondly, the map felt a bit flat to me. It was basically two levels and a couple of stairs and grav lifts connecting them, instead of using a lot of relief, open spaces or hight variation in the map. I'm not saying you should've implemented this because it can be tricky to pull off, especially in an indoor map like this, and also it does require extra forging and thinking time, but it would've been interesting to see open windows or little hills that zombies or humans or both could jump through or climb on, to change up the horizontal combat. Not too big of an issue though. And it's kind of hard to explain so don't be bothered too much.

 

Other than these things, this map is great. There are barely any broken sightlines (none, really, because the one I mentioned isn't too big of a problem because it's flankable), the theme is selling ("What is this doomed and dirty place and how did we ever end up here at a terribly wrong moment like this?" - Love that.) and the map feels a lot bigger than it actually is because of clever and impressive usage of both the natural environment of the map (everybody tends to avoid the tower so props for actually using it!) and of the different layers and levels you built yourself. It was also a really scary and intense experience playing on this map, which to me is one of the key factors of Flood forging and means you knew what you were doing when creating this map. Definitely a good map!

 

Ah thank you for taking your time to write all this up :D

The crate, yes I allowed people to climb on it on purpose. I knew it was going to be a rather campy spot, so i went back over the map after the custom game. I gave more cover for the infected when they want to get closer to the crate.

 

I do agree that the layout and using the lifts is quite a simple design, but due to using that tower, it's difficult to cme up with a plan right away. I will definetly go over it again and create some better experience while playtesting it the second time :)

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