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PostPosted: Oct 29, 2011 16:26 
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Biohaze Owner
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Joined: Nov 3, 2005
Location: New York
Favorite title: Biohazard
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Biohaze member Cryptic Sin has carefully crafted a near 1:1 remake of the Spencer Mansion for use in Halo Reach. Though this is not Biohazard news per say, it wreaks of Biohazard goodness and has enough attention to detail to make any fan smile. Players who own Halo Reach can download both the map and gametypes by clicking on the links below.

Map | Gametypes | Media

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PostPosted: Oct 29, 2011 16:27 
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Biohaze Owner
Biohaze Owner
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Joined: Nov 3, 2005
Location: New York
Favorite title: Biohazard
Map:

Spencer Mansion

Gametypes:

Suvival Horror : Use teamwork and limited resources to survive the time limit!

Umbrella Trashsweepers : Band against Umbrella's disposable soldiers and survive!

Invisible Enemy Mode : Survive against the unseen undead!

S.T.A.R.S.!! : Hide from the invincible Nemesis T-Type for as long as you can!

Message from Cryptic Sin:

Quote:
As a long time Infection fan since Halo 2 custom games, I have desired to play on an recreation of the iconic Spencer Mansion that we all know and love from the Biohazard/Resident Evil series... and we're all finally able to do just that! This Forge "project" has been strictly a labor of love since I started it shortly after the launch of Reach. The mansion has been rebuilt, tested and balanced numerous times over the course of a year to capture the feel of the original/Rebrith, along with a series-inspired gameplay style that I like to coin as "Survival Infection." This was built for Resi fans and the hardcore, more teamwork-loving Halo Infection fans. Feel free to contact me about customs or post about it on the biohaze thread, but for now, I hope you all enjoy it! - Frankie "Cryptic" G.

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PostPosted: Oct 29, 2011 16:27 
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Biohaze Owner
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Joined: Nov 3, 2005
Location: New York
Favorite title: Biohazard
Movie:

[youtube]http://www.youtube.com/watch?v=18TbCtt45CE[/youtube]

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PostPosted: Oct 29, 2011 19:33 
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Chief of Police, co-conspirator
Chief of Police, co-conspirator
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Joined: Oct 26, 2008
Location: Long Island, New York
Favorite title: Biohazard (Rebirth)
PSN: CrypticSin
XBL: Cryptic Inc
SURVIVAL INFECTION GAME DETAILS

DISCLAIMER: This isn't a game-breaking issue by any means, but must certainly be addressed. Moderate/severe "disco-ing" and framerate issues in the Main Hall (when looking towards the dining room.) Waterfall problem. Not lighting. Sounds scary, but testing has proven this is only a minor annoyance in the big picture. The affected area is a small portion of what is a large and explorable map, so if you can look past that (experience it for yourself) then there's nothing to worry about.

I'm more than confident that if I was able to somehow move the entire structure in one pick up and drop (I'm never building this piece by piece again until maybe Halo 4) to another area away from the waterfall, that would get rid of the problem almost completely. If only I had that power to pick up and drop everything that, maybe say, 343... Might have. Just sayin'.

Claustrophobic. Dark. Terrifying.

There's a lot of reasons why so many remember where the nightmare all began. The original Resident Evil (more specifically Rebirth) was a haven for those of us that dreaded what was around every corner. We felt vulnerable and uneasy. Very hard to feel as a Spartan, I'm sure.

But what if we could experience these same or at the very least similar feelings in our favorite game, Halo? And in multiplayer of all places.

My idea to recapture the essence of the Spencer Mansion in Halo has existed since Halo 2, which became an actual goal during Halo 3. For all I knew before Reach came out, this recreation had to compliment the original in every way in order for me to be satisfied. I've been constructing this map as a 1:1 remake, followed by its series of Infection gametypes I like to label as "Survival Infection," for over a year now; Pretty much since the release of Reach.

Aesthetics proved to be a goal I could reach. But what about gameplay? Would the survival horror gameplay of the Biohazard/Resident Evil series translate to Halo: Reach?

This brings us to the question...

What is Survival Infection?

Ever wonder why we play zombie video games? I can speak for most of us when I say we do it for the trigger happy genocide we lay on the hordes. But there's really more to it than that for some. Strategy. Management. Survival.

Now, I'm not trying to knock the whole Infection community when saying this, but Infection has changed since the way I used to play it back on Halo 2. Gone are the 10 minute "zombie" matches, replaced with 2 to 3 minute mindless rounds. Gone is the importance of survival. Now it's solely about kills and points.

The general (Halo) Infection community's view on camping is also jaded. Most that think they know a thing or two about Infection outright eliminate camping instead of designing gameplay to counter it; while they could be making camping a choice, but less effective. There were horribly unbalanced things I didn't like about Halo 2 Infection back in the day, but more tools have allowed us to remedy that. You don't want to eliminate choice for a gametype that focuses on survival.

I knew there had to be an audience for Infection that feels that it could be better, so while building this map I simultaneously tailored a gametype that would be fun and survival-focused, but most crucially: balanced.

The Mainstays & Balancing of Survival Infection: (Game Settings)

The gametypes tied to this map within the Survival Infection series (Ex. Survival Horror, Umbrella Trashsweepers, etc.) have a similar template for gameplay that most of you will probably be surprised and quizzical about upon playing the map for the first time.

Let me first explain the Survivors.
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Begin each match with a Magnum. No sidearm.
Can only assassinate. (No melee damage)
Limited ammo and mobility.
Cannot see enemies or allies via radar/HUD.
Can pick up health packs and weapons.
No regeneration (aka, limited health.)

Your objective as a Survivor is to live 15 minutes before you are overrun and killed. Now, 15 minutes seemed to be the sweet spot during beta testing. When survivors are working alone, the game can end almost as quickly as most Infection matches do. Working with other survivors GREATLY increases game length and truly tests your weapon management as well as your aim once the match gets up to its last few minutes. Sounds obvious, but 'teamwork' doesn't mean you're gonna camp in a corner with some buddies and get away with it. Not for long on this map, anyway. There are multiple areas within the Mansion that I can recommend holding down for survival, but not one lacks its disadvantages.

"Limited" health. It's just what it sounds like. 4 hits by any zombie and you're one of them.
Can't wrap your head around it? It's kind of like this.
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For anyone unfamiliar, this is a similar way the classic RE series handled your health status. This adds a whole other element to Infection: Health management. Any injured Survivors must look for one of the few med kits around the Mansion (and they don't come back just like weapons don't.)

"But that sounds SO frustrating! I'll hit the guy more than once and he just kills me! It must suck to be Infected."

Think of it this way. You damaged that guy. He killed you, but that's health he won't be getting back. And they MUST survive 15 minutes with that. Be PROUD of that injuring slice and know you'll eventually finish the job.

Because of the lack of mobility by the Survivors coupled with tight corridors, it's also much easier to get overwhelmed as a human than it sounds on paper. Speaking of mobility...

Mobility (or lack thereof...) is the key to counteracting the fact Survivors hold weapons. If there's one thing survival horror gameplay taught me, it's the less you're able to do, the harder and tenser things get. For this reason, Survivors can't 'jump'. Another thing that sounds weird on paper, but it works. While this makes you an easier target, you can focus more on your aim. That's a plus.

The headshot within the Infection community I noticed is a touchy subject. One that I early on thought I wanted to avoid as I can understand that these Infected we're shooting aren't enemy AI but annoyed, rage-quitting human... I.

Zombies ARE killed by headshots.

Let me better explain this with a counter-argument to the inevitable question...

"WHY HEADSHOTS!?"

First off, download the Mansion if you haven't already and take a good walk around the place. It's a lot tighter than what you're used to in Infection and Halo in general, I'm sure. The common scenario you'll be getting yourself into during one of the Survival Infection gametypes is close combat; more specifically, the "Survival Horror" gametype which I consider to be the 'main' map option. Every corner you move around contains an opportunity for an Infected to pop out at you.

Now let's say I (or the host) decided to turn headshots off from 'enabled' to 'disabled.'
We'd be doing all these horrible things to the gameplay:

- Discouraging exploration while promoting camping
- Careful aiming & ammo conservation becomes pointless
- Removing skill gap between all Survivors (not including Infected)
- Zombies would have every advantage on the map
- Restricting rich Infection game development (sounds fancy, huh?) to only quick, unsatisfying
Infection gameplay for players on both sides


The vicious cycle:
Various corners and tight spaces combined with the advantage Infected have in speed and melee makes it easy for you as a Survivor to get attacked for the majority of the time. There's no way to quickly take out your foe before getting injured.

This leads to players camping; not wanting to leave their "safe" haven (Zombies are quick enough for no room to be entirely safe, even the rooms with a single entrance).

THAT leads to players without hope of successfully going out to scavenge for ammo. Which THEN leads to extra ammo barely making a difference in survival rate.

THIS then affects the skill gap by giving Survivors no incentive to carefully aim or save their ammo because Infected take the same amount of hits to kill for every encounter. Survivors are then forced to explore the tight corridors without an effective way of protecting themselves.

This brings us back to the beginning... See the pattern?

Survival Infection is the hardcore player's Infection. It's by no means something I've pulled out my back side without plenty of testing and observation. Both sides give off their own sense of strength against the opposition. Gather a full party of willing players, teach them what I showed you here, and give it a shot. Playing with the right people can only help, too. (Feel free to add me!) Just know that Survivors ARE supposed to have the advantage... at first. Being a survivor wouldn't be a privilege if there wasn't some kind of perk, and successful Infected should get the prevailing feeling of overcoming a better equipped prey.

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PostPosted: Oct 29, 2011 19:40 
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Mikami's Head
Mikami's Head
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Joined: Mar 28, 2011
Location: Flint, Michigan
Favorite title: Biohazard 2
Now playing: Ico/Shadow of the Colossus HD
PSN: Klokateer1986
Wow, he got every little detail, the best he could. Very cool.
This must have taken ages... Kudos to him, a true dedicated fan for sure.

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PostPosted: Oct 29, 2011 21:53 
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Grappling-Hook Maniac
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Joined: Aug 16, 2008
Location: Classified
Favorite title: Biohazard 2
Now playing: Resident Evil 6
Definitely was fun to play the few games and modes that we did. With the limited amount of resources available to use as far as textures and such go, this is an amazing recreation. Two thumbs way up Cryp, good job.

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PostPosted: Oct 30, 2011 8:20 
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Sashay away'd
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Joined: Dec 14, 2010
Location: Co. Louth, Ireland
Favorite title: Biohazard CODE: Veronica
Now playing: Final Fantasy XIII-2
PSN: Pesara
This person is a genius! Yay CrypticSin!

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PostPosted: Oct 30, 2011 14:16 
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The Guv
"You did a fine job."
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Project Umbrella

Joined: Mar 29, 2011
Location: England
Favorite title: Biohazard 2
Now playing: Ultimate Marvel vs Capcom 3
PSN: ADPolicenaut
XBL: Starlancer One
A shame that no-one plays Halo Reach anymore.

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PostPosted: Oct 30, 2011 17:02 
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Wasting Ammo
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Joined: Feb 9, 2010
Location: York, UK
Favorite title: Biohazard 3 Last Escape
Now playing: Resident Evil 3 - PS1
XBL: georgeous123
Yes so glad I've still got reach!! Will give this a go soon looks good though!


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PostPosted: Oct 30, 2011 22:29 
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Biohaze Owner
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Joined: Nov 3, 2005
Location: New York
Favorite title: Biohazard
Mr. Spencer wrote:
A shame that no-one plays Halo Reach anymore.

It'll be compatible with Anniversary, so I'm sure this along with all of the other good user created content will continue to do fine.

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