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ThePixelbarks

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That Loops race is great fun, Preach. I'm tempted to try it with Ghosts instead of Mongeese to see if that helps even things up, because despite the cunning checkpoint placement you can still maintain a lead if you get one. But that jump over the 'windmill' is ace.

I've never been sure about the windmill jump, purely because it's so fiddly to line up. I'm even thinking of putting the grav lift on the other side and changing it to waypoint 4 (instead of waypoint :o.

I've been toying with 'Wave Race 360', which is a Ghost race through the waterways on Valhalla, but getting those mid-air checkpoints set up can be a bastard. There are plenty of opportunities for good placement, though.

Mid air checkpoints depend entirely on what big scenery items you've got to use on your chosen map. Not sure if there's any containers on Valhalla but there is the radio antennae, so pop the waypoint on top and then delete the radio antennae.

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I might as well ask this here as well.

Can that actually be done?

No. Just had a look myself and it definitely can't be done. Sorry, it's a good idea as well, so it's a shame. The only thing the infection gametype is lacking is a waypoint system, which is exactly what you'd need to make this work. Seems like quite an oversight to make on Bungie's side.

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You can do it the other way round with a juggernaut trying to get to a waypoint with everyone trying to stop him.

That's already in there as 'Mad Dash'.

I've been looking at redoing CTF on High Ground. I've moved the flag to the Spartan Laser spawn and put a gun turret up there and put some crates at the gap in the wall. Then I went off and played Lone Wolves for ages :(

I'll finish it off later, I thought I'd mention it in here as I suspect no-one will want to play it...

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I've never been sure about the windmill jump, purely because it's so fiddly to line up. I'm even thinking of putting the grav lift on the other side and changing it to waypoint 4 (instead of waypoint :(.

It's one of the points at which stragglers can catch up, though, which is why I like it - while you're lining up, your opponents are driving straight at you from the side, all set to ram you off course. The real draw is the chance that the blades will block you, of course.

Mid air checkpoints depend entirely on what big scenery items you've got to use on your chosen map. Not sure if there's any containers on Valhalla but there is the radio antennae, so pop the waypoint on top and then delete the radio antennae.

Yeah, there are big containers so it's not too bad. Is it easy to balance a waypoint on top of a radio mast? I'd expect to be driven mad trying....

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It's one of the points at which stragglers can catch up, though, which is why I like it - while you're lining up, your opponents are driving straight at you from the side, all set to ram you off course. The real draw is the chance that the blades will block you, of course.

Yeah, there are big containers so it's not too bad. Is it easy to balance a waypoint on top of a radio mast? I'd expect to be driven mad trying....

That part's easy - the difficult part will be getting the radio mast to stand upright on anything but the flattest surface.

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Guest alisdair

After setting up and playing a broken version of this tonight (sorry!), I've made "Escort Elim VIP" for High Ground. The game type itself and High Ground map variant (called Base Insertion) are the last two items in my Halo file share.

Escort is a one-sided game, where the attackers must help their VIP reach a waypoint. For the High Ground variant, attackers start on the beach, and defenders start in the base. The waypoint for the VIP to reach is the flag spot.

Scoring is +1 for the VIP getting to the goal, +1 for killing the enemy VIP, and -1 for betrayal/suicide of the VIP. The round continues until one side scores or the VIP dies. No-one respawns*, but the game continues even if the VIP is the last man standing. There are five rounds.

The modifications to High Ground are slight. I've replaced the overshield and cloak with grav lifts, replaced the rockets with an SMG (lol), added a few fusion cores and other debris to the Spartan Laser tower, added an extra BR at beach near the sniper rifle, and removed the Ghosts.

If anyone fancies playtesting this, please let me know what you think! I'll be up for games any time I'm online, just friend request me and send a message mentioning the gametype. I'm not sure if it's properly balanced yet, but I hope it should be good tactical fun.

* I've had to set players to respawn, but the respawn time is the same as the round length, so it's effectively Elimination.

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  • 2 weeks later...

In the absence of my PC, I've been fiddling around with Forge and have created one possibly decent idea and one probably impossible.

The possibly decent one is called 'The Beach' its basically Omaha Beach meets High Ground. Its a territories game, The attacking team all start in the water, with only basic weaponry, probably only assualt rifles and grenades, haven't decided yet. Whilst the defending team has a decent selection of good weapons, defensive structures and quite a few more turrets around the base.

So basically its a normal territories game type, but instead of a team probably requiring 3-4 territory captures to win, with the imbalance of firepower and cover 1 or 2 could swing it, meaning teamwork is vital for both sides, imparticular the attackers. The turrets and barriers don't respawn however so if the attacking team can rally together and push forward as a team, the tide could soon turn against the defenders as the attackers inflitrate the base and steal all the good weapons for themselves.

Once im back on my own pc, I'll post some screenshots of the map, it looks quite intimidating from the attackers point of view!

The other is one I've been rambling on about for quite a while, basially a Rocket Race thats actually a race, with 8 Mongooses lined up at a start line with a contained race track to keep it more concentrated and intense, as I figure the best moments in Rocket Race are whent you have 2-3 teams all scrambling to reach one checkpoint.

However even if you delete enough stuff to give you the money to say, build 50 barriers to cordon off a racetrack, the game doesn't actually let you built more than X amount, which is quite a shame as it could have been good, having 8 mongooses scrambling around a tight racetrack. But it doesn't appear possible, I'll have a look though.

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here's the game variant

and here's the map variant

Feedback needed. Give it a go, tell us what you think. Ta!

Awesome work Preacher. That gametype and map is amazing. The placement of the waypoints is very well though out, and I played solidly for an hour 1v1 last night with a mate.

Are you thinking of making any more maps for that game variant? The mate that I played with last night started making a Snowbound race map as soon as I went to bed. I'll be trying that this evening. If it is good, I'll send you it.

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Just had a nice 'testing' of The Beach with about 4 v 4 - 5 v 5.

I think its quite a good laugh, still needs some tweaking, but the attacking side isnt that disadvantaged, due to the cover offered by the shaded left side and obviously the sniper caves to the right.

Just need to find if there is a way to disabled detatching the turret and I need to move that barrier next to 3 back a bit, as its not ment to be close enough for the attacking team to cap point 3.

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Awesome work Preacher. That gametype and map is amazing. The placement of the waypoints is very well though out, and I played solidly for an hour 1v1 last night with a mate.

Are you thinking of making any more maps for that game variant? The mate that I played with last night started making a Snowbound race map as soon as I went to bed. I'll be trying that this evening. If it is good, I'll send you it.

Thanks for the feedback man, nice to see somebody paid attention to the waypoint placement ;)

As for adapting Jumps and Loops to new maps, I don't know. Thing is, after a lot of thought, there isn't really any that are suitable, and though snowbound seems like a good contender, it'd really just a poor second to Last Resort. Jumps and Loops was made with Last Resort in mind, just as my other gametypes - when they finally materialize - were made with their maps in mind.

But anyway, tell your friend to give it a shot - I'd be interested to see what he comes up with.

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I've uploaded The Beach v1.01 to my fileshare, I've moved the barrier at point 3 a bit deeper, but given enough space for someone to get through, but obviously it creates a killzone for the two turrets that can fire on the area, so watch out!

I've also placed some more 'scenery' on the beach and have placed more assault rifles further up, only the gate turret respawns now, so think twice before detaching them.

8011401fullbt2.jpg

The Blue team begin their assault on the impressive defences.

8011781fullft4.jpg

Point 3

8011871fullac6.jpg

Point 1

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Point 2

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It's a brilliant map Joe, absolutely hilarious to play.

If you wanted to make it a bit more serious though, it might be better if the attackers had Battle Rifles - or do you think that would make it less of a slaughter fest? Which is kind of the point, after all!

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I considered that, but I think it would encourage the attackers to sit back and snipe a bit too much. It is ment to be a bit of a slaughter, like I said 1 or 2 territory captures seems to be the norm, rather than 3-4 in normal territory game.

Also bare in mind the bunker (point 2) is packed with weapons, which is easily overrun by a concentrated attack, the first 3 points are ment to be a bit of a bitch, but once you take down a few turrets or steal them for yourself its easy to get rolling. Its just getting started that seems a bit troublesome.

I've downloaded a proper 'D-Day' map and gametype off someone elses fileshare on the Bungie forums and its absolutely mental. Its got fusion coils dropping from the sky to simulate mortars. :rolleyes:

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I've downloaded a proper 'D-Day' map and gametype off someone elses fileshare on the Bungie forums and its absolutely mental. Its got fusion coils dropping from the sky to simulate mortars. :rolleyes:

oOOOHHhhhHH, that sounds interesting. Got a link or a name for that? Would love to give it a go.

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  • 2 weeks later...

Mmm, Im trying to create a juggernaut variant where the juggernaut has only a sniper and a magnum on Valhalla while everyone else must bomb around on mongoose with shotguns to kill him. I also want to make it to that the people on the mongoose slowly lose energy while off of the mongoose. Im even having trouble getting the juggernaut to start with the sniper. I have the options enabled, but for some reason whoever is the juggernaut gets the shotgun.

Help on that and how to make people lose energy while off of vehicles would be much appreciated.

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Mmm, Im trying to create a juggernaut variant where the juggernaut has only a sniper and a magnum on Valhalla while everyone else must bomb around on mongoose with shotguns to kill him. Im even having trouble getting the juggernaut to start with the sniper

I've been trying something similar of late.

The problem you'll find is that the Juggernaut status kicks in a good second or so after the match begins, so whoever's chosen to be the juggernaut has the same weapons as everyone else. Through some pissing around and meddling, I managed to get most of what I wanted working - by setting it to the infection gametype instead.

Infected players are infected from the very beginning, so they'll retain the attributes you applied to them. It obviously means that whatever else you wanted from the Juggernaut ruleset is thrown out the window, but Forge is all about compromise.

Help on that and how to make people lose energy while off of vehicles would be much appreciated.

You'll no doubt be trying this after playing the Pirates of the seven seas variant, but the reason you lose energy when not on the Elephant is because the Elephant is the territory - and the option you're looking for applies to the territories gametype only. Beyond that, it's not possible I'm afraid.

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  • 3 months later...

Yikes! I looked at LiitleJoe's map and thought it was exactly what I'd thought of doing. My idea is slightly different though.

Assault on Highground, attacking team spawns in the water and has to plant bomb at the back of the missile silo. Attacking team starts with Camo, Swords and Carbines/Plasma (haven't decided). Defending team has a series of defensive lines that they fall back to (like LittleJoe's map). Each line has a turret or two with the ones nearest the water not re-spawning.

Caves are blocked so attackers have to run up the middle but are camo'd. Camo will only last as long as a straight sprint up the beach takes so as the round goes on you won't have camo'd guys running round the base - it's only to get them past the beach.

Gate controls are blocked as is crackpipe entrance. Only entrance is broken bunker or maybe gravlifts (haven't decided).

I imagined it as a pre-split Cov vs Human fight with camo'd elites attacking a base that's had time to prepare for the assault.

If you've read this far, what do you think? Is it worth me Forging or should I give up and go home?

Cov_Attack.JPG

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