Add teleporters you can only use when not carrying the flag.
Easy to script.
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Add teleporters you can only use when not carrying the flag.
Easy to script.
Hell, just slightly increase player speed, maybe?
Well, shwinnz and grove varients (which are like brother maps in my opinion) solve that with linear pedestrian paths and curving vehicle paths in the same space, but I'm not sure if that's what we're looking at as a possibility here.
anyway, so some stuff here
gonna change the bridge a bit
http://i118.photobucket.com/albums/o...ridgeedits.jpg
that will, hopefully:
-make campers more vulnerable but not weak towards r-hogs
-make it harder to just 3sk 2-3 people on the bridge (this was easy enough for me to be a bit disconcerting)
-make it harder to swerve-rape everyone on the bridge with a warthog
I'm debating this change in tele arrangement with sel, but he DOES NOT WANT
http://i118.photobucket.com/albums/o...orterplan3.jpg
Sel, I dunno if I should call you Yuki but what I DO know is that you should listen to Mass :D
That teleporter arrangement isn't bad. When I look at and play the map, it feels a little like Avalanche from Halo 3, the Sidewinder remake. The teleporters fit into the map very well and you can always quickly arrive at the middle if on foot, but it doesn't create a cheap route for carrying the flag. You can cut off the flag carrier at several points along the path and trying to return your own flag does not turn into a "cat and mouse" game.
^ LOL I wonder how long that would take. I once was about to test it but then realized I had MUCH BETTER STUFF TO DO.
But like Sever said, if the teleporters are bad you could increase the player speed a little. The default speed in Halo is actually very slow imo.
Its good.And the best way to actually win a game in it would be pure teamwork.But most players dont work that way..I dont think the gameplay would change that much moving the teleporters outside.And not more speed.
Which is why I'm hoping to get this played in HPT gamenights, they do use teamwork for the most part, and that's where I hope to find the more minor balance issues and iron them out.
hmm...i am agreeing 60% with tele plan, but overview looks kinds like avalanche
...may have already been said
http://img7.imageshack.us/img7/9591/teleporterplan4.jpg
Man cannons and grav lifts in CE fail.
No fail lifts please.
Hey lets delete the rest cause it wont have any gameplaypurpose.No even if it synced it wouldnt do much for gameplay.Worse if anything.So no,No Mancannons..
I say make little caves or something so when you get teleported you don't end up in the driving line.
For some reason, that looks more star wars to me than forerunner.
Looks good, though.
turn specular on you nub... those shots would look so much better.
that right there is a game breaker as you'll have one or a few campers setting up shop at that exit with shotgun or a warthog ontop of it to block it....maybe move the node to a area where people aren't dumped into harm's way but still allow it to shorten the paths while not cutting out the middle rooms?
You may have stated this before, and I may have missed it, but what are those pics showing? They look like grav lifts to me... :o
WTF selentic man, I thought we were <33
Where's my beta D:
had you gone to the last two gamenights then maybe you would have played it :(
We'll have another one on saturday, just be on around 7pm(-5)
will there be real guns?
I hope not. This is Halo.
No real guns mate, this is a videogame.
so basically guns that don't suck
what is he talking about, no weapon in halo inherently 'sucks'
stop making fun of me because i can't figure out how to lead plasma weapons right :saddowns:
srs not only do i need to account for lag lead, but then the travel time on the bolt, and then i need to stop and concentrate on a spot when they start to hit because the target gets stunned. All while trying and failing to ignore the biped i'm aiming at because it lags around if you hit it directly instead of where you're supposed to shoot. :saddowns:
I like plasma weapons but they lack precision. Hell, same goes for every weapon except the sniper rifle! Weapons of Halo often save me because of the bullet magnetism. Even if I was a deadly good shot the random bullet spread of the game often shits bricks on me.
E:// Take a look at the plasma gun of Quake series. It is a really good and balanced weapon compared to Halo PC's plasma rifle and plasma pistol.
http://img19.imageshack.us/img19/9545/capturedky.png
herro
I'm doing the custom sky for the map, so I had this idea of putting the map on the replacement halo, while its still at the ark's core. Jcap feels it's a bit awkward as a sky since it doesn't make a lot of sense until you tilt your head. It's indeed different, so I'd like some input from you guys before we go too far ahead with this.
about the image, it's just a mockup so don't asplode over smoothing. Blue is obviously the halo, red the core, and the grey is the ark.
Do it. No questions asked and no stops pulled - just fucking do it.
I agree wholeheartedly.
Very awesome idea.
Fucking halo 3 spoilers.
I forgot one thing that I need to add - even though it's never just chilling there in the sky during H3, put High Charity somewhere up there. One thing that I'd always wanted to see in the skybox of Avalanche, since they said it was going to be crazy epic but turned out to be *just* Installation 04 (II), was the Ark on one side and High Charity on the other. It would have worked so well with their Covenant vs. Human vehicle setup during asymmetric gametypes, and just have so majestically captured the "Halo" feel.
Sev's saying ignore canon. I'd rather have high charity visibly crashed into the ark, although i'll have to do some research and see how big it'll be.
FUCKING SPOILERS
your own fault for not playing it earlier
I don't have a 360 fuck you fags and your money >:^(
Hey wait a sec. At the end, does the master chief get split up with the arbiter when the arc collapses and the ship splits into two at the end, then they thought that the master chief died but on the legendary ending the chief is actually alive and goes into a cryo sleep then a giant forerunner planet shows up? O sorry noobinator i forgot about you, lol.
OHOHOHOH
boy you trollen???
Man, this is going to be a real good map when it comes out.
Well I wasn't really against the sky. I was mostly playing the devil's advocate. The problems with it I saw were:
the Halo was completely unknown at the time - not even the Monitor knew about it, so how would you even play on it? Avalanche even takes place after it's risen.
the sky is a huge part of a map - it would just be really awkward to be staring straight up at a planetoid that blocks the sky above.
also, due to the atmospheric conditions surrounding The Ark, the sky would have to be mostly cloudy red and dark orange. As seen at the end of The Covenant, when the ring rises, the clouds brush straight up against the structure. I think that a sky simiar to the one of "The Ark" would be best - blue, purple, "sand", etc.
F = Gm1m2 / d^2 is a big equation in this. If you are standing on the surface of Halo, you will have two Fg pulling down and one Fg pulling up. The two pulling down are closer together than the one pulling up, and since the force due to gravity decreases by the square of the distance, the Fg on the surface in this sky should be much greater (possibly 2x) than on Halo normally.
So simply factor that in. Increase the gravity global (if gravity's a global, it's been literally years so I can't remember). Failing that, just halve the jump height and make vehicles weigh more to simulate the effect of increased gravitational pull in one direction. Projectiles and grenades can arc twice as much. There you have it - an original sky, and an original factor to change the combat up a little. Rather than automatically assuming it'll break the map, think more creatively. Low-grav games seem to provide a fun change in pacing, why not go the other way for a similar (yet opposite) effect on play?
That would break most of the hog jumps that I intended to be a big fun part of the map :S
Well maybe make it only a slight increase, then, and bump up the Hog's top speed just enough to compensate without it becoming nearly uncontrollable (Coldsnap, looking at you). vOv
I think it would suck to have any effect on gravity. Again, Halo is Halo. Changing the gravity would have a huge effect on the map and all judgment would be through off. It would probably kill any change of the map being played by the masses too.
I'm with jcap on this. Most players aren't going to think about it either lol
Well stick with the new sky anyway.
One could assume the ring is spinning at a different rate in order to feel the same gravity. The fact that there's people fighting on the ring before it's even known about isn't so important in MP. Derelict, Damnation, Chill Out, Burial Mounds, and Foundation are examples of MP maps that take place in environments the player did not visit in SP. These are good points guys, the sky needs to be believable.
I think you mean increase their mass, which wouldn't have any effect since all objects accelerate due to gravity at the same rate.
Actually I don't think the ring is spinning at all in its construction phase. It's not even in "space" yet. There's too much acting on the ring that would, in theory, slow the rotation of the ring down. Plus, if it was spinning, you would see the ark slowly "rotating" above you and you probably would have noticed it a little in the cutscene where it was being raised. Unless it is spinning SO slow that you don't notice it, but you can still see Halo rotate in the first game...
Actually, with that said, I'm wondering how the "gravity" of the ring is even happening. Is it real gravity, or is it due to the centripetal force? If you stay on Halo due to the centripetal force, then you wouldn't be on it because of the way the ring is pulling into you? But then you have true gravity of the ring which is caused by its mass. Although it is thin, it is not small, so idk. But you still have real gravity from The Ark, so...
:& aaaaaaaaaaaaaaa
According to the books, iirc, when encountering the first Halo Cortana remarks that the ring's rotation is insufficient to produce the gravitational forces apparent on its surface and concludes that it must have some other form of artificial gravity.
Of course, the books also claim that the interior of the PoA is rotating internally to produce centripetal force gravity, and that just makes no sense. There are a lot of inconsistencies in the cannon.
My opinion is, leave the game mechanics untouched, and give it an epic skybox of planetoid being harvested for resources and portions of the ark disappearing into the distance. It'll be friggin awesome.
It's not like Bungie ever cared about varied gravitational physics in their different environments, other than the one instance in H2 where you go outside Cairo Station (which honestly makes zero sense). It seems that the Covenant, the Humans, the Forerunners, and any location any of them have discovered all have the same gravitational force. Seriously, wtf.
They cared about Rayleigh Scattering in their skies, why wouldn't they care about this?
Hey, can't wait to play the next version of rev.
Not only that, but different objects fall at different rates. :d
They come up with the official cannon and come up with complex and intricate backstories with a lot of practical reasoning behind them, but in the end, when it comes down to gameplay, they go with whatever's more fun, realism be damned. I applaud them for that.
Go for what's fun, Connie.
I hadn't thought about that... I know things accelerate due to gravity at the same rate, but I didn't know if Halo actually covered that or not since the physics leave rather a lot to be desired. Now I look back on my experiences of things falling ingame, though, it does.
Yeah because in real life grenades don't ricochet like mother fucking bouncy balls. (halo 3)
Jesus Christ, make the map terrain less area :|
Or scale it ffs. This is too big. Period.
Also, I joined at HPT, but I cannot login. If I login, it says Welcome jcap in the top left, but it says I am not authorized to view the page with error code 1003.
The map terrain is fine sir get out
I realise it's a big map, but honestly, when you only have so many paths that's not too much of a problem. It means diversions actually work, and teams can spread out enough to avoid one well-placed rocket taking them all down in one fell swoop.
No, it's not fine.
It's a 16 player game. 16 players on this map is like piss dispersed in a huge pool. There's only so many places you can have the 8 people on your team, and this is assuming that you're in a full server every time. The problem is that there is too much area to cover, and that if there is an area that requires immediate attention, it is impossible to get there in a reasonable time.
Right now each side of this map is the equivalent of a blood gulch. It's flat with a couple of hills, and extremely wide and open.
If this doesn't change, combat will become nothing short of repetitive. Every game will be through the shortest walking route because no one will want to walk into the middle of a field to risk being killed. Reducing the size will encourage walking.
Sel, it is pretty big. I know it's a lot of effort to reduce the size but please try to do so. I think you'll find people just get tired on a big map, no matter how balanced it is. There aren't any excuses, everything can be worked around.
I cut down part of the blue side a bit. Going to leave it at that for now until some competitive playtesting is done and I can take a look at the heatmaps and see how it holds up in a serious game.
I just want more data on how it plays than 12 people fucking around and not playing particularly seriously. Not saying that those games weren't helpful, they were. They exposed some very major gameplay flaws which are in the works of being fixed.
That reminds me - make sure you add tons more cover using scenery and stuff once you do get things sorted. I was stuck hiding behind two medium-sized rocks with Heathen and someone else coming for me, somehow I killed both but that's beside the point. Both of them and myself were very exposed the whole time.
Well the thing is...people were fucking around on it because the goals were impossible. Reducing the size will make achieving those more reasonable. Instead of feeling "well, this game won't go anywhere, so I'll just kill," it will play more like Danger Canyon.
I seem to have accidentally a whole word... :downs:
oh no ross that's horrible :downs:
ye the map looks real cool selentic.
o ye lol. i m )l+ '_' +l[
if you dont know who that is. if you care here is a clue.
january 2009
http://img2.imageshack.us/img2/4655/...an20091527.jpg
http://s9.zetaboards.com/HPT_Forums/...7099266/1/#new
Revelations can't be that much larger then Infinity? Is it? I mean it only took me at most 60 seconds to get from one base to the other in a hog.
Advise though: Put some way to get from the middle area to one of the bases easily. Maybe I missed such a path, but I always had to choose between getting the flag and going to the sniper base thingy.
Shot tags please...
There are plenty of vehicles, ports, and snipers that the distance doesn't make that much of a difference.
umm, you know you can go to the flag by way of the other team's tunnel using teleporters on the opposite side of the bridge...?
Actually, this is evidence for a suspicion I had that it was unclear and the source of a lot of people's feeling that it was too far to go.
I think we'll add arrows and if it's still not clear, perhaps signs.
Me and jcap have come up with a pretty shrewd teleporter layout and some fancy stuff to hopefully ease the way the walking paths play through. Hopefully it'll be ready for saturday and we will have another test.
Ew, makes me sick. It's nice though I'll give it that.
I'm liking this. I'd +rep if I could. *puts on to do list*
Coolstorydoorybro.
Yo dawg I heard you like doors so I put a door in your map so you can open it while you play.
Jizz in MAH pants..