Asset Map Pack

Discussion in 'Halo and Forge Discussion' started by Rifte, Oct 24, 2009.

  1. Rifte

    Rifte Ancient
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    Asset Map Pack


    What is Asset?
    Asset is a 1-sided VIP game. In a 1-sided VIP game, one team will have a VIP, and the other will not. The ODST (defenders) have a VIP, an asset. Your asset is Vergil the engineer (yes,I said Vergil). He’s a high priority asset, and if he dies your mission is over. Vergil, like in Halo 3 ODST has certain traits given away when players are close to him, or proximity traits. During asset maps, the main goal is to have Vergil reach a destination point (escape, basically) somewhere he normally cannot get to without the help of the ODST. The attackers are the covenant, and it is their goal to kill the VIP. You’ll have certain classes available to you as the covenant, but the main goal is to kill the VIP, and stop him from getting to that destination point.




    The gametype is a bit more complicated than this, but at least you now have the gist of it.

    If you would like to understand more of it, please see the Asset Guide.

    Maps so far
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    Completed maps in spoiler
    Sandstone Plaza by R0FLninja
    [​IMG]
    [​IMG]
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    Status: Released!

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    Last Bird Out by rifte gifle
    [​IMG]
    [​IMG]
    Status: Released!
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    Monolith by rifte gifle
    [​IMG]
    [​IMG]



    Status: Released!

    Premise by I6ExplodinCars
    [​IMG]
    [​IMG][​IMG]
    [​IMG]
    It's a Hummingbird silly, not a pelican.

    Holdout style map, based on an oil rig type structure.

    Status: Testing.

    _________________________________________________

    Desert Highway by jakob hunter
    This will be an escort/holdout hybrid style map, as you can see the theme is well... a highway.
    [​IMG]
    [​IMG]
    [​IMG]
    Status: Testing

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    Rigeside by Ell3ment and Gunnergrunt
    This plays much differently from other Asset maps. Rounds will get more difficult as the round progresses, and the enemy will swarm from literally every direction. Watch your backs.
    [​IMG]
    [​IMG]
    Map pack Maps
    Finished maps
    Monolith by rifte gifle
    Sandstone Plaza by R0FLninja
    Last Bird Out by rifte gifle

    All of these maps generally carry the same objective, and will be tested for hours to make sure they all play properly. I'll be updating this thread every once in a while to introduce new maps.


     
    #1 Rifte, Oct 24, 2009
    Last edited: Nov 21, 2009
  2. R0FLninja

    R0FLninja Ancient
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    Ah, you posted it.

    Whoa, Jakob's one is amazing, Both of yours are much more complex looking than mine :p. Ill be working on Uplift as soon as I get home from vaccay (in a day.) Hopefully you can help me out then, Rifte.
     
  3. T Cal

    T Cal Ancient
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    all of these look great! i saw rolf's map and the gametype really appeals to me so i am really looking forward to it
     
  4. Ac3Snip3r

    Ac3Snip3r Ancient
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    If I had to choose a favorite it would definitely have to be jakob's. The entire complex looks amazing, and it is leveled. And yes, I see the turtle. Especially after seeing yours I know that I have to download at least one of them.
     
  5. OhNoez64

    OhNoez64 Ancient
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    ASSET IS MY FAVOURITE GAMETYPE EVER.

    Seriously, I've had such fun on protocol I'm so glad this is being released. It has the combination of Infection, VIP, ODST, and sauce. Winsauce, that is.

    Really, This along with Conquest and stuff, later on this should have it's own tag.
     
  6. MultiLockOn

    MultiLockOn Ancient
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    Why was I not informed of this! Anywho, it looks promising. Asset is a gametype with a lot of potential!
     
  7. R0FLninja

    R0FLninja Ancient
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    I really dont know how Jakobs map would work out gameplay wise, but it appears that gameplay would be interesting, considering it is the first firefight/odst/asset map I've seen that is enclosed, I will definetly have to get a forging session in on this with you or Jakob, rifte.
     
    #7 R0FLninja, Oct 24, 2009
    Last edited: Oct 24, 2009
  8. HomeTheArmless v2

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    After playing both Protocol and Monolith, I can safely assume that Uplift Reserve and ONI Aftermath will be equally awesome.

    Asset = A Pretty Cool Guy
     
  9. R0FLninja

    R0FLninja Ancient
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    I remember that moment while testing monolith, I was A chieftan and Virgil was hiding in the tube piece, once I got past those three odst ( the screenshot of a chieftan getting a triple kill ) I got into the tube piece and the **** hit the fan for virgil who was basicly stuck ( picture of me cornering Virgil as a chieftan in the tube piece ) thankfuly, rifte has informed me that the tube piece at the bottom of monolith, has been opened up so that it is accesable by 2 ways, which gets rid of the camping, which will probably perfect the gameplay for monolith, which was Already fun anyways, be sure to invite me to a test the next time I get on, rifte.
     
  10. Xang

    Xang Ancient
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    This all looks really fun, glad to see your making these vip sort of games... I really like the look of the first one, although that last one looks really odd, kinda messy, idk if it is suppose to look like that though. Either way any creation from you is fun to play, good luck.
     
  11. Rifte

    Rifte Ancient
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    It looks different now, the map has been edited a fair bit since this pic. I'll get an updated picture of the map later, but I personally have to say that it's freaking hard to last 3 minutes, even with 4v4.
     
  12. jakob hunter

    jakob hunter Ancient
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    done with testing part 1 one for ONi aftermath and it played pretty good in my opinion although it is as Grif said very hard to stay alive for 3 minutes so i will cut down the bridge and hornet spawn time down to 2 minutes. but it looks alot different than it does in those pics elclosed maps seem to look wierd when taken photos of for some reason
     
  13. Rifte

    Rifte Ancient
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    Grif?

    lol anyways, these pics were taken before the map was finished so that's probably why they look like that. e.g. mancannons showing, ect.
     
  14. jakob hunter

    jakob hunter Ancient
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  15. MultiLockOn

    MultiLockOn Ancient
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    Why was I not informed of such a thing! Was my majesty not enough for ones presence! I am offended!
     
  16. Rifte

    Rifte Ancient
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    I r teh sorry.

    In other news... the Asset gametype has been replaced a new, better and updated version. These changes are specifically for the Asset map pack. Nothing big, but when a VIP commits suicide or is betrayed, you lose -4 points.
     
  17. R0FLninja

    R0FLninja Ancient
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    Rifte, dont you think that the covenant should have a purple forced armor color instead of blue? It would make a lot of sense, considering the Covenant manafacture nearly all of thier vehicles with a purple paint.

    Or brown, because brutes are brownish tannish. But blue fits neither elite nor brute colors, maybe that could be a change.
    And maybe the chieftan should have more health, but have a marker above his head.

    Maybe you could take this into consideration, Rifte
     
  18. Rifte

    Rifte Ancient
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    Brutes dont have purple armor. Blue is the regular color for brutes.
    [​IMG]

    If it were elites then maybe I'd change it, but for now I'm leaving it blue. Also, I'll probably tweak the game AGAIN after getting a suggestion from Multi to raise the health and recharge rate of Vergil, seemed to work better for gameplay especially in Aftermath. I'll see how it works for the other Asset maps later, I might have to raise the brute damage and shields.
     
    #18 Rifte, Oct 25, 2009
    Last edited: Oct 25, 2009
  19. jakob hunter

    jakob hunter Ancient
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    Rifte i moved the hornet to the inside of the map so you dont have to go on the bridge and added falling rubble. I took away the man cannon leading to the crane and added a wedge long and i think it is better that way. I also moved the VIP go to point to ontop of the whole thing
     
  20. Rifte

    Rifte Ancient
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    I can't get on xbox tonight, but these changes sounds great, especially the falling rubble. I actually recommend now that you move the spawn points around instead of having all of them inside the tunnel.
     

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