If it works for you, and still follows the 2 rules I request, then go ahead! Asset V2 and Asset Long are supposed to be 8 minutes long. It`s so that if your escape vehicle is destroyed, you have another chance at getting to the destination point. On another note, Asset has hit its 25th map today!
can we get this stickied in the halo forge map section like the book of conquest? It's very detailed and useful and has definetly gained enough populerity and attention.
Oohh... Okay. That makes total sense now. Thanks! And congrats on map 25! You may soon see 26 with my map, which I WILL post. Eventually.
I'm currently attempting to make an asset map using the Asset Canvas. And i have a quick question. Should there be more than one spawn point in the jump pack brute tunnel? Cause, they are basic infantry but just spawn in a certain place.
I usually only put 1 spawn point, because the are a special type of class, but if it works better for your map and you have the objects and money needed for extra weapons/equipments, then I don't see why not.
I had a few ideas for Asset spinoffs. Should I post them here, or in the Halo Forge Discussion section?
Dammit, I was just about to post these, and then Forge Hub went down. Bull. Anyway, I'll just summarize these spinoffs: Asset Encroach(ment?) ODSTs spawn in a very open structure, with very little cover. CQB flourishes in this spinoff. VIP has no waypoint, and increased damage resistance instead of 4x Overshields. Radar for ODSTs may be removed, as well as overshields, but if so, would be replaced by increased damage resistance. Covenant focus on stealth rather than strength in order to win. Brute Stalkers appear more frequently than regular Asset. The next one is more of a new way to play Asset: Asset: Rush Concept Instead of a hornet drop or a destination that needs to be reached by traversing a long path, ODSTs + Vergil simply keep running forward to reach the goal. Defenders spawn in an armory, mount up for 30 seconds, then make a break for it. Attackers die in 30, then spawn in their own armory, with teleporters leading to the path. I was thinking about a map in which the ODSTs run for a bit, then have to climb a rock path to the side of a cliff. Gameplay would be hectic.
Yeah... I just figured it might be different since the path would be- Nah, never mind. At least consider the first spinoff, though. I think it has potential.
I think I have a spinoff of my own, I still haven't thought of all of the details but here it is: Half escort, half holdout. Multiple destination points. With 2 or 3 land based objectives (intel, blowing up things, other) and 2 or 3 in the sky so that when you escape you will get an equal or lesser amount when you actually escape. You can choose which of the structures you want to hold out at each with advantages and disadvantages (weapons, layout location relative to hornet. Any thoughts? I also have a few other thoughts as well: 1. Instead of having the covies spawn in the spawn room initilly, make them hold out at a base or hide them somewhere. They'll be grunts and they'll have no chance at killing the odst's anyway. 2. Realistically, Vergil won't crash land in a base stockes with human weapons. 3. Make asset objective based instead of just having the asset escape. Give the little guy some use.
There are multiple destination points on the ground like convoy now that you put it that way but you have three land destinations you need to go to and then you hold out in the area. You wait for the hornet or whatever you are escaping with and then go to the destination in the air which will be three points (3 destination points ghost merged together).
but why would you need 3? and you can set it up for convoy as well, just have 2 where u need to walk, and another in the sky.
You know what I'll just make my map for regular holdout (There goes half the map). Sides, in convoy you drive a vehicle to destinations right? On a side note, when is Convoy Map Pack being released?