Regeneration Slayer (Official Release Thread)

Discussion in 'Halo and Forge Discussion' started by Stevo, Mar 27, 2010.

  1. Spicy Forges

    Spicy Forges Ancient
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    *looks at floor sadly then proceeds to stab himself*

    I feel like such an idiot... why didn't anyone think of this before. Questions is would it work.
     
  2. Stevo

    Stevo Drunken Bantersaurus Rex
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    Possibly.. you'd have to figure out a way to make sure no1 escapes the fusion coils and make sure that the coils definately explode.. I.e if someone jumped up and broke the fall of the coil, it might not blow up.
    Also.. with everyone having 4x overshields.. you're probably gonna need like 60 coils :/

    I'd investigate ways to break the map and place starting points outside.

    Also crypto, b3nw started remaking the intro video, but has too much on at the moment to really include all the footage i was after.. could he send you the project file and you finish it?
    What he's done is really nice, but it only has 2 clips of gameplay in it and i was up for getting gameplay from all maps included really so it's stuff that could really sell the gametype like overkills etc...
     
    #242 Stevo, May 21, 2010
    Last edited: May 21, 2010
  3. Spicy Forges

    Spicy Forges Ancient
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    Yeah no problem. ATM I have a couple of other video related assignments but I could fit in around those and work on the Regen vid. Just tell Ben I'm fine with that.
     
  4. Foyoman

    Foyoman Forerunner

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    Team starts in a group and fusion coils thrown at them with man cannons?
     
  5. BabyBaconStrips

    BabyBaconStrips Forerunner

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    aerocrest is ill have it in my file share in a bit
     
  6. Noxiw

    Noxiw Ancient
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    So what does it take to make a succesful map for this gametype? I may try my hand at it.
     
  7. Spicy Forges

    Spicy Forges Ancient
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    Succesful map = convert Multicog
     
  8. Noxiw

    Noxiw Ancient
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    ...And conversion involves what process?
     
  9. Spicy Forges

    Spicy Forges Ancient
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    Making sure everyone is killed at start via all starting points in a kill ball. Add in 2 or more Custom Powerups at central areas/each side.
    Other specific things like:
    - Only one hill on the KoTH gametype
    - No regenerators (who woulda thought Regeneration slayer doesnt work with Regenerators :O)
    I think all the vehicles will need to be replaced with Mongooses. Depends on testing.
     
    #249 Spicy Forges, May 21, 2010
    Last edited: May 21, 2010
  10. Stevo

    Stevo Drunken Bantersaurus Rex
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    Noxiw..
    second to that, only ghosts are really permitted.. they themselves can be dominating without enough anti-vehicular firepower, so if adding in ghosts make sure there are rockets / misslepods / plasma pistols on the map as well.

    Objective placement should be central to a map so each team have the same chance of reaching it.

    First time spawning can be a real pain in the backside to get right so just be careful with that as well.

    With multicog being such a large map, i'd recommend you use all 4 CPU's have 2 central and one at each base. Try have the CPU's out of main combat areas as the effect is only 3 seconds and gives invulnerability which can easily swing the favour to someone else in a duel.

    Other than that, if you want to create a map from scratch for this gametype, the objective zone for the hill needs to be open and seeable from at least 90% of the map. The ball also should be located in the same zone. Height variety is also key. More height difference makes the maps play 10x better like Rise and Gyroscope.

    Thanks for your interest too :D
     
  11. Spicy Forges

    Spicy Forges Ancient
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    I have a mental blank atm for what I should forge. Also when and how am I gonna get the video and all its content.
     
  12. BabyBaconStrips

    BabyBaconStrips Forerunner

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    crypto are u done the rails?
     
  13. Stevo

    Stevo Drunken Bantersaurus Rex
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    Give b3nw your email address he can mail it to you via wetransfer.com
    Also.. we're gonna need to sort the map pack stuff out o.0
    I did want to enter a comp on xf but i got my submission removed as the maps havent been published there.
    So... I wanna get the map pack released on here first, which means we've got a couple of weeks to sort it out.

    Personally, I think Rise and Gyroscope should definately be included...
    However, it'd probably be better if we held a poll or something.
     
  14. Spicy Forges

    Spicy Forges Ancient
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    Babybaconstrips I have done ur railing.

    Steve I reckon Rise, Gyroscope and The Mantle should definately be in. Then we just have a vote for the other three.

    Can I make a poll?
     
    #254 Spicy Forges, May 23, 2010
    Last edited: May 23, 2010
  15. Noxiw

    Noxiw Ancient
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    I want to convert multicog, but I don't know what the gametype deems necessary, would anyone be interested in helping?
     
  16. BabyBaconStrips

    BabyBaconStrips Forerunner

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    ill help 8) send me a fr
     
    #256 BabyBaconStrips, May 23, 2010
    Last edited: May 23, 2010
  17. Spicy Forges

    Spicy Forges Ancient
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    Yeah I can also help Noxiw. Already on ur friends list so just invite me when you need me.
     
  18. Rifte

    Rifte Ancient
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    So I played two Regen maps today, each with different gametypes provided by BabyBaconStrips. Regen Ball (FFA) on Gyroscope and Team Regen King on Rise. Here are my thoughts so far.

    Firstly, Gyroscope. Gyroscope's spawns definitely need reworking. BabyBaconStrips probably already know my position about the gametype from the constant bitching, but I'm telling whomever the creator was that Gyroscope's spawns were just bleh and need an overhaul. Spawn killing was something not uncommon because of the long LOS and unprotected spawns. They were overall redundant and I kept spawning in the back hallway facing the teleporter and custom powerup. Also, the map definitely needs more custom powerups to keep the game flowing properly.

    About the Regen Oddball gametype itself (the one we were using for this map), I didn't really see a point in picking up the oddball. Your shields are nil, and you get killed way too fast to be able to get any points. I suggest you increase the number of points for holding the oddball per second.

    *************************************************

    The second map I played today with BabyBaconStrips was TRS on Rise.

    I enjoyed it more than the first map, but I still didn't enjoy it. I had no incentive really to go into the middle. Why? My play style isn't like that. I do try to follow objectives, but not ones guarantee myself dying after a couple seconds.

    [​IMG]
    My medals

    So all I did was stay back and leech easy kills while other players on my team did the hill milking and that created tension and disliking from the other team because of my spawn killing.

    One thing I didn't like about the Rise map itself was how few ways there were of reaching the higher areas. There's only two ways up (ramp and the jump-up) from what I understood, and both ways leave the player vulnerable. I only saw a couple spawns I though should be removed (aside from the ones that are completely open) and they are the ones in the middle of the map in the pit where the hill is. Since players are vulnerable when they spawn, the pit where the focus of the map is probably isn't the best spot. There were enough custom powerups to keep the game going so those are fine.

    Lastly, the gametype RegenKing. Honestly, I didn't dislike the gametype itself though I didn't like the hill in general (I'm more of a slayer guy anyways). The basis of the gametype itself (shoot to gain shields) seems like it could be a lot of fun and appears to have a lot of potential, but it was really the map that I didn't enjoy. This seems more like a gametype that would better fit a large map with medium LOS and well protected spawns. One that comes to mind is Multicog by Noxiw if tweaked a bit.

    EDIT:
    Just to add a bit more on the basis of the gametype, I actually really enjoyed the slayer aspect of it. It forces you to stay on your feet and literally kill to survive which I enjoy in a slayer game.
     
    #258 Rifte, May 23, 2010
    Last edited: May 23, 2010
  19. Spicy Forges

    Spicy Forges Ancient
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    Thanks for the feedback. As for Gyroscope...I made that map. To be honest, every game I played on it there were no spawn killing issues. There are a few other things I wanted to edit on the map but I will take your comments into consideration. As for the CP's, I cant really add anymore because there are only 4 available. Maybe what I should do is rethink the locations of them!?

    Critism and feedback like this is exactly we have been wanting. Thank you Rifte. The feedback you gave about the gametypes will help Steve out as well as the comments on our maps.

    @Noxiw. It would be great to get multicog working with this gametype. I remember playing some normal slayer and KoTH games and they were really fun.

    @Steve. What if instead of everyone starting with no shields, everyone starts with normal shields? Just a thought.
     
  20. Rifte

    Rifte Ancient
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    This is why I thought spawn killing was a major issue.
    [​IMG]
    [​IMG]
    [​IMG]
    One of my favorite areas in the hallway was the gyro overlooking the map. See how I can easily spawn kill players spawning in this area?

    And although I never really ventured into this area because I was always spawning in the hallway, this might have been a problem too.
    [​IMG]

    In addition to that, you should look at what the player sees when they spawn. Technically it would better to have
    [​IMG]
    than this
    [​IMG]

    Reason being, would you want to spawn here with clear LOS for an instant spawn kill.
    [​IMG]
    or here
    [​IMG]
    Here's another open spawn
    [​IMG]
    I think you guys should consider the height on your maps and how much a player can look over the map from that area.

    In regard to the custom powerup, I did a forge-through of Gyroscope and finally found them. I think I understand why all the combat seemed to take place in the hallway, it's because nobody knew where the other custom powerups were. I would consider moving the other 2 from their confined spaces to a more visible, open area of the map where they can be easily seen and obtained.

    Have you guys considered giving a 1-3 second invulnerability at the beginning? Though maybe you could give players normal shields for a few seconds using respawn traits but have it so that they are not as strong? Just to avoid spawn killing but still keeping the game going because with invulnerability, the player shooting won't receive anything for his work, while with temporary shields in the beginning he'll at least get some shields without causing spawn killing.

    EDIT:
    Also, are you supposed to be able to drive vehicles with the ball gametype? Because I was on the mongoose at one point.
     
    #260 Rifte, May 24, 2010
    Last edited: May 24, 2010

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