Greetings, I just got an idea for a mini-game and I wanted to get see what you think before I decide if I'm going to follow through or not. The concept is very close to duck hunt only reversed, there are multiple hunters and 1 target. This would work as a juggernaut gametype. Below is a very very rough sketch of how the game would work. Essentially the teleporters would be above the spawn points and only the juggernaut can jump high enough to reach them. Each player has their own room that they spawn in. The only way to score is by reaching the goal point as the juggernaut. However, he/she (OK, just he) must first run through a gauntlet of obstacles and fire coming from the other players. the player who kills the juggernaut becomes the juggernaut and can then jump into their teleporter to try and reach the goal. I'm thinking the base players will have sniper rifles, rocket launchers, or spartan lasers, is invulnerable and has 200% gravity. The juggernaut can receive damage, has 4x overshields that don't recharge, and normal gravity. The round ends when a point is scored. I don't have a name just yet, but was thinking of calling it "Buck Hunt" after how close it resembles duck hunt. What do you think; does this sound like fun or like fail?
Looks like a good idea. I was wondering how the teleporter system would work but it looks like you have it figured out. Maybe name it "ducks revenge" and make all the non-juggernauts yellow. But it seems like an incredibly simple map so you will need to rely heavily on aesthetics. But with a little testing to make sure that the path is neither too long nor too short, I think it would be a great idea. Also I would think of any of the three weapons you mentioned rockets would be the best. The others will kill too quickly. Especially if you get hit by 15 lasers at once. Rockets would have some delay between the point of release to the point of impact. Experiment with the distance between the "runway" and the shooters.
Yeah that's what I was thinking about the rocket launchers. However I don't like the idea that players will have to reload every two shots. I could use sniper/beam rifles and turn down the base player's damage.
Sounds like a pretty nice idea. I myself am getting back into playing Halo and I might forge a basic map concept for you. But, I have kinda lost my interest in forge, so thats a maybe. I also like the way the game progresses to the next person who killed the Juggernaut becomes the Juggernaut. I'd hate to be the first Juggernaut. LOL
I've considered that too. If I do make this map I'll try different weapons to see what works best. That'd be cool. Again though, I'm not sure if i am going to go through with this considering I am currently forging a puzzle map and it's eating up 100% of my daily video game time and reach will be out in little more than two months. Also, players will respawn, so it won't matter if you're the first juggernaut or not (lol rhyme), you'll still be getting owned by 7 other players.
I think its a great idea. You should forge a rough draft to see how it plays first. That would only take about fifteen minutes lol.
It would be unfair for the people that spawn towards the end or front (depending on health). They'll never become Juggernaut.
I agree with Meta. It is a very good idea. Almost like a fusion of Gauntlet and Duck Hunt in which every player gets a chance to be The Juggernaut. I think that perhaps, since each nonJuggernaut will be trapped in his individual spawn room until he becomes the juggernaut, you should have the path curve around on itself several times, to give each (especially the players in the beginning who always see the Juggernaut with high health) several chances to hurt him.
Good, idea, I have been toying with the idea that I could make multiple tiers as part of the course the juggernaut must run.
Everyone will have a good shot towards the juggernaut, and that's all that matters really, because you get your points from kills as the juggernaut and if you are at the end, why does that mean that the juggernaut will aim only at you. I'd go for the middle...more chance that an off-shot will still hit someone. Maby you could change it so that the non-juggernauts are at the opposite end to the juggernuaut (at the end of the goal point) so it's easier for juggernaut. I think it's a great idea...WIN!
That's not what I was going for in terms of mechanics with this gameplay, though it's nice you like the idea. The way I envisioned it is to make it so the only way for the juggernaut to score is by reaching the goal area, like in the default gametype Mad Dash or like the VIP in Rocket Race. The juggernaut cannot kill the other players either because the other players will be invincible, or the juggernaut will have his damage turn all the way down, or both.
I think the idea is awesome. You wouldn't need to mess around with multiple teleporters. In Reach you can make one very large sender teleporter that everyone uses to go to the one other receiver teleporter. Question: How would you ensure that the juggernaut killed won't just spawn in the room with another player? The room would have to be REALLY tiny in order to trick Reach into forcing the player into the only available spawn point remaining. Have the rooms be JUST the size for one player and have the weapons spawn in a tiny nook behind them. but not big enough to get in. You would only be able to do 3 weapons, seeing as if you can't move, you can't really pick a weapon so basically you will cycle through what you have and swap out with whatever else is there.
Why does everyone think maps are for reach when they are in the halo 3 forge subforum? It could be either one. Regardless I love your map idea Donomite. My only suggestion is to look at other duck hunt maps and kinda figure out what makes them "work" and what are the most fun parts about them. Then try and take those concepts and apply them to your map, but your map is a bit of a pioneer so make sure to stay unique and creative.