Hey l33t would you mind if I used your fort idea for entrenched sniper bases along the ridges of the hills throughout the map for a shotty/sniper based gametype me and my friends use? The thought of forerunner forts like beacons across the mountain tops from which snipers pour forth their deadly game while other enemies use their shotties to take over said bases is an idea I would love to see in fruition.
Sure, Hibiki! A sniper/shotty map would be very cool! You could link the forts with teleporters to increase the pace of the action, too.
I've got the idea of making a Giant maze. It would be a 16 player infection game. Basically all of the humans spawn and fall immideatilly into a telleporter sending them randomly through the maze. Two zombies are invincible and run through the maze looking for the humans. The more humans, more zombies. Simple, but I think it could be good.
@Sparky09 : You coudl try making a 2 story maze, that would be epic. @L337 Commando : First: Should the forts be slightly varied, drastically different, or exact copies of each other? Uniformity or Diversity? I would say that the fort should be slightly varied, with maybe 1 or 2 forts drastically different Second: Should the forts be simple (with one platform on top, and the prison below it) or more complex (with multiple levels, maybe some tunnels, and stuff like that)? I think it would be cooler if your fort are complex. Third: Should they be massive or just big enough to give a couple players enough elbow room to take cover and move around a bit? Just big enough for player to fight in a CQC/Medium range combat. Fourth: What kinds of weapons or vehicles should be in the forts? It's depends on how your map will be build. Fifth: Should the forts be far away from each other, and therefore should the entire map be huge, or would it be better to keep the forts fairly close? I would say that the forts should be close to each other, but far enough to give a chance to the infected to killed them while they move from one fort to another one.
Here's a sketch I did in Photoshop a few months ago. At this point in time we had no knowledge of what could and could not be done with the limits of Forge, that being said, this plan would need a geometry editor to work, but a similar version may make itself apparent at some point in Reach. Also note, the colour on the very exterior of the map (and the two cliffs that go toward the center) is not accessible, there would have been a kill volume covering it. Also, there are various underground caverns which I had drawn, but didn't feel like uploading. if there had been a cause and effect system, the blue bridge (energy bridge, seen throughout the halo campaigns) in the center, would have been able to be turned off via a switch at the back of the attacking base (right hand base) and turned on via a switch at the back of the defenders base (left) This switch would have drastically changed the way games played, while on defense you would also have a few players trying to trek across the map to the back of the attackers base so they can turn off the bridge, canceling an easy flag cap route, and vise versa. If you look closely, the few little islands (more of a cliff rock face protruding the water) have little black dots on the second image, these represent a pass under the cliff above. somethings are uncoloured, and others left out, thats because this is incomplete, and obviously, since I know this cannot be accomplished, it won't be completed. The center of the defenders base (right) would have been a man cannon. (it's not coloured according to the key) there is a hard line to the sides of the defenders base, this was to prevent a vehicle to get behind the base (under normal circumstances) Without Key colours With key colours This was the general redesign for my map epitel.
Well I know Noxy and I are going to recreate Amazing Bomb in Reach. That's not really a map though... just a gametype. I'm sure we'll be able to edit some of the default maps to support it. Hemmorage could probably support 8v8 Amazing Bomb Other than that, even before I saw Forge World, I've had this idea in my head. After seeing Forge World, it's possible on "The Rock". It would be 60% Guardian/Cage/Blackout style and 40% rocky tunnely style. The former would kind of be hanging off the cliffside, maybe even connecting with the other cliff across the water. The latter would be inside/on the side of The Rock with the tunnels and pathways connecting to the walkways and platforms. I don't have an exact layout, as I have no idea how the tunnels on The Rock are layed out, but I'm sure I'll be able to make something work. @Noxy: You'll probably be able to make that pretty sexy on The Island.
I plan on using the island to make an "Escape the infected game" basically, humans will be scattered around the island and not have 'waypoint visible to allies". They'll have to make their way to hornets (forgot what they're called) to get off the island. There will probably be only 2-3 hornets on the map. That's the basic idea, and I'm sure there's a lot of cool stuff I'll be able to do with it.
Falcons are the new Hornets, and you can have upwards of EIGHT (8) Falcons on Forge World at one time.
Hrm... well I wonder now just how insane it's going to be when 8 falcons and who knows how many banshees come flying at my yamato remake.... I just see epic AA fire against a horde of flying vehicles.
This really isnt an idea but more so a goal of what I want to accomplish in the era of halo reach. I want to make a map for each letter in the alphabet named according to the military alphabet. A: Alpha B: Bravo C: Charlie D: Delta E: Echo F: Foxtrot G: Golf H: Hotel I: India J: Juliet K: Kilo L: Lima M: Mike N: November O: Oscar P: Papa Q: Quebec R: Romeo S: Sierra T: Tango U: Uniform V: Victor W: Whiskey X: X-Ray Y: Yankee Z: Zulu well kind of a dumb idea but something to think about
Not so dumb. Now I wonder does anyone know if by what bungie meant about stand alone hog turrets not being made but possible meaning that they hinted at being anle to phase the units into the ground/buildings? That would allow some nice turrets for my Yamato... (yes I know... I harp on it... But it's something I have wanted to remake with better details.)
I think there are turrets, but you can't phase turrets (or vehicals if that was your idea) into other objects
They hinted at changing settings so that you could do something similar. Basically, under the vehicle use section, there's a lot more settings (Passenger Only, No Turrets, etc) and they were suggesting you switch vehicle use to Turrets Only.
Im thinking an invasion type map based on "The Covenant" mission in halo 3, like there would be 2 huge forerunner structures and the spartans or elites would have to disable the shields, which would be the one-way shield doors, and gain access to the main forerunner structure where they would have to grab the core, which represents the "index", and escape to the pickup zone, but hopefully you can switch sides, because in the Reach Beta..the spartans were only on defense and the elites were on offense.
I'd love to see an epic Dogfight map. Two bases face off, each with a bunch of Falcons and Banshees ready for take-off, over the main ocean, with a Soft Kill Volume keeping players within the airspace. The Island could be fortified with turrets and maybe an extra Banshee for anyone who lands there. A KotH Hill in the middle of the sky would keep the action going, since pilots would need to keep control of the central airspace to gain victory. It's a simple idea, but dogfights were so fun in Halo CE! (I'm talking about the PC version, since there would be modded maps with nothing but Banshees. Fun Times.)
Looks like quite an idea you have here. I myself have a few ideas for Halo: Reach up my sleeves. I cannot wait for the release of Halo: Reach and start to get forging.