This is a thread to post your specific INVASION Ideas. Go ahead and share your invasion ideas with the community! My Invasion idea: Phase 1: The Loadouts for Phase 1: Name/weapons/AA Spartans: Scout/DMR/Sprint Assault/AR,Magnum/EMP Pulse CQB/Shotgun/Power Fist Elites: Warden/Needler Rifle/Camo Guard/ Plasma Repeater/Evade Destroyer/Concussion Rifle/Evade (The CR can redirect rockets) The Spartans would Start a little while away from the main base near a outpost the elites control. Their job is to secure that outpost and then move on to the next phase. After they have taken the outpost they should proceed to get into the vehicles the UNSC Command has dropped into the battle field; 2 Mongooses, 1 Warthog, and 1 Falcon. Be advised, these don't respawn. They then proceed to take the next outpost. Phase 2: Phase 2 Loadouts: Spartans: Scout/DMR,AR/Jet Pack Heavy/AR, Grenade Launcher/Ammo Pack CQB/Shotgun,AR/Armor Lock Elites: Royal Warden/Needler Rifle,Needler/Ammo Pack Royal Guard/Plasma Repeater,Needler/Evade Royal Destroyer, Concussion Rifle, Plasma Repeater/ Drop Shield or Ammo Pack The Spartans will have grabbed their vehicles by now. They now will spawn at that outpost. Now they must drive to the next area. They will be heavily under fire by enemy turrets and vehicles. The elites will have 2 revenants and 1 ghost you must destroy. If you look around the area long enough you may find an abandoned covenant vehicle with a Plasma Cannon near it (The one that sticks.) To take out the turrets you will want use the grenade launcher and then invade the outpost with the CQB Loadout because it will be inside of a large building. Once you get to the top of the building and take the area then 2-3 Falcons, 1 Rocket Launcher, and a couple of Snipers will be dropped on the roof. Phase 3: Phase 3 Loadouts: Spartans: Scout/DMR,Target Locater/Jet Pack Sniper/Sniper,DMR/Ammo Pack Grenadier/Grenade Launcher, AR/Power Fist CQB/Shotgun,AR/Armor Lock Elites: Destroyer/Needler Rifle, Concussion Rifle/Ammo Pack Holy Warden/Focus Rifle,Needler Rifle/Evade Holy Guard/Plasma Repeater, Needler Rifle/Camo Holy Leader/Plasma Launcher,Needler/Evade (will have a class limit if possible) Now the Spartans are on the roof. The next base is a little while away so that is why both teams get snipers. The Elites now control a larger base. The spartans must work their way down fromm the roof. They then grab the warthogs that have been spawned behind the building (that is if their not in a falcon.) They have to work their way into the base grab the objective and make it too the roof for extraction.
There is already this Thread for Reach map ideas. But since it's not actually 100% confirmed we can use forge to make our own invasion maps I'm pretty sure we can make custom game types for it. Your idea sounds good but to be honest most ideas for Reach sound good to me at at this stage so much anticipation.
Yes I know that thread is there. This thread is just for Invasion. And you can forge invasion, the thing that wasn't confirmed is being able to make a completely new map for it. But, it makes sense that you will.
Helm's Deep Here's my gametype for Invasion, if you've seen Lord Of The Rings: The Two Towers you should be able to understand. This also includes some details on the map I would make for it on Forge World, along with details of the gametype such as loadouts and objectives. Helm’s Deep Map: Forge World, Variant : Helm’s Deep Gametype: Invasion, Variant: Helm’s Deep (Details Below) Attackers: Elites (Red Team) All loadouts have Swords, and Sprint. Defenders: Spartans (Blue Team), All loadouts start with no weapon/DMR and Sprint. Phase 1: Team Slayer, Elites get to 25 points they win. If Spartans get to 25 points Phase 2 commences. Phase 2: Ladders come down and The Wall becomes the objective. The Wall: Several propane tanks rest on top of destructible objects below that, a wall of explosives, 4 fusion coils wide, 10 fusion coils tall. Loadouts featuring Armour Lock, Hammers (Pikes) and Needle Rifles (Crossbows) are unlocked for Elites, Machine Gun Turrets are unlocked for Spartans, Missile Pods (satchel ballistas) and immovable Revenants (catapults) are also unlocked for Elites. Assault, don’t let the Elites detonate the bomb near the Deeping Wall, if they do The Wall will explode. This begins Phase 3. Phase 3: Mongeese spawn, room with loadouts with Evade, Energy Sword and Sniper Rifle unlocked for Spartans. Elites get loadouts with Concussion Rifles and Focus Rifles, they need to stop the Spartans from getting to the other end of the map. If the Elites get 50 points they win, if a certain amount of Spartans get to their destination with the core the Spartans win. Tell me what you think.
I'm not sure how this would work... You would have to rely on if you can have completely different objectives in 1 invasion game. You would have to be able to have it so one team wins by kills and the other has an objective. I don't think you can do this. It would be cool if you could though.
Gunkan/Battleship For use with my up and comming WWII era IJN Yamato and USS Enterprise maps respectively. On Yamato, the spartans as marines .... ignore that... USMC that is, are trying to board the Super Battleship Yamato and still the intel/decoder (still havn't decided.) from the bridge. Phase 1: Attack the Yamato Japanese (Elite) spawn in various interior rooms and such on the Yamato while American (Spartan) Spawn on the other side of Forge world either a small Aircraft carrier or a runway at Blue gulch base. The Loadouts for Phase 1: Name/weapons/AA Spartans: Pilot: Pistol/jetpack Soldier/DMR/f-grenade/sprint infantyman/AR/f-grenades/armorlock Elites: Shoui(ensign)/Pistol/Evade Taishi(soldier)/ Plasma Repeater/Hologram Shousa (commander)/Sword/Drop Shield Vehicles: American/Spartan: 5 Banshees (Fighters) 3 Falcons (Bomber/troop carriers) 2 Mongoose (Amphibious troop carrier 'ducks') 1 Rocket Hog (Light Cruiser) 1 Gauss Hog (Light Cruiser) Japanese/Elite: 4+(depending on number I can have) Shade turrets 4+(Same) Plasma Turrets 3 Tanks (Main guns fixed location) 2 banshees (Yamato had two aircraft catapults on her stern) On either side of her port and starboard hatchs will be the panels to release the hatches(one way sheilds) and allow access to the upper decks. Once these have been released Americans will spawn on the island dock beside the ship. Phase 2: Make for the bridge Once the outer doors have been compromised the Americans will begin fighting their way up the superstructure for the bridge. Tight hallways, stairways and many floors make it confusing and with certain death (Kill zones) near the many Japanese barracks they fight there way to the fourth level just under the bridge. Phase 2 Loadouts: American/Spartans: Scout/AR/Hologram CQB/Shotgun/Dropshield Rifleman/DMR/f-grenade/Armor Lock Japanese/Elites: Kaisou (Petty Officer)/Plasma repeater/Evade Shousa (Commander)/Sword,Plasma Pistol/Armor lock Kamikaze('God wind'/suicide bomber)/Plasma Pistol/p-grenade/Cloak Once the lock has been overridden the hatch to the bridge will open and the core/intel is ready to be taken. Now comes the hardest part. Doors to all but the main deck will close, leaving you no option but to head down THROUGH the offensive. Phase 3: Make it out alive. Marines have got the goods now they have to make it past the irrate and heavy Japanese resistance. Phase 3 Loadouts: Americans/Spartans: Runner/AR/Sprint Sniper/Sniper/f-grenade/cloak Grenadier/Grenade Launcher, pistol/Armor lock CQB/Shotgun/Drop Shield Japanese/Elites: Joutouheisou (Chief Petty Officer)/Plasma repeater/p-grenades/Evade Shuyou (Major)/Sword,needler/Armor lock Kamikaze('God wind'/suicide bomber)/grenade launcher/p-grenades/Cloak Kanjou (Defending soldier)/Concussion Rifle/f-grenades/Sprint Once there (and depending on play testing) You either get to the bow/dock and get picked up by the pelican or you have a teammate get a falcon and fly you back/mongoose and drive to you back to the base (or the montana reigon) and have it picked up there. For Battleship it's about the same just rolls reversed and different titles. I'm leaving that for when I get to making the CV-6.
I originally posted my idea on the 'map idea' thread, but i suppose this is now a more suitable place as it is more specific. The map idea is in the spoiler because it would take up a lot of screen space and I have now gone into more detail than I originally did with loadouts and so forth. The idea is unique because it takes place on Zealot. Spoiler My idea takes place on Zealot, and depends entirely on how forge-able this map is and how large the area around the map is, which I probably won't find out til I put the game into my disc tray. It also depends on how forging Invasion works, which I talk about later in my post. The aim Spartans have to make their way into the lower levels of the Zealot Spaceship, and steal the core. They then make their way back up to the top and escape of a newly formed short bridge using a newly dropped warthog into the hull of a small UNSC spaceship. Phase 1 Spartans start on top of the UNSC Spaceship. There is two Falcons placed on this top deck. Spartans need to get into the Falcons and move towards the Zealot Spaceship. It is only a short distance, but it cannot be made by jumping (And for this reason there is specifically no Jet-pack AA loadout). Once on top of the Zealot spaceship. The Spartans need to hold a specific area for 20 seconds. Holding this area unlocks the shield doors that block everyone from moving down into the ship in Phase 1. In this Phase, the Elites spawn on top of their spaceship and simply have to stop Spartans from capturing the area that unlocks the shield doors to the interior of the ship. The Falcons respawn on the UNSC ship every 20 seconds so that Spartans who die aren't f*cked. Loadouts: Spartan: Marksman. DMR, AR, 1 Frag, Armour Lock. Spartan: Invader. AR, Magnum, 1 Frags, Hologram. Spartan: Grenadier. Grenade Launcher, Magnum, 3 Frags, Armour Lock. Elite: Newb. Plasma Repeater, Plasma Pistol, 3 Stickies, Evade. Elite: Launcher Guy. Plasma Launcher, no secondary, no grenades, Evade. Elite: Fisherman. Focus Rifle, Plasma Pistol, 1 Sticky, Camo. Phase 2 Assuming phase 1 has been completed by the Spartans (held the specified area for 20 seconds) before the time limit, phase 2 will begin. This is where Spartans now have to battle their way down into the spaceship. Spartans now spawn on top of the spaceship near to the area they had to capture to complete phase 1. Elites spawn on the far side of the interior of the ship, on the bottom level, near the core. The original shield doors that were blocking off the interior of the spaceship, have been replaced by one-way shield doors on one half of the ship (the half nearest the UNSC ship). These stop Spartans from returning back up to the top level once dropping down. They now have the choice of Jetpacks, which makes it easy for them to return to the top level without having to die and respawn again at the end of this phase. In this phase, the Spartans have to steal the core. There is a catch though. Although Spartans are now able to pick up the core, they still need to unlock the shield doors that are blocking off their return to the top level. They need to hold a specific area in the central part of the ship to unlock the shield doors, and the mancannons. It will only unlock the shields on the second half of the ship (the half nearest the core, so that Spartans have to battle their way around when they return to the top level). The core is conveniently placed next to the mancannon so that the carrier can make a quick return to the top level. Loadouts: Spartan: Marksman. DMR, Shotgun, 1 Frag, Armour Lock. Spartan: Invader. AR, Magnum, 3 Frags, Jetpack. Spartan: Trickster. AR, Magnum, 3 Frags, Hologram. Spartan: Grenadier. Rocket Launcher, Grenade Launcher, no grenades, Sprint Elite: Sword Guy. Sword, no secondary, no grenades, Camo. Elite: Zealot. Needle Rifle, Plasma Repeater, 1 sticky, Evade. Elite: Meatbag. Needle Rifle, Plasma Pistol, 2 stickies, Jetpack. Elite: Fisherman. Focus Rifle, Plasma Repeater, 1 sticky, Evade. Phase 3 Spartans can now return to the top level. They will spawn inside the ship, near the core. Elites spawn on top of the ship, on the side nearest the UNSC ship (furthest side away from core). Spartans need to return to the top level, grab one of the three newly dropped warthogs, drive along a short newly formed bridge, leap off the ramp, and hope they land in the landing area of the UNSC ship. The whole of the landing area is the area where the Spartans need to get the core to, so they win if they land in there, with the core. The Elites job is to stop that happening. The warthogs respawn every 20 seconds as the Elites are probably going to be trying to destroy them before the Spartans even get to them; they are the only escape route. The Falcons despawned after the first phase, this is to prevent the Spartans jetpacking over to them in this phase and using them to pick up the core carrier. At this point in the game, the Elites are weakened so have less equipment. The shield doors on the core half of the map are now one-way shield doors, so that you can get up but not back down again (so that you can walk on them once you get up). The shield doors on the other half (the side nearest the UNSC ship) are completely blocked off so that you can't get up or down, and so that you can walk on them. Loadouts: Spartan: Marksman. DMR, Shotgun, 1 Frag, Jetpack. Spartan: Invader. AR, Magnum, 3 Frags, Jetpack. Spartan: Trickster. DMR, AR, 2 Frags, Hologram. Spartan: Grenadier. Grenade Launcher, AR, 3 Frags, Sprint Spartan: Defender. Rocket Launcher, Magnum, no grenades, Armour Lock. Elite: Sword Guy. Sword, no secondary, no grenades, Camo. Elite: Zealot. Needle Rifle, Plasma Repeater, 1 sticky, Jetpack. Elite: Fisherman. Focus Rifle, no secondary, 1 sticky, Evade. Thoughts? As this thread is invasion-based, I think this is the right moment to question how we actually forge invasion. Basically, I'm thinking that when we place objects when editing on the Invasion gametype (like you would forge on any other gametype to place objectives), that we choose which phases they appear in. I think this, because there must be a way of choosing when the shield doors de-activate, and when new weapons and vehicles appear, et cetera. Typically, any normal objects that make up a maps geometry/buildings would be set to be used on all 3 phases (or however many phases you can have), but I was also thinking, would it be possible to choose an object to be placed in Phase 1 and 2, but not three. In other words, would we be able to make objects despawn when they are no longer wanted. And if this is the case, then this can then mean that the Invasion Slayer gametype can be edited so that there is no weapon-drops and whatever else (so that it plays like normal slayer), but also have parts of the map despawn after a certain amount of time (when the team reaches a certain amount of points in terms of Invasion Slayer). Just maybe crazy enough to work?
You can't despawn... But I am pretty sure when your making the map there is a select way you have to set the shield doors to work. Good Idea. EDIT: Zealot is the size of Midship with 1 extra floor.
I know you can't technically 'despawn,' I'm just trying to work out how you would despawn the shield doors in Invasion, because there has to be a way. And if that can be done, why can't the same be done with other objects, but only in Invasion, after certain phases. Oh well, it doesn't really affect my map, all I'm spawning/despawning is shield doors and vehicles. And I know the interior of Zealot is similar in size to Midship, I meant how large is the space around the exterior of the ship. Also all the idea's in this thread so far are great, but I'm not sure if the Helms Deep idea would work, because it sounds like a mixture of Invasion and Invasion Slayer which I don't think is possible.
Oh yes. Low Grav Invasion would be fun. I think its about the size of like the upper level of midship... I think. I also am not sure how Helm's deep would work.
Make said sheild doors be part of the sheilds that go down per phases. It is what I have planned for a few invasion types. My thoughts like I have you need to remove the sheild doors in your way but at the same time removing the sheild doors takes away your ability to bring more troops over aka making sheild bridges like bungie did with the 'fun' written over it.