Titan Mode [[Drawings and Pictures inside]]

Discussion in 'Halo and Forge Discussion' started by Highlaw, Sep 2, 2010.

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Do you like the idea?

  1. Yes

    29 vote(s)
    93.5%
  2. No

    1 vote(s)
    3.2%
  3. So-so

    1 vote(s)
    3.2%
  1. Highlaw

    Highlaw Forerunner

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    TITAN MODE - Invasion map / game variant


    MAP IS FINISHED! Final thread today vvvv

    ^^^ From the last page


    Cinematic over-edited obvious bullshot

    [​IMG]


    Here is the overview
    [​IMG]

    I was inspired by A 3 Legged Goat's (Bungie.net user) thread, and decided to do BF 2142's Titan mode, with a Halo Invasion mode twist to it.

    As you can see, it has 3 zones and 2 Titans (those giant floating ships, if you didn't notice).

    HOW IT WORKS:


    VERSION A (big):It functions just like normal invasion, you can see all the territories (orange) in that pic. In the first phase, the playground is the Island (1) - in the second phase it's both the Beach/Forest (3) and the Rock (2) with 1 territory in each zone - and in the last phase you have to steal the Core from the defender's Titan and bring it to yours.

    VERSION B (small): Island only (1) in both phases. Last phase remains the same.

    Gotto page 2 to see two different Core phases (pics there, ofc)
    --------




    TITANS:

    Before going in detail about each phase/zone, let us take a look at the Titan.
    Overview
    [​IMG]


    Inside, frontal view
    [​IMG]


    Inside, Spawn/weapons view
    [​IMG]


    Bottom, lonely Shade turret
    [​IMG]

    -It is your team's spawn point-- always (other than Battlebro(TM)

    -It has 1 Rocket Launcher (90sec spawn time), DMR's, AR and Plasma Pistol [Elites get: Needle Rifle, Plasma Repeater and Plasma Pistol]

    - Everyone spawns with a Handgun

    - To get to each zone, you have to physically jump out of the Titan, or go with the Falcon/Banshee

    - You can go to the top or bottom of the Titan, via Grav lift or teleporter, to use the Shade turrets (the bottom one can shoot the ground, killing people and vehicles) All shade turrets have a quick spawn time (30 secs)

    -The defender's Titan holds the Core, to steal it (last phase), the attackers have to land on the back of the Titan and enter it.

    -There are stairs next to the Falcon/Banshee that connect with the Core room (Defenders will want to go through here to defend the Core at the last phase). Alternatively, they can take the lift to the top and kill attackers before they enter (or flank them from behind by going through the back entrances)

    * I still have to draw the Core room and all the corridors, I will do an update about it some other day*

    Ask questions if there is something about the Titans you don't understand (Like how the hell will I not die by jumping out of the Titan) I don't know it either, maybe everyone spawns with 3x overshields to take the fall damage. I don't want to force everyone to use jetpacks :/





    PHASES:

    -- Things to take into consideration: There are going to be the usual weapons all over the zones (DMR, handguns, grenades, etc) which I won't mention below. Also I want to know what YOU think each zone should be like (the layout, geometry, objects) they are all empty or unfinished (aka my lack of patience to do 3 perfect zones before making this thread), I just want to throw the basic concept out there, give me feedback :) --


    PHASE 1 - The Island(1)

    [​IMG]

    Vehicles are out of proportion, in reality they would be 5x smaller (something like that), it IS a huge place. To help infantry going from one side to the other there are 2 mancannons that lift you to the middle of the Island.

    I want one anti-armor weapon per vehicle on-ground. 1 Flak Cannon for the Scorpion (remember, there is 1 rocket launcher per team on the Titans already) and 2 Concussion Rifles for the Ghosts, I believe that 2 Grenade Launchers would be too powerful and frustrating for vehicle users. Lots of mongeese (currently 4, might be 6) to help in traveling time. The Scorpion will only spawn after 1 minute, to prevent any sort of tank rush (A jerk steals a Banshee only to drop it for the Tank, for example). The caves are blocked off, I want quick gameplay, less distractions.

    There seems to be a lack of vehicles for a 8 vs 8 battle, but don't forget that there will be 2 Falcons and 2 Banshees flying around in that area. I still want some infantry out there.

    Maybe I will put 2 two-way defenders-only teleporters, 1 in each side of the Island to balance things out.


    SUMMARY: There are 2 sides, Not too vehicle focused, Easy transportation from one side to the other, Defenders might have teleporters for a quicker reaction time.




    PHASE 2 - Rock Beach/Forest

    After the defenders loose those territories, the 8v8 will quicly turn into two 4v4 battles, on opposite sides of the map. How will each team get to zones (2) and (3) ?

    [​IMG]

    Simply put: All vehicles except the mongoose are gone. If you want to go to the Rock (2) take the mancannons located at the left side of the Island. If you want to go to the Beach/Forest (3) grab a mongoose, drive to the beach and mancannon yourself up the cliff, to the Forest.
    I'm thinking about adding defender-only teleporters from zone (1) to (2) and (3). But that might make it too easy to defend - it's something that has to be playtested.


    ZONE 3 - Beach/Forest

    [​IMG]

    As I said earlier, grab a moongoose and then jump to the Forest. There are 2 routes to prevent Jump-camping(??) by nasty defenders.

    [​IMG]

    Once you are up here, you will die while looking at the wonderful vista.
    The second time you are up here you will want to enter the Rocket Hog, or the Revenant. This zone is more vehicle focused than the Island. It's the same number of vehicles, but only a 4v4 battle. I decided to have more ground vehicles per person because this time there will only be 1 Falcon and 1 Banshee above you (the other pair is fighting-it-out at the Rock)

    Not too much to add, I didn't have time/patience to make the layout. Rocket Hog counters the Revenant and vice versa. I want a different (anti-armor) power weapon per zone, so a Plasma Launcher would do just fine here, not too cheap since it can be dodged by a good driver. Also, a sniper to get rid of people down below.

    Quick side note: I don't want any Spartan Laser in this map - Just when you got people to ride the Falcon you blow up instantly with little to no warning. Sad face


    ZONE 2 - Rock

    [​IMG]


    There are two awesome ways to get up here. Either jump, or jump.
    Two mancannons will make you land close to the sweet vehicles you want to drive and jump around in that bumpy terrain. One mancannon will take you to the sneaky route (you land pretty close to the territory)

    What is the anti-armor power weapon this time- you might ask...
    Gravity Hammers!! Tons (2) of them, yeah. Flip 'em damn Warthogs over the cliff :) The Wraith can be dealt with the Titan's Rocket Launcher, or an Air vehicle.

    I want this zone to be fun to drive in (bumpy terrain) and risky at the same time (Gravity Hammers Gravity = ...??? Profit)





    PHASE 3 - TITANS

    *need to complete at a later date, draw the corridors and maybe make a plant of the inside too*
    The jist of it is explained at the beggining.


    ----------------------

    That's it for now :) I Hope you enjoy it, and give me feedback! MS Paint draw/explain your dream layout in each zone, say if you want more or less vehicles, and whatnot.
     
    #1 Highlaw, Sep 2, 2010
    Last edited: Sep 22, 2010
  2. Sgt Surchin

    Senior Member

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    for the drawings: ****ing lol/epic
    as for the idea itself:i've never actually seen someone try to make one ship attacking another so kudos on that but i want to see how well it plays. i will be watching you. 0_o
     
    #2 Sgt Surchin, Sep 2, 2010
    Last edited: Sep 2, 2010
  3. Highlaw

    Highlaw Forerunner

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    And I will be watching you..... wat?

    Well the Titans themselves don't attack eachother. But at the Core phase both teams will have Falcons / Banshees on the air, and the rest is either inside the titans trying to steal/defend the core - or on the AA guns (Shade turrets) killing Falcons/banshees.


    Forum related question: Is there a way to edit the "Map Preview" on the thread name? I'm pretty sure I chose that option, but might have miss-clicked.
     
  4. Sgt Surchin

    Senior Member

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    still an air-fortress based game has never truly worked out on halo 3, i am interested to see if it will on reach because of the higher object limit and more room.
     
  5. Noizzy Rabbit

    Noizzy Rabbit Forerunner

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    HAHA you already have my vote from B.net! :D nice to see you on FH
    and it looks like a really fun gametype/map, dont forget to message me when you build it, i want to help test it
     
  6. redearth

    redearth Ancient
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    Now I can only wish that you could make silos in Reach for this. That would be so amazing. Having the actual BF2142 gametype would be super fun. I guess it's gonna have to stick with Invasion capturing now.
     
  7. Oakly HiDef

    Oakly HiDef RivalMass
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    The map idea is badass and it would be a shame to have it fall apart.

    What you have now is a good overview but you need to make sure that gameplay stays fun and fair. I like how you have made different ways to get to objectives but it seems like if this is your first time playing it will be very confusing. With a team that doesnt communicate, the gameplay could also suffer.

    I would recommend funneling players a bit more. I love your first stage because it is open gameplay but still somewhat focused on the island. After that though players spread all over. Say attackers all go to one side and defenders go to another... this would be a huge problem. To fix this then you would have to make team specific teleporters and a host of other edits to allow for better flow incase a person ends up away from combat. By spreading out gameplay you also risk having to use up alot of your budget creating environments...

    What I suggest:

    Create a more scripted battle

    Phase 1: This should be a place where attackers overwhelm defenders who try and holdout as long as possible. I suggest creating this in the cave by the beach. Here Defenders teleport into the cave where a series of bunkers and defences are set up. You could go crazy with aesthetics and add awesome details to add to the mood of your map. Maybe create a couple main choke points with turrets and sandbags but also create small passages to get around these. Perhaps give the attackers invisibility at the start that never respawns. This way at the beggining of the first stage they infiltrate the defences, destroying non-respawning turrets, before the main attack comes. The attackers then try to charge through to the beach.

    Phase 2: This could be the similar to the island battle you had before.

    Attackers should now spawn on the cliffs above the beach and launch their attack on the island from there. The defenders now bunker down on the beach and try to protect two "power stations". These could be created to look simply epic. Once these are down, the attack on the Titan begins...

    Phase 3: Give the attackers tons of flying vehicles and the defenders tons of shades. This will make for an epic engagement. Maybe make some points of the ship with large interior docking areas where the attackers can land. Then build a series of corridors throughout your Titan all the way to the core.

    Just some ideas...

    I am looking forward to what you do with this. Also, I am good at judging map balance ahead of time and love making aesthetic and usable parts for forge. Just send me a message if you want and I could help you as this comes along
     
  8. Highlaw

    Highlaw Forerunner

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    @RivalMass

    Invasion is (will be) a fun, fun mode to mess around in Forge. A lot of creative ideas [making phased maps with multiple stages] (like yours) can be acomplished. You should definitely go ahead with them :) But I want this mode to be Titan focused - stuff like always spawning on the Titan and jumping out of it to the battle is a must.

    And heck yeah you can help :p My layouts are empty, I will improvise each zone after I finish the Titans. I want to fileshare the map right after the titans are done so that all of you can make variations in each zone, or completely change the original idea. I myself will make this invasion gametype (the main gametype), and after that a BTB, maybe a CTF or assault too :)


    About the complexity of the mode. Yes it will be confusing the first couple matches. Focus testing (if I can ever get 12 people together :p) will tell me If I should just stick to one zone in each phase, or mantain the original idea of 2 zones in the 2nd phase. If things get too hard on the Defenders (and if this option exists) I will make it so that the Attackers have to conquer both territories before advancing to the next phase - that way the " attackers all go to one side and defenders go to another" scenario won't be too bad (if the defenders loose 1 territory, they can all focus on the other)

    Thanks for the long post :)
     
  9. DMM White

    DMM White Ancient
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    You may have a problem with man cannons. Getting from the Island to the Rock requires man cannons to fire players over a distance equivalent to the width of Avalanche, and then some, and then a bit further.
    The first shot in the Forge World ViDoc, where the Spartan looks out to the Island? Yeah, the spartan is standing on the Rock

    I hope I'm wrong. I hope we do get man cannons that powerful but you may want to think of alternative methods just in case.

    But if the final map is as entertaining as your pictures then I think you can give yourself a big pat on the back :)
     
  10. Highlaw

    Highlaw Forerunner

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    Yep - of all things, that is the least probable to be possible to work haha

    I read somewhere that you could ajust the power of mancannons, but then I saw (leaked videos) that you simply choose between small/medium/large. If large isn't enough, I will build a platform between the island/rock with another mancannon - makes it a 2 jump trip. DOUBLE THE FUN! taste the rainbow
     
    #10 Highlaw, Sep 2, 2010
    Last edited: Sep 2, 2010
  11. Noizzy Rabbit

    Noizzy Rabbit Forerunner

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    you could use those, or you could use a vehicle mancannon too, i think those are super powerful too
     
  12. rusty eagle

    rusty eagle Ancient
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    I would suggest having your territories closer together in easier to defend areas. i think what'll end up happening is that an attacking team will concentrate on one side of the island and if the majority of defenders are on the other side they will be putting themselves at risk by using the man cannons. It's like they have to assault the very location they are trying to defend. You can still have it hectic, but I would be against a man cannon as a primary source of travel between objectives. Why not have one of the zones inside the forerunner outlet at the base of the rocks on the island and the other point nearby and above it and sort of make a base surrounding the zones, make a few weakpoints. That way all of the defenders are in the same general area, but you can still have that large scale combat.

    I didn't know if you addressed fall damage, but I read that you expect the players to drop out of their titans. How will they get safely to the ground without dying.

    I like the concept of taking the core from one titan to another, but I think it could be frustrating for both teams and lead to anti-climatic play for both teams. With strict air-to-air combat for both teams, it will be difficult for attackers to land and grab the core and get back on their ride. Once they do, it's pretty much game over. (One thing, I really enjoyed about Invasion on Boneyard, was that it was still a fight all the way back to the score point). How do you plan to make every moment meaningful. It would be terrible for the attackers to feel downtrodden simply due to the over-powering position a Titan can be. (Again, it's in the air, so the only method to get the core is by air, and that can be thwarted somewhat easily, also the defenders don't have to be at risk camping inside.) It would also be terrible for defenders if the core was in such an open position that attackers could get in and out very easily and the defenders never even got the chance to defend it.

    This may be gimiky, but it it might be worthwhile to have the Titans closer to be within man-canon distance. Make them one-way, so that an attacker can't canon back their Titan. This would allow for more frays since attackers wouldn't be waiting on a ride just to be lasered. (A team could send in a few people to secure the laser, then the calvary would fly in.)

    You may be able to manipulate the core so that when the core is taken, a switch is activiated unlocking a room only for defenders to utilize that cannons them to the attacking base.
     
  13. DMM White

    DMM White Ancient
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    I don't think they're really that much more powerful. I think Pinnacle has a vehicle cannon (that's why its placed on a block at an angle, man cannons are already angled) and so does Sword Base.
     
  14. Highlaw

    Highlaw Forerunner

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    1) Yeah, that sounds better. The flow of people (too much of X on one side) might imbalance the game too much as it is right now. I could fix the problem with defender-only teleporters but that wouldn't be much fun. I will have to think of some layout that supports vehicles/infantry/air with some verticality to it.

    2) I thought about a bunch of solutions a while ago - but I forgot most of them haha. I think the best way is to have overshields on all exits (outside) - in a way that you can only grab them if you get/jump out (in the Core phase no one will be able to pick overshields and run back inside to defend). Either that or make it like Spire where you have to land on those mancannon-ish yellow things to survive the fall - I'm almost certain you would just splatter if you landed on a normal mancannon with all that momentum though.

    3) Making it easy to reach eachother's Titan is important yes. In BF2142 you could use pods to land on the Titan. I'm thinking about spawning mancannons at the last phase that shoot you up to the back of the Titan (mancannons would be located as close as possible to each Titan). Everyone would still need to jump out (to the island), walk to the other mancannon and jump in again (to the defender's Titan, and vice versa). With this there would be 1 CQC battle on and inside the Defender's Titan - then an open-ish ground battle on the Island once the core is stolen - and the final CQC battle over the Attacker's Titan. Boneyard had a CQC and then an open battle.

    [​IMG]

    If I were to use a Titan-to-Titan mancannon instead it might make the whole thing a bit too short, albeit fun :p (who doesn't love to jump from an imaginary airship to another). I wouldn't open the Defenders mancannon so late though - if I did the titan-to-titan deal, both teams would jump at the same time. That way the defenders can prevent the Core from comming in (they defend on both the Defenders and Attackers Titan - and the attackers try to breach in both cases, even their own Titan) The defenders are free to choose if they want to stay on their Titan a bit longer, or they can leave sooner and "camp" at the Attackers Titan

    [​IMG]

    Btw it's pretty cramped inside the titan, with lots of corners and corridors that lead to open-ish rooms (the Core will be in an open room with 2 entrances). Grenade spammy as it is in BF2142 :p.



    Thank you for the long post :)
     
  15. terrance

    terrance Forerunner

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    best forge in reach idea yet. you get a cookie :):) a couple things- it might be possible to make drop pods in reach similar to the ones in h3 sandbox maps. another thing is that you should add some machine gun turrets to the ships in addition to the shades.
     
  16. RyanQuinn2010

    RyanQuinn2010 Forerunner

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    I was trying to make a game like this with to ships in the air and if you want to add this into it

    in the components i don't know what one it is called but it has 3 room with sort of widows /doors and you can fit wraith's in the two side rooms and a shade in the middle so you could use the wraiths as heavy turrets since they can move because there inside the room

    if you do use this idea they would be better on the under side and leave the shades on top ass anti aircraft and wraiths on bottom as, sort missile firring things
     
  17. Highlaw

    Highlaw Forerunner

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    :):) nom nom nom 3:) <--- that's a bitten cookie

    [drop pods] Are too clunky and gimmicky - if someone ever gets them right and makes it quick to use and respawn with 100% working rate then I'll consider.

    Machine guns would be too powerful, also shades are more fun to use and require more skill because of 'bullet' travel time
     
  18. Onyx

    Onyx Ancient
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    but remember, they did have the mancannons on spire that shoot spartan up a dozen stories.

    And the map concept is really cool, but it would probably be confusing when playing it the first time, but all cool maps are like that.
     
  19. FORTR3SS

    FORTR3SS Forerunner

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    i wasnt even lloking at the text, it was like the best book evar bcuz it had colorful pictures!!!!
     
  20. DMM White

    DMM White Ancient
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    They're special ones for Spire. Even the largest man cannon on Forge World isn't enough to get to the Rock.
    I think your best bet is to see if merging several large man cannons together throws you further.
     

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