[HT]Beachhead

Discussion in 'Reach Casual Maps' started by FuN Fortress, Jan 24, 2011.

  1. FuN Fortress

    FuN Fortress Forerunner
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    EDIT: To clear up confusion, this IS GodlyPerfection's gametype. I'd said so on XForgery in response to somebody, but I had not been so clear here (bouncing between forums burns me out). Thank him for the genius idea, not me. I figured people would look at the file, the comment I had posted, and the tab on the file that says 'Created by' with his name. Less people do this than I had thought. Godly and I have since reconciled and cleared the air between us (he's apparently banned here so I'll post his apology from XF here for him).

    [HT] (Halo Tactics) Beachhead is the first map for the gametype known as Halo Tactics. The map is very simple, two sides split down the middle by a barrier which, due to the gametype, cannot be jumped over. Each side sports symmetric rocks, sandbags and bulkheads, which offers just barely enough cover for how the game functions.

    The gametype is a King of the Hill variant in which the hill switches between each side of the map every three seconds. During the three seconds in which your team is in the hill, you can move, deal damage, take cover, or plan out your next attack. While you are not in the hill, your team is frozen in place, unable to deal damage, and is at the mercy of the other team's attacks. It's a turn-based, strategic game of Halo in which the objective is to simply eliminate the other team (respawning is off) before they can do the same to you. Damage has been lowered, players have been beefed up, so you'll be able to take plenty (but not too many) hits from the other team. DMRs and Magnums deal a lot of damage, but it takes a lot of headshots to actually kill. It's best to work with your team in this to coordinate your fire, and eliminate the opposition. It's three five-minute rounds until it's over (longest game I've seen so far is 9 minutes, games seem to hang around 5-7). This gametype is best played with at least eight people, and isn't a typical gametype, but one that can be enjoyed if you can stand the sound of 'hill moved, hill control' every second of the game... Trust me, if I could switch the hill alerts off, I would.

    Player may choose between three loadouts.

    Recon: DMR, Assault Rifle, Sprint, Frag x1
    Grenadier: Assault Rifle, Evade, Frags x4
    Infiltrator: DMR, Magnum, Active Camo, Frag x1

    Back to the map. Included on this map is a small 'armory' and a single health pack (for each side of the map). The health pack will respawn only upon a new round, so use it wisely. When a teammate needs to heal because they have one bar of health, don't take a pack when you're only scratched. Weapons included are one DMR, one Magnum, and one Assault Rifle. The DMR and AR spawn every minute, allowing for ammo refills and weapon swaps. Magnums spawn every 15 seconds to allow players to always have at least a magnum. A grenade launcher and a turret are also available for each team, but they don't respawn until the round is over.

    Here are some screenshots of some of the games:

    A red team member evades into the map, ready to fire.
    [​IMG]

    Red team fires on a barricaded blue team during their turn.
    [​IMG]

    The same situation, but from the Red side of the map.
    [​IMG]

    Blue team pops out of cover to attack the reds.
    [​IMG]

    A blue team member sprints to cover just as the red team's turn ends.
    [​IMG]

    The reds bunker down as grenades sail in...
    [​IMG]

    Reds in hiding during blue team's turn.
    [​IMG]

    The blue's turn ends, and I get asploded.
    [​IMG]

    Red team suffers a casualty just as their turn begins.
    [​IMG]

    An overview of the map.
    [​IMG]


    Hope you all have fun with the gametype and map! See if you can come up with your own maps for the gametype if you liked it enough, enjoy!
     
    #1 FuN Fortress, Jan 24, 2011
    Last edited: Jan 28, 2011
  2. V0L7Z

    V0L7Z Forerunner

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    Love, love, LOVE the idea! This just goes to show that Halo is the best game ever. You get tired of killing people in matchmaking or teaming up in firefight? Just make a new game with forge! I am proud to say I had first download, and most (if not all) of my maps from now on will be geared towards this gametype. Only question I have: what happens if a, for example, blue gets to the red side? Is there something to stop them before they get to that point? I haven't checked out the gametype just yet (need a party lol) but I'm willing to bet that you could disable jumping considering the tactical aspect of it. That said, I say you and me start a league of Tactics! I'll set up a site if you want, and we can organize teams and seasons :p PM if you're interested and we can co-forge and playtest sometime
     
  3. FuN Fortress

    FuN Fortress Forerunner
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    I've personally nearly reached the other side with Evade. Theoretically, if an opposing member gets to your hill, it will become contested, and no player will be able to deal any damage or move... I haven't had it happen to anybody though, but if it does happen I can quickly revamp the map and gametype to increase gravity and the barrier height. Thanks a ton for the support haha... Jumping is already disabled, so don't sweat it ;)

    EDIT: The one complaint I've received so far is that 'Hill moved, hill control' gets really old really fast, but I can't turn that alert off hahaha...

    EDIT 2: If I really need to get drastic with the barrier between sides, I can put a thin instakill barrier there.
     
    #3 FuN Fortress, Jan 24, 2011
    Last edited: Jan 24, 2011
  4. V0L7Z

    V0L7Z Forerunner

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    Haha yeah, well, i generally play with low sound anyway, so it doesn't really bother me :p personally, I really want to get a league of some sort organized, if for no other reason than to have people to play this with. lol most of my friends HATE altered gametypes like this, but I tend to get really involved with certain ones. (i.e. Grifball, Infection back in the Halo 2 days when we had honor rules, etc.) But nobody ever plays custom games lol. Anyway, back to the matter at hand, I'm pretty sure this could be a huge phenomenon just because of the versatility of the game. You can completely change the feel of the map (from this one to, say, an urban setting?) and have the same game turn out completely differently. I applaud you, sir, for your ingenuity. :)
     
  5. superguh007

    superguh007 Ancient
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    I have to say, this is a really cool idea. I'm definitely interested in trying it out, but I'm curious if you've experimented with the length of the "turns". 3 seems pretty short, like there wouldn't be enough time to move between areas. Anyway, I'll check it out and see what I think.
     
  6. Zow Jr

    Zow Jr Forerunner

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    Hmmm... this... actually looks really fun. You've caught my interest in this game, which is not an easy thing to do. The fact that this is a turn based game combined with the tactics and shootiness of Reach's gameplay makes this all the better. I was wondering if I could make a map that would support this gametype. If you want to co Forge with me that is Fine although you would receive full credit for the gametype. Cool idea bro.
     
  7. FuN Fortress

    FuN Fortress Forerunner
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    Each round is five minutes, each turn is three seconds. I'd do five second turns if I could, but it's between 3 or 10 seconds, and ten is much too long. No games so far have ended in where each team still has people alive. Trust me, there's plenty of time to move around.

    And GodlyPerfection came up with the original gametype, but there were a ton of complaints about how it took too long and it just was too drawn out, so I made my own that was made for teams (his was for FFA).

    Go ahead and make maps for it, and revamp the gametype as you see fit. I honestly don't really mind. My take on custom content is that if somebody can do it better, then somebody should do it. As long as I've made something that the community can enjoy, then my job is finished.
     
    #7 FuN Fortress, Jan 25, 2011
    Last edited: Jan 25, 2011
  8. Zow Jr

    Zow Jr Forerunner

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    And A job well done, good sir. I cannot wait to start on maps for this. Maps for this game should be able to combine the tactical strategic thinking of an RPG coupled with halo's "Let's blow they ass up" Well and mix it together as well as this map. Truly a spark of genius we can all appreciate.
     
    #8 Zow Jr, Jan 25, 2011
    Last edited: Jan 25, 2011
  9. FuN Fortress

    FuN Fortress Forerunner
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    Anytime you're up for a game of it, just shoot me an invite. Gamertag is FuN Fortress. I'll be glad to play. Hell, if you have your own maps and gametypes (not just for halo tactics) send me a message and I'd be more than willing to help with criticisms and playtests.
     
  10. Zow Jr

    Zow Jr Forerunner

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    For sure. I'm making one right now involving the coastline cave.
     
  11. FuN Fortress

    FuN Fortress Forerunner
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    I was actually just looking at that area earlier today. I can't wait to see how you do with it. I was thinking, Halo Tactics on stock maps would be interesting.
     
  12. FuN Fortress

    FuN Fortress Forerunner
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    After I get home today, feel free to send me a game invite. I'll play a game with you and would be glad to test out any maps you have.
     
  13. Talons013

    Talons013 Forerunner

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    agreed completly.
    but i suggest that instead of not being able to move or do damage at all, have a 25% walking speed along with 10% damage dish out. The turns could be 5-10 sec stoping the hill moved thing.

    ill download and play with the original and a pilot of my idea and come back to let you know what others think.

    P.S. like the loadouts and also will be building some new maps as pilots. could you invite me to a game whenever one happens, this sounds really fun. (I think its almost gonna be as popular as conquest! =D)
     
    #13 Talons013, Jan 26, 2011
    Last edited: Jan 26, 2011
  14. Zow Jr

    Zow Jr Forerunner

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    Sounds like an interesting idea, but then again if you could dish out damage the entire time, the turn based aspect would be thrown out the window. But it did sound cool
     
  15. Talons013

    Talons013 Forerunner

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    Its a pilot. It will be changed or it can stay the same. The whole point is to test something to see if its that last fine tuning you need before its finished.
     
  16. FuN Fortress

    FuN Fortress Forerunner
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    Yeah, I'd have to agree that having damage and movement enabled while not in the hill would break the whole turn-based concept and turn it into more of a 'slow slayer' game.
     
  17. Sgt Surchin

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    dude this is genius!!! this could easily be made into some sort of major league game. 9.7/10. just maybe give the people more time per turn.
     
  18. Dav

    Dav Forerunner

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    I got a message from an XBL gamertag named GodlyPerfection saying this was his map and you "stole" it. Any comment on that?
     
  19. FuN Fortress

    FuN Fortress Forerunner
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    Yeah. That it's his gametype and I refined it for a team setting. I've given credit to him for this gametype a lot of times. I left him as the original creator of the gametype, I posted a message about the gametype on the download page, and I've responded to people saying that it's his. Him and I are friends from the Reaching Perfection community, and I was playtesting the original HT and my version of it with him.

    [br][/br]
    Edited by merge:


    I don't want there to be a huge drama fest about this, and I don't want there to be any confusion on who made it. Godly did, and I'm not at all looking for credit, recognition, or features or any of that. I just wanted to share something that a few people had fun on one night and thought others would like it too. I've made sure to give him credit everywhere I could for it. I've gotta head out to school now, I'll be back later today.
     
    #19 FuN Fortress, Jan 28, 2011
    Last edited: Jan 28, 2011
  20. Dart3rocks

    Dart3rocks Forerunner
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    Still you do need to give credit to GodlyPerfection....after all this whole thing was his idea
     

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