Invasion: Fulfilled Prophecy Spartans, access this structure's terminals to get the core. Then bring it here for evac. 8-12 Invasion only. Wanting to make an invasion map, I started forging in the quarry, hoping to make my way down into the coliseum (feel free to take that idea, anybody). Sadly, I couldnt make it work. It looked nice, but I couldnt find a way to travel to the coliseum. So I scrapped that, and tried again at the same thing, again failing. So I left the quarry behind altogether, and set off for another area of forgeworld. And so I found the blue base of Paradiso to be a good beach. Inspired by campaign missions in previous Halo's such as the Ark in Halo 3 and Assault on the Control Room in Halo: CE, I developed in my head a plan for a large bridge, littered with crates, with a smaller bridge connected above it. Knowing this alone would not make a good invasion experience, I went further and connected connected the bridge to a large building, the first room being a hallway split in three which is a remake of of the room where the first terminal is located in Halo 3. The last room I just made up to keep with the aesthetic feel of the rest of the map. Gameplay on this map is a guaranteed good time. It has been tested several times to ensure balance and difficulty, without making it impossible. Another plus about the gameplay on this map is that teamwork is a must, without working as a team you will fail, as many have done before. I also feel that I have successfully made an infantry-focused Invasion experience. The gametype on this is what makes the map balanced and fair, though. So I Highly recommend DLing that if you DL the the map. Gametypes make the invasion experience of every map unique, and this is problably the most edited gametype for invasion ive played on. Changes include: Many loadout adjustments, phase capture time changes, etc. Testing on Prophecy was what made it what it is today, thanks to all those who tested it. Credits to Eightball, Govier, Panic45/ Career, JGarb/ Jackson, Duck NG, Berb, Knight of 0rder, Marcass (Eeeeeee!), and everyone else who tested. Thank you! So you can see how much this map has developed through testing, I included a spoiler. Spoiler Fulfilled Prophecy Changelist --V1 Initial Forging 1. Idea Scrapped, started over --V2 Initial Forging 1. Idea Scrapped, started over --V3 (Current) Initial Forging --Test 1: 2v2 Invasion · Added Crates · Added Focus Rifle · Changed Spartans to Attackers (whoopsies) --Test 2: 2v2 Invasion · Spawn Zone Adjustments · Lowered Territory Capture Times for Phases 1 and 2 --Co-Forge Through with Eightball and JGarb. · Aesthetics added to core room (Thanks, Garb) --*Dust Gathering* · Spawn Zone adjustments · Added “Sneaky Beaver Path” --Test 3: 3v3 Invasion · Replaced Sniper Rifle with Evade AA · Replaced Focus Rifle with Needler and Plasma Grenades · Major Spawn Zone Adjustments · Added Rocket Launcher to Top Bridge in Phase 2 · Changed Elite Loadouts for more balanced gameplay in Phase 2 · Deleted Soft Kill in “Sneaky Beaver Path” --Test 4: 3v3 Invasion · Added Phase-Specific Spawns to Phase 3 for Spartans · Changed Spartan Loadouts for balanced gameplay in Phase 3 · Heightened Territory Capture times for Phase 1 --Test 5: 4v4 Invasion · Sword Loadout taken from Elites --Self-Forge through · Color fixed · Original human spawns fixed · Roof Z-fighting fixed · Added a “backstory” -- Test 6: 4v4 Invasion Added spawns in the back for Spartans in Phase 3. Heightened spawn time for needler Heightened spawn time and un-fixed plasma grenades Adjusted one-way shield doors at man-cannon landing for aesthetic purposes. Took plasma grenades from elite loadouts in phase 1. Backstory: Spartans discover a forerunner structure containing an artifact necessary in fueling a super-weapon that (sadly) is destroyed before it can fire at its target: High Charity. But the covenant have already inhabited this structure, believing that the artifact is needed as a tool to access the Great Journey. So the Spartans have to hack into the terminals to shut down the shields guarding the power core. Weapons: Phase 1: Spartans: 3x(?) DMRs, 30sec, 3 clips 1x Shotgun, 90sec, 2 clips 1x Evade, 90sec 1x Warthog, 90sec 2x Mongoose, 30sec Elites: 2x Plasma Grenades, 60sec 1x Needler, 90sec, 2 clips Phase 2: No changes from phase 1 Phase 3: Spartans: All weapons from previous phases. 1x Rocket Launcher, 120sec, 2 clips Elites: No changes from previous phases. Pictures: Overview of phase 1 Phase 1 Objectives Phase 1 "sneaky beaver path" Phase 1 Man Cannon Phase 2 Phase 2 Objectives Phase 3 Main Ramp, guess where the core spawns. Phase 3 Entrance Action Shots have been added: enjoy! Spoiler The upper bridge is a powerful position fought over by both sides. Some just cannot resist the urge of taking the warthog up top bridge. Vehicular man-slaughter Showstopper! Guess who got assassinated. Me and Berb cappin Phase 1 Thats not Armor Lock. Me taking on some elites. Me cappin phase 2 Gotta watch those spawn areas Seige on the Core room Breaking out "Everyone pick hologram! Spam them with bodies!" Core Taken! Special credit to JGarb for the aesthetics in the Core room and the outside of the building.
Hey this was the map from yesterday! I really liked the bridge. I don't know about the one-way shield randomly floating it looks sorta bad. First phase was harder than second phase which might be a problem but overall a very good invasion map!
Yeah, I updated the map with some changes. No more randomly floating shield door. Ill update the pics when I add action shots.
I like how you do different styles of maps, rather than all slayer maps. First, I like that you put a lot of thought into your post. Many people don't take the time to make such an elaborate piece of info' but you've done it well. Second, I enjoyed the gameplay, as is was fast-tempo and very intense- just the way I like it. Third, I absolutely looove those terminals. They look smexy. I took a look at the improvements and the little things you changed in that spoiler and I'm very happy to see that you made so many changes to this map to try to perfect it. I think that's what makes the gameplay so good. Another solid invasion map, keep it up.
Hey! your that guy who made that campaign remake. It's nice to see you finally posted this. This map went through enough changes as it is, so posting this a coming event for your testers; like myself. I see you kept the man canon which somewhat disappoints me since the landing looks a tad bit awkward. None the less a quite enjoyable invasion map that does a good job at replicating the campaign experience.
Ive learned that it is best for the forger to tryt different maps, and best for the entrepeneur to write an essay. Thanks for the compliments, glad to see you liked the map! And yeah, Im pretty proud of those terminals. Haha, yeah. Im not surprised you referenced my campaign remake. I ended up changing the shield door for something more aesthetic.
I remember testing this map. I really loved the aesthetics in the first part, were the covenant barriers are located. And the "sneaky beaver path" is quite useful. Although we didn't obtain the core the gameplay on the map was fun. Great Job.
Ah this place. I like this map. How does it play without swords? I knew the third phase everyone had a sword. I'm assuming you fixed that, you even said you would. Still this does play pretty nice. You crafted not only a good invasion map, but a great example of a linear map. Well done! P.S. is cove out yet?