Halo 5: Jousting

Discussion in 'Halo and Forge Discussion' started by Jehuty, Mar 15, 2016.

  1. Jehuty

    Jehuty Legendary

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    Hello. Someone has given me a wonderful idea, and since then I have begin working on it. I am currently working on what will hopefully be the first jousting arena for Halo 5. (If it isn't, then correct me).

    Jousting will be a 1v1 gametype where you will attempt to carry your flag to the enemy's side, thus ending the round and starting a new one. It will be CTF in a sense. If you have played Joust from Unreal Tournament 2004, this map should follow that example.

    Of course, there will be balancing involved and hopefully once I get the map's groundwork finished I can find a professional forger to provide assistance. (Provided they take interest and wish to help). P

    Once further progress is made I will be sure to include pictures. Sometime within a few days I will provide since I am currently grinding to get closer to the Mark IV armor I so want.

    There will be respawns enabled, meaning if you are killed you still have a chance to stop the enemy from winning the joust. Also feedback and suggestions are welcome. I am also working on a map inspired by Absolute Zero from UT2004, but that map is an entirely different subject and when I can make more progress on it, will make a thread about it.

    Thank you for your interest,

    Jehuty.
     
    Yumudas Beegbut likes this.
  2. Merder Smerf

    Merder Smerf UCC:Forge

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    So what you start with a flag each round? could be really interesting. some objective games can be really fun 1v1 but the map has to be right for it. keep us posted on progress I'm interested to see how this turns out
     
    Jehuty likes this.
  3. Jehuty

    Jehuty Legendary

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    You will have to pick up the flag. But you need to carry it to the other side. I intend on adding a barrier that will despawn after a short time to prevent players from shooting each other out of the air. The arena will be straight forward: You'll be going down a straight path, possibly no cover, to the other side. Strafing skills will be required. However there will be areas near the ends where you can take cover and recharge your shields. Since you cannot carry the flag on your back (to my current knowledge) you will also rely on magnums.

    This is either going to turn out to be a great or failed idea. We'll see. The map however, must be interesting and built right. Length may need adjusted as well.

    I'll lay the list of intended rules.

    -You must carry the flag to the other side
    -You must have their flag at home. You can instantly send it back by walking over it.
    -You can respawn and prevent the cap.
    -First to win three rounds will win.
    -Players will have somewhat increased shielding to compensate for factors such as no cover down the map.
    -1v1 Joust.
    -Magnum starts.

    Things will be adjusted if needed. Once I actually get the time to continue progress I should have something soon. (I actually do have time, it's just that grinding for Mark IV has me tied down).
     
  4. Merder Smerf

    Merder Smerf UCC:Forge

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    im think you are going to want 1 sec respawns. I wouldn't increase shields. Make the hallway long enough that a player who gets killed has at least one more chance to kill the enemy flag carrier before they cap.
    Here's an interesting meta. If the hallway is long enough it might be a good strat for me to wait as long as possible to actually kill my opponent. The sooner they die the sooner they respawns and the more chances they will have to respawns and kill me and change the momentum. I'm not sure what you would have to do to allow for that type of thing but it would add some nice depth.
    My concern is that the flags will be arbitrary. You will essentially have a 1v1 hallway with pistols- why are there flags? That's the question I'm answering with my suggestions.
    Just thoughts.
     
    Jehuty likes this.

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