Koma DeVius submitted a new map: Eretrian Naval Encounter - Light assault boats with realistic physics in a naval combat arena. Read more about this map...
I'd be down for that, it just depends on the timing because of my work schedule. Feel free to message me on Xbox Live when you guys are getting started and I'll jump in if I'm able.
Damn that thumbnail instantly reminded me of Bad Company 2's first mission. A lot of mini-game maps I see in Halo 5 that utilize vehicle welding seem to make the vehicles you're using either too big, clunky, or hard to understand at first (or all 3... Usually all 3). This seems like one of the more practical ones where the vehicle is cleanly forged, easy to understand, it moves with ease, and it actually makes sense where the driver/pilot is sitting. In this case, I see you place the Warthog's windshield so it's merged in a way where the majority of it is sticking through the top of the boat's front end. I don't know, I appreciate stuff like that lol. The boat looks like something out of GTA V or IV.
Thanks for the feedback! It definitely took some careful trial and error to get everything placed just right so it would handle well, look somewhat practical, and not have an obstructed view. The thing I was most happy about was that (so far) I haven't run into the usual "glitchy" behavior welded vehicles tend to cause during game play. There are some issues in theater mode and forge, but so far so good in customs.
A lot of welded vehicles wig out on me but these boats are smooth as hell in game. Theater mode is a little janky but that's just the way theater works.
Koma DeVius updated Eretrian Naval Encounter with a new update entry: Added video link and did some minor budget cleanup Read the rest of this update entry...
Koma DeVius updated Eretrian Naval Encounter with a new update entry: New gameplay footage Read the rest of this update entry...
The only concern I had was what happens if a player stays in their spawn? The other team can not get to him and he can stay there til the round ends. Have you considered adding a teleporter to kill any players that are left in the spawn after a set time? The situation happened in a lobby last night but luckily the player (who had joined late) was kind enough to kill himself.
That's a great point. I'll look at some ways to address that with the next update. Spawning in a teleporter at the one minute mark does sound like a valid option. The bigger concern I would have there is that the game would be unbalanced if someone is idle, but it is definitely still something that warrants a change. Thanks for the feedback!
I'm out of town for a few days, but when I get back I'm going to try to get an update pushed out based on feedback I've received so far.
Someone camping in the spawn isn't going to die, but also isn't going to sink a boat. The timer isn't that long, and these games are going to primarily be played on an invite-only, voice chat basis. Odds are if someone isn't playing the game the players will resolve it themselves. However, if there's an elegant way of keeping players invincible in the vehicles only I think that should be pursued.
Yes, but if they don't die the round won't end so it could mean sitting there waiting for the clock to run out and a minute feels like an eternity when you're just waiting in a game. It may be a minor annoyance, but it's still something that could be fixed. There's no mechanic in the game that can make the players totally invincible in vehicles but not on foot, not yet at least.