Ever since the release of Halo 4, I, and many other Halo fans, have long awaited the return of Reach's Invasion mode. While I think that Reach was very underwhelming for a Halo game, Invasion was one of the few things that I loved about Reach. Thanks to the newly overhauled scripting system, Invasion is now possible in Halo 5, although with a few bits and pieces missing. I haven't completely worked out how to do the game mode just yet, however, I do have the core objective capturing system working as seen in the clip below. There's still a lot of work to be done, but I hope to get a working map out sometime this week. Of course, I'll share how everything works once it's completed, and I even plan on making prefabs of the scripting mechanisms for ease of use.
It's looking good so far. I could see this becoming pretty popular and having many people make their own good maps with this.
Well you could use a teleporter based spawn, where players can see above the map and move to 1-3 teleporters for the specific spawn zones and when a 'phase' is complete, just despawn the exit tele's and spawn the new ones in
Lol. This is nearly exactly how I have it built in mine. @Spirit in Black I asked because I also have a finished Invasion setup that I'm currently in the process of prefabbing and documenting for public consumption and it's possible that we could fill in blanks for each other. I can't think of anything I'm missing, but there's always that chance.
Yes and no. I have a much cleaner way to handle the spawning. Also, I'd recommend playing with Spawn Order rather than Spawn Blocking, much more powerful and versatile. You can still use blocking to augment that, but it's better to start with order. I'm handling Invasion spawning and loadouts with a Spawn Room, instant respawns, and teleporters. It's much more complicated than that (about 4 pages single spaced in my design doc), but it works and there are ideas for improvement after the initial release.