Red vs Blue - forcing 2 teams in Customs

Discussion in 'Halo and Forge Discussion' started by ExTerrestr1al, Mar 7, 2017.

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  1. ExTerrestr1al

    ExTerrestr1al Forerunner
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    This has been discussed in another thread, where someone griped about how 343 didn't give PC Halo 5: Forge more robust hosting abilities and how horrible it is that in 2016 a game could be released like this... some astute individual... ahem... pointed out that the "game" is for testing forge maps and that we are very lucky to have it for free on the PC platform, but that did nothing to satisfy the other individual.

    Alas, the suggestion was made to place a trap for players not on blue or red teams.

    I have not yet figured out how to do this, so that is the reason for this new thread.

    I have this, so far:
    Neutral initial spawns set to labels of FFA Only, and slayer exclude etc.
    Red/blue initials set to any team variant I think the map might eventually support
    Red/blue respawn zones placed around entire area considered "Red" or "Blue" team areas of the map.
    Neutral respawn points placed all over the map.

    The trap: (not so graciously provided by the other individual)
    Teams 3-8 initial AND respawn points set to exist for any team variant, placed outside of the map and inside a killzone (in this case, timed, so they have time to realize what is happening ot them)

    Behavior:
    If you start as a team 3-8, you WILL spawn in the trap area initially, but after dying you will spawn inside the map at one of the neutral spawn points.

    How can I solve this? Please (I do not need any comments from the other individual in that other thread, as we are not rehashing your gripes with this very awesome free game, but trying to solve a mechanical problem with one particular map)
     
  2. Dink

    Dink Legendary
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    Have you tried playing around with running spawns? Since it's forcing a spawn outside of the kill zone that the spawn plates are in, why not have the players run into the kill zone? That would probably work. Players cannot cancel out of a running spawn.
     
  3. ExTerrestr1al

    ExTerrestr1al Forerunner
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    that might work... do you think that's what's happening though? That the game doesn't like having spawns inside a kill zone and is thus forcing players to spawn elsewhere? Or, is there something missing from my scheme listed above?
     
  4. Charybdis

    Charybdis Legendary

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    Its them spewing inside the killzone. Set the trap so a player on teams 3-8 will spawn above the kill pit (inside a room so they can't escape) and have them drop into an insta kill zone. If that doesn't work, have each individual team get a section in that room where enemies from the other team can't be seen, and thus no spawn blocking either.
     
  5. ExTerrestr1al

    ExTerrestr1al Forerunner
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    sounds promising... I will try it. Thanks
     
  6. ExTerrestr1al

    ExTerrestr1al Forerunner
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    I ended up accomplishing this by using:

    Teleporter - around all of the 3-8 team spawns and then having that transport them just over a killzone (existing killzone to catch anyone who falls off map)

    Spawn Order... respawn zones (neutral) - the ones I do NOT want them to ever use had to be changed to Spawn Order = 1 and leave the 3-8 respawns as 0. This should not be a problem because all of the remaining ones are set to the same value (1).

    So far this has worked every time in testing...

    EDIT: I should also add that players have lately been very compliant when I ask them to stick to Red v Blue teams only.

    I also use the setting of Team Change? Balancing only, which seems to help keep things straight.
     

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