Welcome to the Green Monster. This court was created for use with dodgeball game variants, specifically my own variant: Green Dodgeball. Most of the dodgeball courts I've played on in Halo have been quickly put-together arenas where cheating is easy (and prevalent). My goal was to create one where you couldn't get to the other side of the court. So, I put a barrier down the centerline complete with anti-crossing teleporters (the green in the Green Monster). These teleporters will send you back to the middle of the court semi-randomly, but watch out... occasionally you will be teleported almost right back to where you started, so don't overuse them, lest you get a grenade to the head. But that's not all... The court starts out fairly wide open, with a long initial rush to the midline spike grenades. At 30, 60, and 120 seconds into the game, though, the court shrinks, forcing stay-back-lobbers into the fray. This keeps the action exciting and the grenades flying. Plasma and more spike grenades spawn into the map at 10 seconds in. And a few firebombs spawn for each team at 20 seconds. Additionally, there are several defensive powerups to give your side the edge: A bubble shield and two flares will spawn for each team. What if we want more than 2 teams? The Green Monster is complete with stadium seating and a playground on the opposite side of the fence (see screenshots). Just put your third team as a different color and they can watch the game or mess around with the soccer goals placed in back without interfering with play. The three teams will be 'round-robined' into play. So download the game and map and start sticking your friends. I've spent many hours making and playtesting this map and plan to spend another several messing around with it today. Feel free to comment here, send me a message, or suggest improvements. Thanks, everyone. -----You need the Green Dodgeball game variant to play----- -----You also need the Green Monster map variant to play----- Version 2 Updates: 1) Gotten rid of the deployable cover. Thanks to XxTexasHornxX for noticing my oversight there. 2) Modified the exit teleporters. It's not not possible to land on the spawning boxes and hide. 3) Pushed the weapon holders up to the barriers to hold them in place. 4) Improved the grenade placements just a touch. 4) Edited the spectator area. Now you don't need special powerups (that only last for 90 seconds) to keep spectators out or the court. 5) Added aesthetic timed events. The corner "lights" (overshield, etc.) come on at 0, 30, and 60 seconds, while an unreachable overshield appears at 120 seconds letting the players know that "overtime" has arrived. Screenshots: The Court *no more hanging truck [img width=700 height=405]http://img229.imageshack.us/img229/2230/thecourtas5.jpg[/img] The Midline [img width=700 height=405]http://img219.imageshack.us/img219/3713/midlinenm1.jpg[/img] Holding the Line [img width=700 height=405]http://img215.imageshack.us/img215/2540/holdthelinezj2.jpg[/img] The Court @ 2 Minutes [img width=700 height=405]http://img217.imageshack.us/img217/4256/endcourtoj1.jpg[/img] Defensive Play *no more deployable cover [img width=700 height=405]http://img171.imageshack.us/img171/7408/defensiveplaywv2.jpg[/img] Spectator's Playground [img width=700 height=405]http://img229.imageshack.us/img229/3576/spectatorsarears2.jpg[/img]
Re: The Green Monster: A Dodgeball Arena that Forces Players to Stay on Their Side Aren't the teleporters in the way? I mean, don't they hinder your sight across the court? Instead of using teleporters, did you think about the possibility of altering the player gravity instead?
Re: The Green Monster I was worried about that when I started making the map, too, but it hasn't been a problem so far. Unless you're playing from way back-court, the view is fine (see screenshots). It's another method (kind of) of keeping players near the line for frenetic action. Plus, with this set up, you can jump and use the ports as visual cover. It actually plays really well... even 1 v. 1. And I did think about that, but it kind of ruins the way the game plays for me. Jumping is an integral part of Halo 3 gameplay and with high gravity on, it's just a matter of leading your target.
Re: The Green Monster Excellent answer , didn't really think about it leading to, well, leading your target. I will have to download this map and test it out now. Keep up the good work!
Re: The Green Monster Looks like a well executed map, but I thought the same thing about the teleporters... but I like it.. I'll give it a queue...
Re: The Green Monster Dodgeball Court I am glad people have the same thought to make a quality dodgeball map. I did this same idea on the Pit before foundry was release and because the playing surface was sufficiently smaller it worked but the nodes were definitely in the way. This issue seems to still be here but this looks better and much cleaner than my pit one. On my newer one I took a different approach recommended by a poster here, where you play on a second level and there is a ditch in the middle. It plays pretty solid but still has a few issues like this where people charge the center for a higher percentage go through the teleporter and over again. I am glad there is a map to rival mine because I really don't care about downloads and stuff, I just want to supply people and myself with a good dodgeball map and if someone does it better and with more flawless anti-honor rules, then hat off to them. I have considered a death spawn to eliminate people running to the ditch which would be much harder than yours and create my spectator box above the court so people can't go back. Unfortunately I got a stupid bungie ban for no reason and can't update it to make it cleaner since it still needs work, as I was only on my second try and now with the interlocking box forge feature, I could make it a lot better. I will get back to you when I try it out. Edit: After briefly testing it, I have a few things to say. Firstly, the nodes weren't too big of a factor but definitely affect your trajectory, and I had not thought about raising them and having something below to allow normal gravity. I had always thought high gravity was the only option for an honor-less dodgeball map. I really liked the layout of the map and it was very smooth, with the size changing and spawning grenades. Also, I found that you can both grenade jump (as you stated), which is very hard to pull of in the heat of a game, but you might want to remove the deployable cover. You can throw it down and jump on it and jump to the other side. The other thing is you might want to check the spawn time on the crates because they did not spawn a whole row at a time, unless that is on purpose. I like how you created the first rush, I was going more for the always have grenades for non stop action. I haven't played it enough to know the number of rounds but I don't know if I like the rounds because if you are playing with few people it seems like the game would end really quickly. Overall, really solid map that I might use over mine until I get un-blacklisted and can update it. Your normal gravity has inspired me to recreate it entirely with the spectators box above the field like I planned originally and all of the crates redone with the new forging techniques. I am considering making a larger gap where you can have normal gravity and can't get to the other side.
Re: The Green Monster Dodgeball Court Thanks for the well thought out response. I didn't think of the deployable cover jump. That's definitely getting taken out in version 2.0. And I wish I had another set of teleports to block grenade jumping, but this is the best I think I can get for now. As far as the box spawning goes, the first row come in progressively for a reason. It's a visual cue for players who are new to the map... hopefully they can figure out what's happening after the first one or two boxes spawn. Glad you like the map overall, though. Even my roommate, who generally hates Halo, loves dodgeball on the Green Monster. Thanks again. EDIT: Also, anyone who wants to play some dodgeball or any other cool customs, feel free to add me to XBL, Gamertag: Cosmic Rick. My current friends list is lame.
Re: The Green Monster Dodgeball Court I'm glad to see that someone finally made a dodgeball map that prevents players from crossing sides. I may have to try this one out. I can already tell that you are a quality member that may become respected by the Forge Hub community. Nice job on your maps and keep up the good work! :squirrel_wink:
Re: The Green Monster Dodgeball Court True, I guess mine doesn't count or just sucks even though its been on here forever *sniffle sniffle*. I forgot to post this originally but you can also equipment jump off the flare. You might want to take that and the deployable cover out leaving just the bubble shield and finding a way to eliminate grenade jumping. Those equipment flaws are the main reason I prefer mine's simplicity over the green monster, but if you eliminate those then it will give people a choice of either high gravity with nothing in your line of fire or the teleporters there but normal gravity.
Re: The Green Monster Dodgeball Court Great job, just from looking at the screenshots. I don't know if this is possible b/c I have not taken a look at these options myself. Can you make it so that you only get points for sticking people? If so, then once you die you could respawn in the spectator area and people could fool around there without affecting the gameplay. Looks great though!
Re: The Green Monster Dodgeball Court Hard at work on verison 2.0... So far I've: 1) Gotten rid of the deployable cover. Thanks to XxTexasHornxX for noticing my oversight there. 2) Modified the exit teleporters. It's not not possible to land on the spawning boxes and hide. 3) Pushed the weapon holders up to the barriers. I discovered that if you try to melee somebody across the wall who was just a bit out of range that you could push the barriers slightly and get into the wrong portals. This is still possible, but much more difficult. (I've never had it happen in an actual game) 4) Moved the grenade placements just a touch. 4) Edited the spectator area. Now you don't need special powerups (that only last for 90 seconds) to keep spectators out. 5) Added aesthetic timed events. The corner "lights" (overshield, etc.) come on at 0, 30, and 60 seconds, while an unreachable overshield appears at 120 seconds letting the players know that "overtime" has arrived. Further, I've decided to leave flares in (2 on each side now) for two reasons. 1.) Although XxTexasHornxX says you can equipment jump off the flare, I haven't been able to do it myself and find it hard to imagine somebody pulling it off in game. 2.) I found that being on the line is generally a much more effective strategy than being a little further back. The flares give a slight advantage to more defensive players and helps balance the game out. As far as grenade jumping goes, I don't see any way to eliminate it. Frankly, anybody who does it is going to get murdered by the angry opposing team, since they're already damaged. The only ways I can think of eliminating it would be to add a floating wall above the portals... but I think that'd ruin the arena both aesthetically and gameplay-wise (I might try this out for version 3). It'd be nice if Bungie gave me 16 more portals to work with. Finally, I can make the game score only when sticking enemies, but that kind of ruins the 1 point per round thing. And spawning in the spectator arena would be good... except that it only works when a single team is there. Otherwise a spectator could assassinate another spectator and gain points for their team. I think the map's about as good as it will get (until I have time to revamp from the beginning), and I'll be posting version 2 soon. EDIT: The updated map is up and running.
Awesome, have it queued. I realize it would be very difficult to pull off anything else outside of the deployable cover jump, but I was just letting you know. The grenade jump is doable but results in you getting over with low health and dying shortly thereafter or being killed in the process of jumping. Flare jumping wouldn't get you hurt but is already hard enough outside of the game (can't do it myself either), that it shouldn't affect gameplay.
This looks like one of the better Dodgeball maps I've seen. This one also looks a bit more organized and neat. Good work.
Nice looking map. Its a little complicated for my simple mind to understand, but I like it anyways. :squirrel_wink:
Couldn't tell if that was sarcasm but it really is quite simple. You play dodgeball with no honor rules, 2 bubble shields, 2 flares, and a court that shrinks over time. Also, Blazen you really can't get much better with the supplies given. I accomplished a dodgeball court with nothing in your way but you have high gravity, so you can't get much better than this or mine.