1. Update 2.0

    ElijahA
    FYI: When making this Invasion map, one thing I completely overlooked was the squad spawning mechanic. Oops.

    So after a week of playtesting further, some more issues were addressed and hopefully resolved. Here they are:

    - Before, at the start of phase two, Spartans didn't have one safe spawn zone (which I just noticed). :no: So once Elites died and simply spawned on their teammates still in the city... (most likely with the assassin loadout) and the spawn killing commenced.
    a. So by deleting unnecessary objects and moving my budget around, I made a safe spawn for Spartans to give them breathing room for phase 2.

    - At the end of of phase 2, I added some spawned warthogs for those who survive the bomb planting/explosion and to transition smoothly to phase 3.

    - Last update, I added a soft kill barrier to prevent banshees from spawn killing Spartans in Phase 2. This proved to be practically ineffective. So I decreased the effected area so banshees have more fly space but if they fly into town on phase two, they will hit an instant kill barrier.

    - The Spartan Laser was spawning too quickly though wasn't too overpowered as it really helped outscale the battlefield. Respawn timer for the Spartan Laser was heavily increased.

    - Elite starting spawn for phase one was moved slightly closer to the capture markers to provide better preparation before the attack.

    - In the hanger of phase 3, I replaced one regular warthog with a rocket-hog to provide better air support.

    - Minigun falcon timer was decreased to 30 seconds.

    - Various weapons and vehicles were added or moved closer to spawn locations to enhance gameplay experience.

    - I replaced an entire section of interstate above the city, to better help the flow of gameplay. Looks pretty sweet.

    - Finally, the third phase's time limit was reduced from 15 minutes to 10.

    If there are any other issues, let me know!

    ~Mighty Trex
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