Ever since Halo 3, warming up has been a bit lack luster. A few members from the community have Octagon gametypes, but the gametypes have missed the mark with so many players. Yeah you could claim the top spot by 'spawn trapping' your opponent over and over, but what does that really accomplish? Is there any fame or glory behind this? Not that I was ever salty over losing a 20 minute 1v1 Octagon battle, but after the match was over I was spent. I actually felt worse going into a match more than I would if I went in cold. When Halo Reach forge was supplied I tried to eliminate Octagon for good, but failed miserably.
Now that we have a robust forge in Halo 5, I wanted to revisit the Octagon gametype to find a true warm up replacement. And a 10 minute or more, scenario based, warm up gametype has finally been achieved. With the help from my teammates on Creative Force, we have created a gametype that is not only fun to play, but it will have you wanting to jump right back in for a rematch.
We have decided to call this gametype Fury. Fury is a multi-round scenario based game, intended for the players who want a quick 10 min plus warmup game. Fury is, well, different. For two minutes, you play one round in a room filled with various height variations, line of sight blockers, standard weapons and everything else that you would expect in a normal map. This room can support both 1v1 and 2v2 gameplay. The team with the most kills wins the round. After the round is complete however, you are spawned into a new room with different height variations, routes, and weapons. Giving you the chance to win the next round, after losing the last. This goes on until one team reaches 5 wins. Sounds different, right?
See more images of Titan here and here... or, download the gametype and map.
Gametype Settings
Gametype: Slayer
General
General
Time Limit 2 Minutes
Overtime Duration 0 Minutes
Round Settings
Round Limit Unlimited
Rounds to Win 5 Rounds
Rounds Tied Limited Unlimited
Lives Per Round Unlimited
Starting Weapons
Primary Weapon Magnum
Secondary Weapon None
Initial Frag Grenades 1
Respawn
Time Instant
OLD MECHANIC
Leaving it on this post, to show what work around was achieved. Since the update, a new mechanic has been born and took the 153 scripts in order for it to run, down to 8 scripts! So no more Invisible Blockers that despawn based on a multi events linked to power channels.
The core mechanic behind Fury is a script that I like to call a Multi-Round Sequencer. The Multi-Round Sequencer is checking for two power states when it receives it's message, the Round before it and the next Round. If the power state of the Round before is turned off and the next round is turned on, the round in the middle, it's invisible blockers will despawn, allowing for gameplay on that round. This happens at the start of each round, it checks, despawns an invisible blocker, you play a new level. Trust me, after running through this a time or two, this will be a go to mini-game warm up.
Here is the brains behind the magic. Now, this is trimmed down to 3 rounds. You will need a minimum of 3 rounds in order for this method to work. Also, I am already working the Multi-Round Sequencer 2.0, it is essentially doing some reduction of script costs. But the current version works, tried and true.
Multi-Round Sequencer (3-Round)
Invisible Blocker 1
Script 1
On Message/Power: Multi (3)
On Power: (Bravo,On)
On Power: (Foxtrot,Off)
On Message: (Alpha)
Despawn
Script 2
On Message/Power: Multi (3)Script 3
On Power: (Bravo,Off)
On Power: (Delta,On)
On Message: (Alpha)
Spawn
On Destroyed/DespawnScript 4
Power Set: (Delta,On)
On Destroyed/DespawnScript 5
Power Set: (Bravo,Off)
On Destroyed/Despawn
Message: Send (Echo)
Invisible Blocker 2
Script 1
On Message/Power: Multi (3)
On Power: (Delta,On)
On Power: (Bravo,Off)
On Message: (Charlie)
Despawn
Script 2
On Message/Power: Multi (3)Script 3
On Power: (Delta,Off)
On Power: (Foxtrot,On)
On Message: (Charlie)
Spawn
On Destroyed/DespawnScript 4
Power Set: (Foxtrot,On)
On Destroyed/DespawnScript 5
Power Set: (Delta,Off)
On Destroyed/Despawn
Message: Send (Alpha)
Invisible Blocker 3
Script 1
On Message/Power: Multi (3)
On Power: (Foxtrot,On)
On Power: (Delta,Off)
On Message: (Echo)
Despawn
Script 2
On Message/Power: Multi (3)Script 3
On Power: (Foxtrot,Off)
On Power: (Bravo,On)
On Message: (Echo)
Spawn
On Destroyed/DespawnScript 4
Power Set: (Bravo,On)
On Destroyed/DespawnScript 5
Power Set: (Foxtrot,Off)
On Destroyed/Despawn
Message: Send (Charlie)
Script Brain
Script 1
On Match: Start
Power: Set (Bravo,On)
Script 2
On Round: StartScript 3
Message: Send (Alpha)
On Round: StartScript 4
Message: Send (Charlie)
On Round: Start
Message: Send (Echo)
Forge Development Kit (FDK) - Fury
After the update, our scripting capabilities increase exponentially. I am going to leave this next section to @Ray Benefield to explain, since he's the man behind the updated core mechanic that makes Fury work.
Just briefly, the Forge Development Kit (FDK for short) is an initiative to standardize the way gametypes and maps for those gametypes are built using the scripting engine in Forge. With all of the tools at our disposal there are a lot of paths to success and failure, the goal is to improve comprehension of gametypes, build standards/patterns for ways to do things in the engine, and provide documentation/reference/tests. These standards are being worked by many of the major scripting veterans of the community, including the Scripter's Guild, Creative Force, and ATN.
Here is a description of the technical details of Fury with the new scripting system:
The parts that are standard across the FDK are the Game Manager and the Round Manager. Every match start triggers an Initialize (India in the FDK) message that sets up all of the initial variables for the match, this includes the Round Numbers. The Round Manager has a spawn order that can be set on it to create a cycle of repeating rounds. So if it is set to 7 (default for Fury), then:
The more unique part that comes from Fury is the Round Spawner. All this does is set the Spawn Order for every player in the game to be the Current Round set by the Round Manager (so in this case Round 1-7). This will change which spawn points players spawn on. Every arena in Fury has all of their spawns set to their respective Spawn Order (1-7). And that's it. Every round, players will spawn on the Arena that matches the Current Round.
- Rounds 1, 8, 15, etc will all be considered Round 1
- Rounds 2, 9, 16, etc will all be considered round 2
- Rounds 3, 10, 17, etc will all be considered round 3
- Rounds 4, 11, 18, etc will all be considered round 4
- Rounds 5, 12, 19, etc will all be considered round 5
- Rounds 6, 13, 20, etc will all be considered round 6
- Rounds 7, 14, 21, etc. will all be considered round 7
Want to build a map for Fury?
Building a map for Fury is REALLY easy. The instructions can be found in the Fury Design Document on the FDK (these will keep up-to-date as the gametype potentially changes):
https://github.com/RayBenefield/Forge-Dev-Kit/blob/master/design-docs/fury.hs.md
DOWNLOAD GAMETYPE
Special Thanks!
These community members have been instrumental to making this project play the way it is today! From building, testing, to advocating, and to pushing the team to keep moving forward. Finally happy to see this project built not by just me, but the entire @Creative Force team. Also to those community members that helped solve some of our difficult issues and to those who play tested this along the way. THANK YOU!
@Randy 355
@MythicFritz
@darkprince909
@black picture
@Blaze
@xMalevolution
@Captain Punch
@Ray Benefield
@gAg CruSh3r
@THE SLAMMERSS
@AlexVan123
@Sn1p3r C
@WyvernZu
@WARHOLIC
10
Featured