Tactical Corps Progress Thread

Discussion in 'Halo and Forge Discussion' started by Sotha Sil156, Nov 27, 2009.

  1. Sotha Sil156

    Sotha Sil156 Ancient
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    I'm sure several of you have heard of my game Tactical Corps (it used to be called Squad Tactics). If you haven't, or would just like a refresher, read the following spoiler:

    Tactical Corps

    Each team spawns in separate, closed off rooms where they pick up custom powerups that allow them to pick up their primary weapons. Each weapon is in a separate tube (not to create a class system, just to prevent them from having more than one primary weapon), and after they grab their weapon, they teleport into the map. Once the custom powerup wears off, which is very shorty after they enter the map, they can no longer pick up weapons, meaning that they are stuck with whatever they choose for the rest of that life.

    The map itself has a street-themed layout. There are streets of varying elevation with different alleyways connecting them that are opened and closed off in symmetric and asymmetric games.

    Gametypes

    The Tactical Corps gametype pack includes Slayer, CTF, Assault, KotH, Territories, VIP, and Infection. For the most part, the gametypes are in their final forms, though they may change as testing continues.

    In each gametype players have the same basic traits, higher damage resistance, 0% shield recharge, lower speed, etc. Objectives, such as on-hill traits, flag carrier traits, VIP proximity traits, and defender traits in territories act as health packs making their shields recharge 50%, and they have 20 sec respawn time with team sync and unlimited lives.

    The Slayer gametype is named TC Skirmish. It is a basic game of Slayer with minimum scoring, 1 point per kill, 10 points to win.

    The Capture the Flag gametype is named TC Extraction. It is a game of 2-Flag with one capture to win.
    [​IMG]

    The Assault variant is called TC Sabotage. It is a game of 1-Bomb with one detonation to win.
    [​IMG]

    The King of the Hill game is called TC Holdout. In it, the hills move every minute, and each team gets 1 point for every second of uncontested control and 10 points for every kill.
    [​IMG]

    The Territories game is named TC Defense. It is a one-sided territories game with lock-on-capture.
    [​IMG]

    The VIP game is called TC Escort. It is a two-sided VIP game where the destination changes every minute, and there's 1 point per goal arrival and 1 point per VIP kill. Once a VIP team reaches a destination, they should defend it from they other team until it changes.
    [​IMG]

    The Infection game is called TC Uprising. In it, the infected team starts with 25% of the total players and has the exact same traits as the human team (base player traits in every gametype), except for the humans' shields recharge to help the weather the waves of zombies.

    After finishing testing all of the gametypes and finding new names for everything, all that was left to do was make the final version of the map (the sloppy map you all played was just the testing map). The Cheat eventually drew a pretty nice layout to work off of when we started forging it, but we never did. Months went by, and work on the map was left on indefinite hold.

    I tried to start making the map on my own, but the real layout was in The Cheat's head, and there wasn't enough information on the only layout I had to really do anything worthwhile, so I went on Paint and made a new, more accurate version of his original layout:

    [​IMG]
    • Each grid box is the size of four (2 x 2) Halo grid boxes (Every major street is double-wide and most alleys are single-wide.).
    • The darker shade of each ramp (blue) is the lower half (The map itself has three different levels.).
    • Red, once again, indicates the symmetry option barriers. Top Left is Symmetric. Bottom Right is Asymmetric.
    • And note that none of the storefront things are permanent. They may (and most likely will) change as I build the map.
    • A is Attackers. D is Defenders.
    • The green squares are the teleporter receiver nodes.

    What do you guys think? (And yes, I am mostly speaking to people who tested during those long months when I was perfecting the original gametypes.)

    I will update this thread with paragraphs and pictures as progress on the map continues.

    UPDATES
    11.25.09 - New overall layout with bases and teleporters.
    11.27.09 - Potential layouts for individual gametypes made. See spoiler.
    11.28.09 - MultiLockOn has joined authorship of TC in his forging of the map Streetside.
    11.28.09 - I am working on new TC map that utilizes a two-tiered spawn system.
     
    #1 Sotha Sil156, Nov 27, 2009
    Last edited: Nov 29, 2009
  2. xWooden leafx

    xWooden leafx Ancient
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    I saw these plans on xforgery, can't wait for the maps. I don't get it at all, so I would love to test when this finishes. But thats a while aways.
     
  3. Spicy Forges

    Spicy Forges Ancient
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    I havn't seen this before but from what I read and saw it looks very interesting. I wouldn't mind trying it out, but I don't really want to help test as I'm busy with another map.
    I will watch this thread for any updates that you will post cause I want to see this happen.
     

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