So, while browsing through the dark corridors of my mind, I came up with another Asset idea. I've noticed that in a lot of Asset maps, the humans have a significant advantage over the Covenant, that mainly being height. The main base structure is usually located on the side of a hill, forcing the Covies to crawl out of cover and dash up the hill to kill the VIP. Here's the idea: Filters used to create a dark, creepy effect. ODSTs spawn in a Greek-esque temple complex, with only a few light orbs allowing them to see. Covies teleport near the complex. Few vehicles spawn for Covies late in the game. There's very little cover for both sides. Stealth is key for a Covenant victory, while the ODSTs must be very alert at all times. I just thought of this a few minutes ago, so I'd like some feedback. Thanks.
if made well I reckon this could be quite fun. It would need tons of testing though to get it just right.
I think the idea would be fantastic if executed correctly. Don't make it too dark so it is really impossible to see but the gloomy feel of the map would be very unique. I would ask rifte gifle, Ell3ment, ROFLninja or anyone else who makes asset maps for help to keep the asset feel going with correct weapon spawns and such but I say go for it!
God... This turned into an idea I thought of in five minutes to what could possibly be a month long project XD. I'll ask all three of them for input, but this project is going to be, well, a *****. Wish me luck! EDIT: I realized that now I need to work out how the hell the ODSTs get to the destination. Hm... Ideas are welcome.
I say you drop the Greek Parthenon idea and keep the gloomy feel. Maybe make a close quarters map such as a multi-corridor building or the roads of a city. I do remember seeing an infection map awhile back where the players were in the dunes and the entire map was blacked out except where the light were all at. The players spawned in the center of the lights and the infected would spawn in the dark facing the circle, then come in and attack from all over the outside of the lights. I don't know how that would help you, but it was quite an interesting game.
This is an awesome idea. Keep the gloomy idea, but use blue lights to light it up. Make the lights high enough so that you can see, but it's still dark.I think you should make some smaller structures around the temple with power weapons in them, while having weaker weapons inside the temple itself. For the destination, make a small building with a helipad on top. Use the 6 minute hornet drop system to get the hornet on their. That'll force the ODSTs to have someone their in case some Covenant hide their. Woah, I had some pretty cool ideas. Haven't done that for a while.
If you decide to make this, just remember that VIP has a waypoint over his head, so that might affect how the game plays.
Hmm. I hadn't thought about that. That sort of turns the tides, y'know? I suppose I could help the ODSTs by giving them close combat weapons, like shotguns. This is going to be fun!
Along with this, the Asset's 4x overshield will make him stand out anyway. I suggest you make a spin-off gametype for this to work.
Agreed. Should I simply increase his damage resistance, eliminating the overshields, and remove the waypoint?