Demonball - a grifball varient Demonball on the Demonbowl To sum it up: a fast-paced fun grifball with loadouts played in a massive oval bowl. This is my attempt at an amped-up version of grifball, inspired by my love of the game. Now, pics: LINK TO RENDERED FILM OF GAMEPLAY Bungie.net : Halo Reach : File Details LINK TO MAP Bungie.net : Halo Reach : File Details LINK TO GAMETYPE (REQUIRED) Bungie.net : Halo Reach : File Details If you want to play the map with me or help test new versions then send me a pm with your gamertag and I'll send you a friend request or just send me one - gamertag: "ScalpelTechniqe". About the map/gametype: - it works the same as normal grifball except there are platforms at either end of the bowl which your team spawns on and you have to get the bomb out of the bowl to the capture plate at the other teams spawn on the opposite side of the map. - weapons in the loadouts include hammer sword and grenade launcher, I know that last one seems out of place in grifball but trust me it works. On the massive scale of this map the g launcher is quite a skill shot actually and they are slightly under powered compared to the melee weapons, they're not cheap because they're hard to use at short range. Could be overpowering with big parties - most I've had is 4v4. - The map is still being built and the gametype is still being tested out, from the start I've been building - testing - revising - building - testing - revising. I've been sort of testing it as it's being built, that's why I'm putting this preview here to try and get as much feedback/testing as possible. I think it's a good system - this game has been getting more fun throughout the different versions. I'd really like to know what hardcore grifball fans think. - it's called demonball because that is the default loadout and I think it sounds cool, it's different enough from grifball that people might be confused as to what to do. Weirdly enough, the guy says grifball at the start of the round so that people just joining know what to do - with the size of the map and the loadouts I think I've got a good balance between jetpack, evade and sprint. The bomb carrier is faster than the others but they can be faster than the bomb carrier by using armor abililties, which are unlimited. No armor abilities for bomb carrier. You can catch up to the faster bomb carrier by using evade or sprint but they can also jump higher and there's lots of ways of getting around the map for the bomb carrier to get to the capture point - the rim around the bowl and the centre man cannons. The evade classes (Demon and Berserker) are more offensive, the jetpack class (Angel) is more defensive and the sprint classes (Warrior and Juggernaut) are like mid-fielders. - The demon statue that towers above the map was is there for orientation - it's a quick job, I will do a better one if I have the budget. I wish I could just pay someone who does forge art to do it lol. - A new trick with one way shield doors! - Another one of my forge inventions, it's hard to explain - just check out the rendered video, what I've done is used two owsd and by sliding up the edge of the bowl it's like another man cannon. Here's the trick: the incline is angled at 15%, the shield door is angled at 5%. That v shape of 10% difference provides lift. I've added a submerged shield door to make it easier to see and golf tee flags as up-arrows. Known issues and request for feedback - orientation is a big issue, people are saying they don't know what to do, two reasons: one, it all looks the same too much - this I will fix by adding more coloured pieces and having the map red and blue split down the middle. Maybe a line of colour down the middle - red and blue. Two, when you pick up the bomb you cannot see the capture plate - only a red arrow pointing up since it is so high it is out of your field of vision. The map is supposed to be big, but it is too vertical - I'm fixing this by raising the entire floor up, and I want to change the loadout camera so that you can see the bomb and capture plate clearly. - fall damage - you would die if falling from the rim to the flat part (not on the inclines), so to get around this I have damage resistance at 300% and damage inflicted at 300% (300% for melee and 200% for normal - to underpower the g launcher), I imagine that these two numbers cancel each other out. It does seem to play normal but maybe the grav hammer has a wider damage area (distance at which you can kill), is this a bad thing? Anyway, this does fix the fall damage problem somewhat - you can do it once and it takes most of your health. I can revisit this after I raise the floor. - player and bomb carrier speed - thoug evading around this bowl at high speeds is awesome fun, I found it makes crap grifball games. I've brought down the player speed to 110%, which is still fast when you add unlimited sprint and evade, but is not so fast as to be uncontrollable. I've got the bomb carrier speed at 150%, on the rendered video - he has got 200%, but I've brought it down because at that speed unlimited evade can just beat him in a foot race but unlimited sprint cannot. Plus there are lots of one-man offensive runs which score the point but if he's a bit slower it forces more team work - now you might need a team mate in front of you to take a few out first. I'd like any feedback you could offer on player speeds - bomb carrier and normal (bomb vs normal), oh and jump heights as well - z fighting on the rim I know about this - it's there so that the evading player can go over it without bumps - I've found a way to fix this and it involves teaching myself the forge rotation guide thing - not looking forward to that I hate maths. Aethetics - it needs more, and I will be doing that just prior to posting Feel free to muck around with the map or gametype or loadouts and if you find anything interesting let me know, there may be other weapons that work in this game but I am not able to test all the time. I wanted to try needlers maybe, have tried other heavy weapons but they over were powered. Maybe I'll take out swords alltogether and have each loadout be one gun one hammer. Jetpack plus g launcher is quite powerful but you have to kill someone to pick one up the way I have it set up now. Can't disable weapons pickup - then you cant pickup the bomb. PS I have 2 second respawn invulnerability and no friendly fire
This looks like a pretty interesting concept. Definitely different from your everyday griftball maps. If you ever need testers feel free to send me a message telling me that you're the demonball guy lolz.