If you look back at the legacy of not just halo, but all multiplayer games. The best maps are dynamic. Take Last Resort from Halo 3 or Hail from Gears of war 2. Making dynamic maps in Reach forge is difficult. But not impossible. This thread will showcase these most difficult to create, and immensly enjoyable maps. Found out how to make that building explode. Post it here. Need tips. Look here. Looking for some dynamic maps for a slayer game. Look here.
Um, I personally hated Last Resort. It was a terrible map in my eyes, and maybe Bungie had a similar view on it, as it was restricted to a handful of social playlists. I do see where you are going with this though, maybe you should start your list of dynamics with the basics, such as making objects spawn in at certain times.
Thankyou. I didn't like Last Resort as much as other maps but I thought that was just me. It was my go to map for custom slayer though. I'm not the best forger but I know how to make a good invasion map.
I liked last resort on Team Slayer, not at all in objective. Narrows pissed me off too, but I think that was more the man cannons fault, as they vaulted you behind the enemy in seconds to spawn your teammates. I have a dynamic spawning, asymmetrical map called Sentinel. The spawns are working pretty well in v3, but the jetpack makes it hard to set them right on such a small map.
Making basic dynamic invasion maps. Dynamic maps are best made with invasion as using gates and "weapon" tags allow for very in depth control. A really good example of this is the invasion map saucered. Bungie.net : Halo Reach : File Details This map showcases the 3 main ways to create basic dynamic maps, which are, "Gated" objects. "Weapon" objects. and modified spawn times. A simple example of using "Gated" objects is the creation of an exploding bridge. The parts of the bridge that are needed to vanish are given the gametype label inv_gates and have their spawn sequence set to the last phase you want it to appear on. For the sake of the example we'll have it dissapear at the beggining of phase 2. (Spawn sequence 1). We will then need for debris from the bridge to appear and can easily be created by using "Weapon" tags. Debris can be created around the bridge and given the inv_weapon tag. Its spawn sequence must be set to the phase you would like it to appear in. example spawn sequence 2. Finally to complete the illusion creating explosions that occur when the bridge "Explodes" which can be done using the "weapon" tags used earlier and modified spawn times. First set fusion coils to dissapear at the end of phase 1 (gates) (preferably set these somewhere they cannot be seen). Set an equal number of fusion coils to spawn at phase 2 using the "weapon" tags and set the spawn time to never. Then set the run time min to the number of fusion coils used in the explosion (half the maximum number in most cases). If all is done correctly you should now have a bridge that explodes at the end of the first phase with debris that appaers around it. If the fusion coil part of this is done well enough people will not be able to see the bridge de-spawn through all of the smoke and flames.
To me, when you say dynamic maps, I think of walls spawning after a minute or two to block off access to parts of the map. Am I correct? I would suspect that the invasion game type is not the best, since it is hard wired to create a three phase game experience. I don't recall ever playing on any H3 map that dramatically changed during game play. I loved Last Resort. I would vote it up more than most. I do recall maps where energy coils drop and explode, but that is so simple to do I don't think that is what you are talking about - is it?
I mean maps that have some dynamic or changing feature such as a train that roars across the map midway through a game, crushing all in its path, or a flood that begins to creep up and moves the borders of the map. Anything dramatic that mixes up combat is what I created this thread about. With Forge's limitations it is difficult to make them in anything other than invasion.
My map, Velodrome has a destructible skybridge that works very well. The rocket launcher is located there to draw players in while the trigger is exposed to the rest of the map so anyone quick enough can send those in the skybridge falling. Click here for the Velodrome Forge Hub thread.
I wouldnt really agree with the OP. In most cases, I've found dynamic maps to be a pain in the backside. Not to mention, from a first person hooters perspective, the players should be in control of the dynamic changes. Not the other way round. Players should be able to control a map in any FPS, it's what all FPS's are about. BFBC2 for example, if there are players hiding out in buildings, you blow a hole in the wall, or just blow the entire building up. That drastically changes combat, and it's player controlled. A train that passes through the map once in a while isn't something that's overly impressive. It doesn't help gameplay in any way, it just hinders it. Players obviously find it more interesting at first, but it soon grows tiresome and very boring. It also becomes a quick feature of hate within a map that prevents players from playing on it more often than not as well. A few Halo greats: The Pit Guardian Construct Sidewinder Blood Gulch Boarding Action Narrows None of those maps have dynamic attributes that changes how the map plays from start to finish.
What on earth does this have to do with the thread. I know it's not much, but Guardian and Construct have all the birds and Narrows has that moving belt underneath it. Dynamic stuff need not be important to gameplay. Sometimes this is a good thing, but it's hard to keep it from being something people can take advantage of. In BC2 I downloaded map layouts off the internet to find key points, the destruction of which would give my team a significant advantage. By starting the game by running forward with C4 and both explosive upgrades and following it up with the same upgrades on an M2 Carl Gustav, my team was guaranteed a win if they were even moderately competent. Dynamic environment pieces in Halo, however add a fun aspect to gameplay and make a map seem more like a polished and fun instead of a haphazard accumulation of blocks. Although timed spawns and phased pieces in invasion are a nice touch, I feel like these are a lazy man's dynamic objects, the real dynamic objects in my opinion are those that actually move instead of just spawning in place. If you want some dynamic stuff for your maps, look here.
Stevo, you forgot to add the awesome duo from halo2, waterworks and terminal. (both come with moving parts as well) Agreed though, we need more distractions in our maps... like the beam on tempest... but obviously not the beam on tempest.
this thread is about dynamic stuff changing gameplay, the bids on maps like epitaph and ghost down don't do that, they're aesthetic touches, unless you are super easily distracted and start trying to shoot them edit: and a train going through the middle of the map is the worst idea ever you have a guy down to one shot, and a ****ing train blocks him off, so he gets away or worse, it runs you over the shrinking borders is really impractical, you'd have to design the interior sections to function as their own map, like thse stacking dolls
While yes, technically "dynamic" means anything that moves, or objects that are not static, this thread pertains to dynamic objects within maps that specifically affect player movement or thought. And while the selection of maps with dynamic features in the Halo games are quite poor, (being that most are simply dynamic to add continuity to the play space in terms of real-world location or functionality, (Last Resort, Waterworks, Terminal.)) a few of them do aid players in their struggle if used strategically. Specifically Headlong and Ivory Tower from Halo 2. Players were able to use the conveyor belts and crates to move around the map secretively, creating opportunities to flank the opposition. Realistically, however, this wasn't done very often being that the same result can be accomplished by crouch walking. The elevator lift on Ivory Tower is an excellent example of a dynamic feature that works effectively, with team communication and coordination players can get to the highest point and most conflicted portion of the map quickly. Whereas going up it lone-wolf style would often result in the unsuspecting player being quickly beaten down, especially in Halo 2. (Danke mister BXR.) That being said, I don't look for dynamics in user created content. Being that most dynamic pieces created are through the use of clever object combinations which can often be fairly pricey, and ultimately not worth it. Use your budget on bettering the core design of your map.
The only really good 'dynamic' map that comes to mind is that one map from Half-Life, where you'd press a switch and there'd be a nuke that would kill everyone stuck outside. Great game-changer. I don't really think conveyor belts change the game enough. They're aesthetic gimmicks, but that's pretty much it. You won't be able to make the belt big enough to dramatically affect movement, and moving crates don't offer any more protection than stationary ones. For a dynamic piece to be truly effective, it needs to give an advantage to players who are either using it or not using it. It also needs to have wide repercussions on the gameflow of the map. A great example of that might be a destructible bridge that provides height and quicker access to either side of the map, but is deadly if you're caught on it when its blown up. Another one might be a creeping set of soft kill zones that slowly shrink the playing area. Or, if you're bored enough, try this: a slowly growing building that adds block after block incrementally every few seconds. What they all have in common is that there are big consequences for having them on the map. Elevators? Fun, but ultimately you can do the same thing with a ramp or grav lift. Conveyor belt? You have two legs, use them. Kill train? Too easy to dodge.
In defense of my last post, never did I say that (okay I did with the elevator) these were wonderful examples of dynamic objects, but probably the best of the halo series.
Nemihara's got the right idea. I just love maps that change drastically or allow players to think outside the box. The situation with the train for example is a great way to play hit and run tactics as a well timed attack will prevent the enemy from retaliating. Anything that mixes up the map in ways normally reserved for single player sequences are in my opinion, awesome.
I like Nemi's point there, but I don't think it'd work in a map that is sincerely trying to be competitive and not just casual. Yous don't want to give an unfair advantage to a player or team just at the push pf a button... it kind of ruins any form of balance there would be, the closest thing to balanced dynamic features of maps are the doors on Containment, the train on Terminal, the windmill on Zanzibar/Last Resort, the conveyor elevator on Ivory Tower/Reflection, and the conveyor belts on Colossus and Elongation. Even if their effects on gameplay are minimal, they do exist, and they don't threaten to upset any balance of power during a match. Instead, most of them alter the flow of the map. However, there is not, to my knowledge, any way to simulate this kind of feature in a map forged in reach. We simply lack the tools and funds to properly do it in any conventional map. I think I got what I was trying to say out, might not have gotten everything on my mind out, but I'm sure I could elaborate if necessary.
I think that if a team manages to use a dynamic change to their advantage then good for them. In my opinion we need more maps with the adapt or die, concept. And dynamic maps are the way to go. I'm working on a map with a radio in a room with a switch next to it. If you hit the switch you call in a one time use airstrike (fusion coils from above). Timing this right will be the key as a small area iks affected. (CTF to stop the enemy escape) If anyone has any ideas let me know.
the thingbis, that fusion coil strike is like a "crap they're better then us, oh, nevermind, they're stopped" it is a cool idea, but is too imbalanced the best example of dynamics I know of in halo are the door in Standoff and th door on High Ground i personally think that the dynamic should promote skill and open combat (no camping, and no relief buttons) so opening doors are good and destructable cover (bfbc2) sounds giod as well [br][/br]Edited by merge: all this said, I think we might be missing the point a but perhaps waht space ostrich is getting at is that gameplay will be more interesting if it changes however, the only time that doesn't happen is when people camp, otherwise, each little but of gameplay is different because I constantly move around the map, looking fir kills. esp, in swat. i do play campy fir a but at a time, but I try to area camp or keep moving because it mixes things up. by area camping, I mean like camping top at reflection, but bouncing around and wstching all entrances, if you are better than me, you have a good chance of killing me, whereas a camper typically uses lesser skill (or numbers) to overcome greater skill by having a strong position and not moving. that creates static gameplay if you are getting bored, play more aggressively, it can help make maps feel as if they are changing