Skulltacular

Discussion in 'Halo and Forge Discussion' started by JOYST1CK, Jan 29, 2011.

  1. JOYST1CK

    JOYST1CK Forerunner

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    [​IMG]
    S K U L L T A C U L A R

    Ok, so this is my first attempt at a Halo: Reach Mini-Game. I'll be honest, it didn't take me more than a couple hours to complete from the drafting phase til now. However, I think it could be a pretty ammusing game that could keep a large party entertained for a while. The problem is that I don't have many friends who play Reach anymore. So that's where I was hoping to get some feed back from the FH community. On paper this game look like it should work the way I want it to, but like I said I have no way of actually testing it for my self. I was looking to see if maybe a few of you could just test this out with your friends and see if you like it, and if there are any issues needing to be adressed.


    These are some of the issues I need to know if they work out:
    • Does at least 1 member of each team spawn in the gunner's box?
    • Is the game too hard to stay alive?
    • Should it be a round based game or as is?
    OK, so maybe I should actually explain the game now.

    [​IMG]
    The game begins with one member of each team spawning in there team's respectful gunner boxes. These players will be the gunners.​

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    The rest of the team spawns in 1 of 2 areas protected by one way shield doors. These players are the collectors. When they spawn they will have 10 seconds to leave their spawning point or they will automatically die.​

    [​IMG]
    The gunners will be in charge of manning a rocket hog and getting as many kills as possible. However, they will not be the ones earning points for their team. When they kill an enemy (or a teammate for that matter) a skull will drop. That's where the collectors come in.​

    [​IMG]
    The collectors will choose from 1 of 5 classes to either defend themselves or to collect skulls quicker. The collectors will be scrambling around the field collecting as many skulls as possible. The entire field is a collection point, so when a skull is picked up, That team will earn 1 point. The game goes until a team reaches 100 skulls.​

    [​IMG]
    This large shield is in the center of the map so that the gunners can not kill one another. Because if they were to die, the other team would not have a gunner seeing as how he would respawn as a collector. Also, if the gunner decides he wants to exit the booth, he'll be met with a kill zone. ​

    So anyway, That's what I have so far. Any comments or suggestions would be great. Here are the download links if you guys are interested in testing for me:​


     
  2. pyro

    pyro The Joker
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    You might want to do something about the fact that Warthogs don't shoot down very well. Also betrayals don't drop skulls, but despite that it might be a good idea to turn friendly fire off so betrayals aren't a problem because there's not guarantee of the warthog gunner's skill.
     
  3. JOYST1CK

    JOYST1CK Forerunner

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    And that's the reason I didn't formally release the map yet. Thank you for the help. I'll definitely fix the betrayal bit and as far as the rocket hogs go, I'll have to try and figure something out. I tried putting them on an angle and it only made a very slight change but severely hindered the gunner's view of things. idk what i'll do. but thank you again.
     
  4. seredhras

    seredhras Forerunner

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    if a skull is droped in the coollection poont, dont they dissappeaar?
     
  5. Plasma Blades

    Plasma Blades Ancient
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    If that's the case and the entire arena is the capture point you could make only the dead center the capture point.

    But I love how you designed the words "Red" and "Blue", they look awesome. As for the gunner shooting, you may want to make it first person, just to make it a little more interesting. There's a map called "Stealin' your flags" or something of the like which did the first person turret thing, and I think there was a tutorial in the post.
    Anyway, I'll try to test this out next time I have a Custom Games Night, which is about once a week. Is it set up for 16 people?
     
  6. JOYST1CK

    JOYST1CK Forerunner

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    It is set up for 16 people. But it's really ok, I've found that there are too many holes in the game. I'm putting the game on hold for the moment. I'm working on something else that has more of my interest. Hopefully after that's done I can revisit this.
     
  7. Hogframe

    Hogframe Ancient
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    So wait. If a Gunner happens to jump out of his Warthog, the entire game has to be ended?

    You do have to realize that many people will have never played this before, and will likely do stupid things. My advice would be to make it so the Gunner simply returns to his box if he exits. As for the issue with shooting down, simply tilt the Warthog so the turret side drops a little.
     
    #7 Hogframe, Feb 1, 2011
    Last edited: Feb 1, 2011
  8. JOYST1CK

    JOYST1CK Forerunner

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    Well like I said, I've come to realize that this specific mini game has too many flaws at the moment, so I'm putting it on the back burners for the moment while I focus my attention on another project of mine. As for the gunner's aiming issue, it's not that simple to just tilt the hog. I tried that, however, it severely hinders the gunner's view of the field. I'm going to have to try another approach. I'm open for suggestions. I was considering making the gunner hang from the cieling, but I don't know how that will sit with the people playing the game.
     
  9. soupoo

    soupoo Forerunner

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    Warthog shooting angles don't change much.

    If youre having an issue with skulls dissapearing in the zone (are you?) you could just raise the zone and make them have to jump to turn it in
     

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