Idea: Tower defense with flood mode

Discussion in 'Halo and Forge Discussion' started by Tarkaris, Dec 5, 2012.

  1. Tarkaris

    Tarkaris Forerunner

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    I had this idea hit me over the head last night. I plan to create a proof of concept map over Christmas time.

    Tower defense in Flood mode.

    Map features: A starting spawn for the infected, a starting spawn and armory with teleporters for the humans, walls to contain the infected and also prevent the humans from just going in with a vehicle and slaughtering zombies left and right or getting owned. Teleporters for zombies to be unlocked through their own efforts. (I shall explain)

    Flood traits, objectives, and assets:

    The flood would be more durable and have greater numbers to start but lack jumping and lack significant melee damage capability. Their objective is to get to the end of the track so they can open up the teleporter that will put them in human spawn and thus in a trait zone that would allow them to damage and kill the defenders.

    Each section the flood successfully get to the end too would have a dominion shield and a trait zone. This trait zone would allow them to smash the shield and open up a teleporter for the flood to speed up their advance with.

    After some time (or after bashing down another shield or something) the flood would gain access to vehicles. These vehicles could be used to speed up the flood's progress or counter the human "towers" and disable or destroy them.

    Human traits, objectives, and assets:

    They have a base with teleporters to various sections of the map, vehicles, weapons, and armor abilities for asset use. Loadouts would only serve to give basic weapons and support/ tactical packages. More complicated maps could have pressure plate or button activated traps.

    The humans would need to kill the flood in order to hold them off from reaching the end and killing the humans.


    Let me know what you think and share some ideas!

    Regards,

    Tark
     
  2. Eculc

    Eculc Ancient
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    Besides the fact that vehicles are disabled in flood, this looks like a good idea. I can imagine something like this being very fun with a large group. the key would be to make the flood move fast enough to not be boring to play as, but also make them slow enough that they can't rush through the map before the humans can react

    You would probably need a larger number of flood than humans though. I imagine about 75% of the players being flood would work well, though that number would obviously need to be tested.
     
  3. Aeoss

    Aeoss Ancient
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    i had a idea about tower defense also. in that it would use turrets and auto turrets.

    flood and humans cant jump, and there are guide rails that humans can move around and rails that guide flood down a certain path until it opens up and they can kill the humans.

    while the flood run and attempt to file down the path, humans can construct turrets, and deploy auto sentry to shoot and contain the flood before they reach the human base.

    humans can defend them selves but are weaker (zombies enter a new trait zone upon entrance to human base) so its best to attempt to stop as many flood before they reach base. aka tower defense.
     
  4. Starship Ghost

    Starship Ghost Promethean

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    Humans CAN use vehicles in Flood, you just enable vehicles in the Flood gametype settings.
     
  5. Tarkaris

    Tarkaris Forerunner

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    Other wise the preying Mantis and minotuar gametypes wouldn't work. XD

    Once my finals are done I'll create a proof of concept map and keep tweaking until gameplay seems solid enough. I do imagine that vehicles would become an asset for both teams (thus allowing flood to destroy turrets and spook humans from being as proactive in fighting the flood) and that flood need to out number the humans at least 3 to 1.
     
  6. ExTerrestr1al

    ExTerrestr1al Promethean
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    sounds like a couple good ideas in there! let us know of your progress. I love the tower defense game on xbox arcade called "Defense Grid" and if you can get any of that stuff created in this game, it would be really awesome.
     
  7. Dizzyman572

    Dizzyman572 Forerunner

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    This sounds like a compelling idea. I can't wait to see the prototype you whip up. :)
     
  8. DeadlyHeretic

    DeadlyHeretic Ancient
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    As a note, Flood can also use Vehicles if a trait zone lets them.
     
  9. Tarkaris

    Tarkaris Forerunner

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    My map and gametype for Proof of Concept are up. Map is POC tower defense and gametype is tower defense. You can locate the files on the Halo 4 file browser and look for my stuff under the gamertag of "Tarkaris". Bear in mind that this is a only a proto-type and may need work for balancing, aesthetics, etc.

    I spent 9995 out of 10000 making the map on Ravine. Be sure to try it with a group and post your thoughts!

    (Notes: Flood can't jump, get mongooses after 30 seconds, and after reaching the first teleporter can get warthogs, mantises, and ghosts.

    Be sure to set flood melee damage to zero as I forgot to do so DX
     
  10. cody cero

    cody cero Ancient
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    I'm working on a Tower Defense map in Halo Reach.
    Only my map will have a feature that - at the current moment - would
    be impossible to make in Halo 4.

    What is the feature? Quite simple... Buttons in a control room to deploy different assets on the battlefield. I already got the basic structure of it working, it mainly just needs tweaks to fix bugs. The main issue is that I've only got the basic structure of it and I still need a lot of work done to branch out for all I plan to use it for.

    Thus far I've made a rather plain control room with a single button that connects to a single "deployment zone". The "deployment zone" can handle up to three different deployments and I can use that single button in the control room to activate either of those three possibilities. I don't have the three required buttons in the control room to choose between the three possibilities during gameplay, but the way I made the choosing process is very simple and making said buttons won't be that hard.

    As things stand at the moment, I have one complete "deployment zone" with three different deployments available. Which would be: Anti-infantry turret, Anti-aircraft turret, and "shields" (used to slow down the players on the path). And with very slight adjustments in forge, I can use the button in the control room to choose between either of those three deployments. And when I say slight adjustments, I mean that... I just have to move one thing up and another thing down.
     
    #10 cody cero, Dec 7, 2012
    Last edited: Dec 7, 2012
  11. Tarkaris

    Tarkaris Forerunner

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    Hi everyone. I forgot to use ordinance drops to make weapons available to the humans. Since simply placing weapons on a map does nothing in Flood mode, This could still be good since I can improve the map at least a little.

    I'll update my fileshare when I can.

    [br][/br]
    Edited by merge:


    UPDATE:

    File share has been updated with ordinance drops, trait zone to slow the zombies, and improved entry to human base. Some items still need work but I'm working on it when I can.

    Let me know if anyone has tested the map and gametype yet, regards,

    Tark.
     
    #11 Tarkaris, Dec 20, 2012
    Last edited: Dec 20, 2012

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