Hey Chron, i played a 1v1 on Vessel. Huge disclaimer: It was only one game So walking around the map previewing the layout and visuals got me realy excited to play it. It all looked very fleshed out and thoughtfull. I liked where the power placments where and the teleporter looked like a good counter to height advantage. I also noticed it looked like it could play 1v1 as well as 2v2. Anyways after playing a round of 1v1, even on an 8 second timer i thought it's a perfect scale to accomodate the two player counts. My experience with the gameplay was not so great. Me and my opponent were fairly matched, and always fighting over top mid control. Always spawning near the bottom of a ramp leading to the contested areas. Now this isn't a huge game breaker, but it just became kind of stale after a while. I realy wanted to engage in fights in the lower, more fleshed out tiers but never had a reason to when i could instead take the elevated route.
I'd argue that halo wars requires long term planning. And only because I'm nit picking your words "any halo game" The shooters definitely don't however. At most, you're thinking about 1 minute in advance. And that's including warzone. Also @WaR, I don't do twitter so consider this my support
Thank you for getting a game in on it. I think top mid is definitely the hottest spot on the map, but the entire map gets used every match I play. Whether players break out of the cycle to grab power weapons or OS, or to flank the completely open top mid, the rest of the map does get used every game. I don't mind top mid being that big of a draw, because there isnt anything there and it is completely exposed to both sides of the map. If players want to continue to try and push across the bridge, there are plenty of spots to punish that with the Sniper or BR. I just released the map last night, but I'll take a look at spawns later today to see if they can be improved.
So, if I were to host another design contest, how many of you would enter AND commit? The reason I ask is because ~40 people entered the last one, but only 5 of them submitted a design. It was a shitty turnout to say the least, but I think the interest was there. If I were to host a second one, you would actually be forging the maps rather than just designing them. It would probably be centered around 2v2 maps as well.
I've been turning this idea over in my mind for the past couple days, of getting players to safety by having them advance over open ground towards the enemy. The mechanism I want to do this is a (likely gravity zone) proximity trigger that raises cover as you approach, and lowers cover as you move away from it. So it's a rifle-fest until someone crosses the space, and then the sightline blockers materialize by advancing, segmenting the space as players decide to engage. Can anyone think of other ways to create safety as you move towards an opponent across an open space? Mid level cover towards a high position, and shallow tunnels/foxholes that let you get in "the shadow" of are the only other thing I'm coming up with. Looking for some inspiration, and not afraid to script something complicated. Also, I'd be down. @Auburn. I didn't get very far on the first one's design because I had nothing tangible. But having Forge available would let me actually finish it. Also suggest letting people trade assignments within the first few days of the contest starting.
@Auburn I doubt you get much of a turnout. Halo is dead homie. You know it's sad but true. Go ahead and do it if you want because I don't want to down play those who still forge for the sake of creativity & pushing themselves but if it's a lot of work on your part it may not be worth it.
Sorry it's been like a month... pretty crap month but I finally got a couple days where I could actually think and do stuff. I checked out Data Mine, which was fun just moving around in solo. Seemed like it could be a buncha fun with teams, assuming one team doesn't get pinned down, but I never can figure out how maps will play or even how to play them properly. Peeps should definitely try it out and hell with comments. For the glass display made of Decals, I was gonna have the old sad news that Decals can move in Forge, but they're stuck in place in Customs. BUTT, HOLY CRAP SURPRISE FOR ME, it turned out that these 16x1 Rectangle Decals do now move in Customs as well as Forge. No idea if this is news to anyone else, but there was interest in updating decals to move after the decal lighting trick came out. Since the (On Timer) condition is on the fritz I tried out an External Object Timer (a small Olive the Pig) set to Respawn in 6 seconds and toggle the alpha power channel you were using to have the Decals Move and then Reset. I guess it might be better to use the Despawn property instead so she's not despawned almost the whole time: S| Despawn[Timer=On, 6s] S| Physics[Phased/Fixed] 1| (On Despawn) | <Power.alpha=Toggle> 2| (On Despawn) | <Spawn> WATCH OUT: I think the Despawn property doesn't usually work in Forge (which is good but inconvenient) so make sure to test this in Customs. Put the Olive (our any object) out of the map away from any players so they won't stop it from despawning by being anywhere nearby. Then set those properties and add those scripts to it. Then remove any (On Timer) scripts you were using. Removing script 3 from the Decals and rewriting script 1 with the <Position Reset> scripts all at once worked pretty well. That should get that working, unless I was hallucinating. Here's a clip on xboxdvr that shows them moving in Customs: http://xboxdvr.com/gamer/Yumudas Beegbut/video/24139392 Haven't looked at Robota yet, which would likely be a bigger challenge to get working smoothly, but there are some options I've had some success with and I need to try them out.
Is that the new retro thing that's out or are ya talking about that last-ish compact version of the NES way back? Might have the old thing in a box somewhere. Heheh.
The new mini NES classic edition. HDMI connect with 30 of the top NES games ever built in. http://www.nintendo.com/nes-classic/
I think I saw an advertisement and it had a bunch of ones I wouldn't mind playing again. If I could possibly tear myself away from all the H5 greatness.
2v2 2v2 2v2 2v2 I'm terrible at submitting to contests bc usually I start it, lose interest, then finish two months post deadline. I still love them because of the traffic influx to forge and the amount of ideas you see happening, developing, and getting thrown around at once is always fun
I don't have too much money to work with, so nothing spectacular. It would be a pretty low-stakes contest. The way I see it, this is just a little personal challenge with some added incentive. I wouldn't feel good about offering a strong prize pool in a contest where the entrants aren't participating under the same criteria anyway.