Timed spawns...

Discussion in 'Halo and Forge Discussion' started by Lance001, Dec 6, 2007.

  1. Lance001

    Lance001 Ancient
    Senior Member

    Messages:
    634
    Likes Received:
    0
    Hey, I'm here with another strange idea that may not even exist. I'm at college, and my 360 is at home, so I can't even touch Forge if I wanted to.

    First question...does Forge have timed spawns? As in, can you make a spawn point be created only after, say, 1:00 into the game?

    If you can, then I have an idea. Say you've got a territories set up that's like a D-Day map (but not one, for goodness' sake...); the attackers need to make their way across the level, while being mowed down by slowly retreating defenses (the defense could have many outposts along the way, with teleport systems that the offense couldn't access). The point of the game is, obviously, for the offensive players to capture all territories, including a base at the very end (think from one side of Valhalla to the other).

    Here's the interesting twist: after 1:00, the offense starts spawning a third of the way up the map, making it very difficult for the defense to continue to hold that ground. You could make it so that the late spawn points are #1 and #2, so that the offense would spawn in those before they'd spawn somewhere else. This way, you could make it exceptionally hard for the offense to win, while still making it a challenge for the defensive team after time.

    If you can't time spawn points, then this whole thing was pointless. If you can, I'd love to see this brought to life somehow. I just think back to fun games like Timesplitters 2 and Unreal Tournament: those games had great "assault" (think territories) modes in which, once you captured a certain spot, you spawned further up the map. Those were some of my most favorite times. Here's to seeing something like that soon, "spawned" (hah, gotta throw in the pun) from one of our brilliant minds...
     
  2. gskellig

    gskellig Ancient
    Senior Member

    Messages:
    55
    Likes Received:
    0
    I've played unreal tournament 2004 and LOVE the way their territory-type game works. I can't remember what they call it, but basically in order to capture a territory you have to capture the ones leading up to it that are connected by lines. You can't capture a territory if you don't have the one next to it. Once you captured all the territories to the other teams base, then you start attacking their base until it dies.
    I've experimented with various ways of simulating this, and they've all failed. I think bungie needs to add some more options... ^^
     
  3. Lance001

    Lance001 Ancient
    Senior Member

    Messages:
    634
    Likes Received:
    0
    That's exactly what I was talking about, gskellig. I could play those maps on repeat due to the the immense amount of fun and originality. It was like small campaign maps, on repeat, and lots of fun. What could be better?
     
  4. ROC bioflame

    ROC bioflame Ancient
    Senior Member

    Messages:
    206
    Likes Received:
    1
    well y;ou could put some neutal spawn points down then put a respawn area aroud them and set it to the 2nd respawn, so next time when a person dies they'll spawn THere, bt theres no times respawns
     
  5. Gravedigger5454

    Gravedigger5454 Ancient
    Senior Member

    Messages:
    938
    Likes Received:
    0
    Well a terroritory also works as a spawn area. So if you make all spawn points neutral, and many of them are by terroritories, then the attackers will start to spawn further up as they capture terroritories and the defenders will move back. It's really the only trick with terroritories, but it works quite well for some games, such as this one.
     
  6. Ray Benefield

    Ray Benefield Godly Perfection
    Forge Critic

    Messages:
    1,183
    Likes Received:
    518
    Sorry to say that's not how respawn areas work ROC... They are used for priority spawns... I've wanted to do this but have resorted to a back and forth progession and it being symmetrical (Its almost finished, but I still got to set respawns and weapons). Respawn areas set priority (1 being the highest priority...). I haven't fully tested it, but maybe this will work.

    - Set Neutral Spawns by each of the territories
    - Set Starting Spawn points for attackers and defenders... defenders must be placed at all of the territories
    - Make a respawn area with priority 1 (spawn order) for defenders AT THE FIRST TERRITORY
    - Repeat going backwards (Maximum of 4 cuz you need 4 for the Attackers, but only have 8)
    - Make a respawn area with priority 1 (spawn order) for attackers AT THE LAST TERRITORY
    - Repeat going forwards up to the FIRST TERRITORY (This will in theory work, cuz if you have captured territory 1 and 2, since the highest priority is at 2 then you would spawn there instead of at 1)

    The main problem with this is having Attackers spawn ALL THE WAY across the map at the last territory since it has highest priority... It won't happen at the beginning, cuz there are defenders at each territory, making them threatened and otherwise not a good potential spawn point. If you make a priority 0 at the Attackers starting area it may work. Maybe someone can come up with a variant on this to make it work, I don't have much time I've got stuff to do...

    And also for those that don't know Territories act as spawn areas for the team that controls it as long as its not threatened... so maybe the spawn order in Territories has the same priority effect and can be used in that way. If this is true you only need to priority spawn defenders, and then do the priority for attackers, just instead of using spawn areas you could set the territories in reverse order... that way attackers would spawn at the last territory ONLY if it was captured (but that would end the game, the point is that you would spawn at a farther territory ONLY if you have captured it). I actually think that would work better.

    And yes Lance I have been wanting to do this too... toss me a FR, and when I get time this weekend we can work together to build it. If it works properly then we can make it a Feature Map. I will put strong word that you are the main owner of the Map, with me as the fixer (just like I do to Cottage's maps). I wanted to do this with a floating castle, where you would take one floor at a time in the center of Valhalla, but that was a while ago.

    As everyone can see, I may not have the best maps or ideas in the world... but I am damn good at making things work. That is why I'm a forger.
     
  7. Gravedigger5454

    Gravedigger5454 Ancient
    Senior Member

    Messages:
    938
    Likes Received:
    0
    I think it would be much simpler to just do it as I described in my last post.
     
  8. Lance001

    Lance001 Ancient
    Senior Member

    Messages:
    634
    Likes Received:
    0
    Well, as I personally suck at Forging, I'll let other more brilliant people take my place in helping with the map, AZN (not to mention my weekend is shot, hah). I don't really care about credit, either, I'm just looking for more fun for the community. I've given my ideas, so I'm fairly worthless now. :p

    I hope y'all make one heck of a map from this, and I fully intend to play it as soon as it's ready. Actually, let me know when y'all start beta testing, will ya? I'll see if I can't make a game or two. Woo, Forgers!
     
  9. Apathy Enrage

    Apathy Enrage Ancient
    Senior Member

    Messages:
    6
    Likes Received:
    0
    That would be sick if you could do that!! But :squirrel_sad: it's not possible :'(
     
  10. PHOENIX 874

    PHOENIX 874 Ancient
    Senior Member

    Messages:
    123
    Likes Received:
    0
    You could time the spawning of a teleporter to 1:00, to transport everyone from the default spawning area to 1/3 through the map.
     
  11. Gravedigger5454

    Gravedigger5454 Ancient
    Senior Member

    Messages:
    938
    Likes Received:
    0
    I've created map for this, it is currently being tested and will be released soon. The map also works for a cool Juggernaut minigame I setup.
     
  12. Nate the Gate

    Nate the Gate Ancient
    Senior Member

    Messages:
    60
    Likes Received:
    0
    On top of that to integrate the whole thing with only being able to capture the territories in a line like in Unreal, set the order in which the territories become active. I actually just got finished trying to make a map like this but I didn't know that making the spawn points neutral would make them spawn at territories they own, so that ought to help me.
     

Share This Page