First Part of The Explanation (Read This First) Two-Tier Penalty System and the Sky Box As stated above, players who come too close to the sender nodes within the goal will be sent back to their respective locker rooms or the penalty box in the sky. The former is meant to simulate the effect of a yellow card, sending the player off the field temporarily and forcing him to make his way back to the field (losing time and certainly not benefiting his team). The latter is meant to simulate the effect of a red card, sending the player away from the game altogether. In the sport itself, games are judged by referees with different styles of conducting play and booking players. In most cases, a wild player will receive a yellow card for a foul, and the second time he will receive a red card. In other cases, he may receive a quick red card for a very flagrant foul. In very few cases, he will only receive warnings all game long. This element is present within the game. In the spirit of Halo 3, however, the red-carded player may still affect the game both directly and indirectly. At 60” and every 60” interval thereafter, both flare and radar jammer will appear. When the flare is thrown, it will cast a very bright light over the field, simulating an annoyingly bright sun. When the radar jammer is thrown, players below will have a hard time distinguishing opposing players from their own, increasing the possibility of being assassinated. At 30” and every 30” interval thereafter, plasma grenades will spawn in the corners of the box. The red-carded player may cleverly use these to impact the game, especially closer to midfield. If more than one player finds himself in this situation, it is to his disadvantage to kill his foe, as it will just send his foe back to the playing field. Some extremely clever players may solve even this situation. Though the red card limits game play for the player, it certainly has its pleasures (added vantage point, different ways to impact the game), and thus, creates another mini-game within a mini-game. Game Framework FIFA Stadium is playable with the Score Goals game variant, an offshoot of the VIP game variant. The game requires at least four players; minimally, each team should have a field player and a goalie (VIP). As stated previously, VIP’s are the goalies in this game; they must enter the sender nodes along their respective tunneled routes for the game to commence. VIP’s are given shotguns to defend their goals with; though vision is a little impaired by the man cannons in front of the goalie box, there is still a considerable amount of room for the goalies to shoot at balls that come close to scoring. In an earlier beta testing phase, goalies managed to fire at the fusion coils aside the goalie box, sending them onto the field; this has been remedied by placing shield doors on each side of the goalie box. VIP shields have been turned down to 10%, so the fusion coils will kill them if stricken properly. Field players are given swords to hit the ball and opposing players with; however, they’re invulnerable to practically all forms of damage. Assassinations will kill a player, sending him to respawn in his team’s corner of the field. The match is comprised of five rounds; any combination of victorious locker room brawls or successful goals will help a team win the match. Just Do ItTM
Wow, great minds! I'm not trying to advertise in your post, but i just built a protoype with a similar goal-scoring concept to yours and posted it for testing in the Forge Discussion Thread yesterday. It got moved to the Mini Game Forum, however. I had to work at it quite a bit to make it so noone could cheat, but it still has bugs. I will try yours out to check for any issues, but so far, great job! If its as good as it looks, i won't even bothering continuing work on mine.
If I understand correctly, the ball gets put in the goal then it hits a fusion coil and kills the goalie/VIP above giving the team that scored a point and the round is over. Looks pretty cool, I might have to check it out.
Yes, you are correct. It is a similar concept to how a score is made in my soccer map prototype. Only mine uses a death-teleporter to kill the VIP/goalie. If you can't find a way to cheat and kill the VIP/goalie without scroing, then his is much better. The only hting i don't like (without having played it yet), is the amount of powerups. I will check it out in a bit and give a review.
I didnt like it, everyone just ran towards the shield doors and killed eachother, and we couldnt find the goalies teleporter. Just put it by the chalkboard, and make a direct route to the field without seeing the other team.
Thanks for the feedback. The updated map will have the bubble shields and power regenerators removed. I will also lower the frequency of the speed boosts, overshields, and active camo's so they aren't as continually distracting. The Mario Strikers influence may have been a little exaggerated. Thank you for taking the time to analyze the map. While UFO's scoring system is similar to mine (VIP getting killed to end the round), his goal is more of a vertical contraption (with the initial opening more of a box shape), where mine is more of the traditional rectangular shape, compact, and immediately located on the field. What makes mine unique is that all of the necessary machinery is squeezed into a single fence box. The fusion coils were placed very precisely so as not to be touched by field players or the man cannons behind them (the slightest touch sets them off). With man cannons placed in front of the goalie box, field players do not have access to him, while he has access to shots at the ball. My map also utilizes the entire Foundry layout with both pre-game and in-game experiences. My map allows two teams to score simultaneously in the spirit of an actual game, where UFO's map functions as more of an offensive/defensive drill. In the spirit of an actual offensive/defensive drill, defenders usually have an objective aside from keeping the ball out of the goal, however UFO's current configuration may function well with shorter rounds if an offensive/defensive simulation is desired. This will keep the game moving quickly, as both teams will have the ability to play more offense in a shorter period of time.
Just to clarify for anyone who is confused, there are 2 topics made for this map which both have different parts of the explanation of how to play this map. I'm guessing this is because the amount of text corky had in his post was to big for one post. There is text at the top that links to that thread.
Its Fifa Soccer with a twist of Halo, I love it! Not only is this creative, but I can tell you planned this out well. Good work.
Sorry corky. Wasn't trying to compare mine to yours except to say that we both came up with the same method of scoring, independant of each other. You obviously started working on it sooner to produce this game. Mine is still in the prototype stages, thats why its so different from an actual soccer game. It was more a test of the concept for the scoring system, to try to work out any bugs , to make it 100% "honor rule" free, and to see if it was fun to play. Like i said, if yours is as good as it looks and has taken all of these things into account, then i will not even bother to continue work on mine. Except maybe to just keep as a turn-based minigame, as some people prefer alternating offense/defense rounds (like Assault or single flag CTF). I have downloaded it, but have not had a chance to play it yet. When i do, i will also test out ways to cheat, and give you feedback. At this point, it seems more effective to just help you with yours then continue mine, since yours is so complete. So i will give you as much constructive, unbiased feedback that i can. As a starter, let me tell you the biggest issue people have had with mine. They are afraid that it would be absolutely no fun to play as the goalie. Nobody likes being trapped in a box for an entire game. If you have taken this into account then you are already on your way to a new classic. Sorry for the long reply, but then again, look at your post... lol!
No worries UFO. Your map is one of a kind--I still think you should take the time to perfect it, because it functions, like you've noted, as a great mini-game. It's your creation, and there's nothing like finishing something and putting it out there. One thing I know we can agree on is that people like having different experiences! So keep at it. Ideally, everyone would be able to play, but the VIP framework requires that field players do not have direct access to the VIP. This, in itself, suggests that the VIP must be isolated in some way or another. In a regular soccer game, the goalie has to remain in the goalie box, anyway. Giving him new and inventive ways to impact the game from his box is the way to go, at least in the VIP framework. The VIP varies from round to round on each team, so in decently-sized games, each player will only have to be the goalie once in five rounds. In even larger games, some won't have to be the goalie at all! This is very generous and being the goalie in one round is worth the game play in the remaining four. That said, I have considered workarounds for some other game variants (allowing every player to play in the game). VIP is just so naturally built for this type of game. Thanks for the feedback!