So I just played my second game of Conquest ever. My first was on Mike N ACE 92' Reminence and my seconds was on BetaWaffle's and Titmar's Cathedral. They were both awesome, and it got me thinking of making one. However, I realized that this game, like many others, requires two even teams. In my second game, our team had one extra person and we easily dominated. Anyway, my idea would be to make an asymmetrical Conquest map, to support uneven teams. Red team's path to the middle territory would be shorter, meaning they spend less time running to the center after they spawn, which means they spend more time in the center, which would make up for one less person. To preserve an equal start, Red's starting points should be only slightly closer to the center, but the overall path should be shorter. The only problem I can see is if someone joins mid-game, to make the teams even. But that's just as big of an issue when an odd person joins into a regular game of Conquest. Anyway, I want to hear some opinions on the subject.
Hmm thats an interesting idea Furious. Yea, Cathedral is a much smaller than the other conquest maps, it seems to be much more fast paced. It only takes 7 full seconds to walk from spawn to center. Because it is so small, uneven teams really throw it out of whack. Id like to see what becomes of this though. I mean, Conquest maps are supposed to be symmetrical... but that doesnt mean that you cant break the mold and be original. After all, thats what we're all about here, right.
What's the Custom Powerup setting for Conquest? I've never checked because it never seemed relevant. If it's just the default, it would make the person faster and lighter, right? You could still make a symmetrical map if you wanted, and just add the CPU to the smaller teams' side and set it instantly respawn so everyone on the Red Team could run through it without really missing a beat. But that implies that the Red team is always attacker or defender. I haven't played enough team-based games to really tell one way or another, so I don't know if that idea will work or is even what you were looking for. Sorry if this didn't help you at all, I'm at work and trying to do anything but.
I think that it is random with red team being attacker or defender, but if anything red should be (according to what I have seen) defender, blue are attackers, green is 3rd team, and orange is 4th team, I have no knowledge of the order from then on But the thing is that the two teams switch bases in one sided modes, so I think that It's random. My doubts of the random system are instilled by symmetrical games, where I think a priority system is in place, for example, If say it was a game between red team and green team, green team would be attackers and red defenders, if red is playing in a symmetrical game then red will always be defender.
I think this might work. Make a symmetrical map and use custom powerups to even the sides. Or you could just take an already existing Conquest map and place custom powerups, saving the new map as "Odd [Map Name here]"... or something like that. I'm glad to see that Conquest is now varying as if it were a standard gametype like Slayer...
Two-sided terroritories, it's a little different from the default one I think though. This could be a good idea for a conquest map, it'd actually be original since you'd be taking a different approach to it. Try to be sure you also make the scenery different on both sides so it feels more asymmetrical and seems really balanced with the unbalanced teams like you described. I had actually thought about this as well but came up with something very different: It would be two curved and symmetrical paths, that intersect at one big point. The main center would have a second story, and be pretty big. There would be two possible for each team. Each team would get a spawn at one end of one of the big paths. This setup should allow for bigger or unbalanced parties.
I've only played a handful of Conquest games (5 or 6) and on only three maps, but from what I've seen is that there's an odd number of territories (usually 7). The map itself is basically a long symmetrical corridor with each team spawning at each end. Each team's side has an equal amount of territories as almost freebies (for 7 territories there would be 3 for each side). The real choke point, however, is the 7th territory, right in the middle of the map. People are constantly spawning on each side, always contesting and duking it out over the middle territory. If one team is especially better or has more players, they may push into the other team's areas and start capturing their 3 territories as well. A longer corridor for the team with more people seems like it wouldn't actually even things out, just take longer for the team to come back and dominate once more. A custom powerup would be nice, but I have no idea what the settings should be, and the smaller team would always have to be one color.
It would. Allow me to elaborate with the following example. Let's say red team has 4 guys and blue team has 5 guys. To make things easy to explain, I'll name them A through E. At any given point in the game, let's assume the following is happening: Each team has a guy that just died - (Red A and Blue A). Each team has a guy that just respawned - (Red B and Blue B). Each team has a guy running toward the center - (Red C and Blue C). The remainder of the team is fighting in the center - (Red D and Blue D & E). Because the pathway to the center is shorter for red team, Red C will reach it before Blue C. Assuming no one in the center dies, there will be a short period of time where the center is occupied by Red D & C and Blue D & E. Now let's say that everyone in the center dies in a massive explosion at this point. Blue C will make it to the center next. But right behind him will be Red B, because Red spawns closer and even though Red B and Blue B spawned at the same time, Red B gets there first. So at one point, you've got Red B in the center with Blue C. Even though Red B respawned while Blue C was on the way to the center, they might both arrive at the same time because of the difference in travel distance. Before, each letter was matched with the letter on the other team, but after a few seconds, Red "caught up" with Blue, and the letters are mismatched. This gets magnified each time a player dies. So even though Red has fewer players, they cycle into the battle faster, so they aren't at a disadvantage. Ok, I hope that illustrates my idea a little better. _________________________________________________ Yes, a custom powerup for speed would accomplish the same thing, but I wouldn't like it as much. Have you ever played a game with 300% speed? It's a lot harder to run up to someone and melee them because you always run past them. A speed powerup would have a similar drawback. It's just not the Halo that I'm used to playing.
Actually I believe default settings for custom powerups is either 150% or 125%... which really isn't that much and would work.
Another idea is to set the default speed to 110%(which I always do and love it) for everyone and make a Custom Power Down for the Blue team that would reduce their speed to either the normal 100% or even down to 90% speed. In a smaller tunnel map like you're talking about the slower speed probably wouldn't create a whole lot of complaining.
Yeah but that would require changing the standard... work around the standard, cuz people don't like having 2 similiar gametypes, mainly cuz you can only have 100 custom things (maps, screenshots, gametypes, films)