Map Idea. (Skydiving Slayer)

Discussion in 'Halo and Forge Discussion' started by Atrain, Mar 1, 2009.

  1. Atrain

    Atrain Ancient
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    I was looking somewhere and found a fact which sparked this Idea: the default part of sandbox's ceiling is 19 boxes high. I was thinking then, what if I put teleporters at the bottom that went to the top? I was thinking about it more and thought to have 2 floating bases (like the ones on boarding action) and teles going to a small arena in the skybox. then I would float weapon holders with all the weapons in the air to make for some very fun, casual gameplay. Does anyone have any Ideas? Questions? Comments?
     
  2. JarHead

    JarHead Ancient
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    Maybe making a hugh tunnel and tele at the end that put you back on top
     
  3. Atrain

    Atrain Ancient
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    good idea, although I was thinking more along the lines of a giant funnel made of bridges. It would allow for more openness and would allow firefights from base to base to air. It would also allow a way of getting to other bases from the sky. I might make a tunnel at the end, however.
     
  4. A hobo

    A hobo Ancient
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    Kind of obvious that you got this from me.

     
  5. Master Debayter

    Master Debayter Ancient
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    Wow, hobo you actually quoted that post from Spartan. XD

    But yeah, it could have just been a coincidence. You know, the whole "great minds think alike" sort of thing. XP
     
  6. M.Jelleh

    M.Jelleh Ancient
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    OOO Better idea
    Paratroopers. Spawn in air and maybe give them some propulsion with a mancannon or grav lift out of a plane. Drop on ground where some weps are and blow up the jap encampment. 000
     
  7. Master Debayter

    Master Debayter Ancient
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    Lol, this is Halo not Call of Duty. I completely imagine the World at War campaign when I read your post. XD
     
  8. Kapura

    Kapura Ancient
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    I tried doing something similar on Avalanche, By far the hardest part was getting people to land in the teleporters. I eventually just went with building a vertical channel, which the players could not leave

    Second hardest part was the lag. Having all the teles spawned so I could create the continuous falling created ridiculous lag, resulting in people lagging and falling through the teleporter to the ground just below.
     

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