FIFA Stadium 2

Discussion in 'Halo 3 Mini Game Maps' started by corkystnr, Feb 3, 2008.

  1. corkystnr

    corkystnr Ancient
    Senior Member

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    Here it isâ€â€the sequel to the FIFA Stadium 1 Series, with an entirely new layout and a critically improved game framework. If you’d like a description of the first series, visit the following links:

    FIFA Stadium - I
    FIFA Stadium - II
    FIFA Stadium 1.1

    FIFA STADIUM 2

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    Reconstruction seemed favorable, and in the place of the former setup arose something much more reminiscent of an actual stadium. As pictured above, the goals are reconstructed with similar technology, but with an entirely new, two-story layout. Stadium seating is placed along the fan’s side of the field, situated on either side of the Press Box Player LauncherTM. The Sky BoxTM was removed and two separate penalty boxes were placed at midpoints on either side of the Ball LauncherTM. These added elements to the perimeter of the field mimic the design of a true stadium. All power-ups were removed with the exception of the speed boosters, which spawn at 120� and every 120� thereafter. Per popular request and something that just seemed more sensible, the locker room brawl feature was removed.

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    The locker rooms have remained in the same places; however, Team A’s locker room is decorated with various trophies and a dumpster, while Team B’s locker room has absolutely nothing in it. This is to simulate what it’s like to use the home team’s locker room (Team A) and the away team’s locker room (Team B). The fusion coils were removed from both locker rooms to prevent VIP betrayals.

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    The VIP node is now positioned against the top of the ceiling, in the middle of the area outside of the stadium. The VIP’s gravity ratio is set to 50%, allowing him to jump from the platform into the node, sending him to the goal. With gravity at a regular 100%, the field players can only dream of jumping high enough to reach the sender node, even after stacking themselves.

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    The memorials and tunnel routes were completely removed to provide a quicker and less complicated way of getting to the field. Follow the sign to the field. It’s that simple. The first picture above shows an insider’s view of the Press Box Player LauncherTM; the second picture shows the same player being thrown out the top and onto the field. At maximum capacity, the stadium can seat a large number of spectators.

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    Field players have 45� to get to the field and take position before the ball is thrown onto the field by the Ball LauncherTM. When the ball appears, it’s pushed by the shield door into the circuit of man cannons, traveling through the device and onto the field of play. If the ball is left untouched for a significant period of time, it will disappear from the field, respawning 45� later. This gives field players an incentive to keep the ball moving during the game and get to the field at the start of the game as soon as possible.

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    One of the sequel’s main attractions is the Smoke StackTM, constructed with similar technology to the original goal. The first level contains five evenly-spaced fusion coils each placed behind a sender node and in front of a man cannon. The second level is the goalie’s area, as indicated by the receiver node. The back corners of the box contain fusion coils wrapped with propane tanks. The inverted window panels discourage the goalie from leaving the goalie box without obstructing his view. Like the original, fusion coils are stricken by the ball, careening with the man cannons and exploding upon contact with the roof of the fence box. In turn, the fusion coils explode and the propane tanks ignite. The propane tanks are then responsible for creating a self-perpetuating explosion, inevitably killing the VIP. The configuration’s result is an explosion more than twice the size of the original (a true fireworks display) and a target area as large as a regulation goal. The goalie is more removed from the influence of the field players, his navigable area is much larger, and he has an expansive view of the field.

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    Each team now has its own penalty box situated on its side of the field. The penalty system has remained intact; red carded players do not re-enter the game, an incentive worthy enough to keep players away from the goal nodes.

    VIP Traits

    VIP’s are given rocket launchers with infinite ammo. As pictured previously, they have an unobstructed view of the entire field, making it easier for them to fire at the soccer ball and other players. Their damage modifiers have been turned down to 0% so they cannot do direct damage to players or fusion coils. However, the rockets can knock players backward, obstruct their vision, and send the ball further in a single shot than any of the field players can in a single swipe; VIP’s now have the ability to really impact the game from the goalie box. Their damage resistance has been turned down to 50%, while they have normal shields and a 2x recharge rate. If a field player manages to slash them without getting killed first by a defender, they can retreat back into the goalie box and let their shield recharge in a very short couple of seconds; they are still weak enough to be killed by two consecutive explosions. Their motion trackers have also been extended to 75 meters, spanning the entire field. As stated previously, they have 50% gravity, allowing them to jump into the initial sender nodes to get to their goals.

    VIP Team Traits and Base Player Traits

    Field players are given energy swords. Their damage modifiers are set to 25%, and they are invulnerable to all forms of damage except assassinations.

    Game Variant Information

    The game is played in five rounds; each round is decided by one goal (1 point). A -1 point penalty has been added for VIP betrayals; VIP’s who commit suicide will incur the penalty. Friendly fire is turned off, so it is not possible for teammates to kill each other. On average, there will be one blocked shot per game (the explosion will not perpetuate itself long enough to kill the VIP). Players must be skilled shooters, as they must avoid hitting the goal’s gutter coils straight on (from left to right, the gutter coils are the second and fourth coils).

    *Special thanks to Ufochaser42 (full-page report) and ultama121 for playability analyses. Thanks to Bugster1, Shikamaru Bum, Silent Koala, Iamurreaper, and JackandAndy for critical testing.

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    FIFA Stadium 2 Map Variant
    Score Goals 2 Game Variant
     
  2. J4K3RZ

    J4K3RZ Ancient
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    Soccer/football games are pretty overdone, however, this one looks great and imaginative.
     
  3. eating beans

    eating beans Ancient
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    wow even better than the last one and looks like it works, now being the VIP doesnt suck anymore!
     
  4. opothehippo

    opothehippo Ancient
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    yes, thank you for making being the VIP not suck.
     

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