Insane Gametype...

Discussion in 'Halo and Forge Discussion' started by Oweirdone, Jan 22, 2012.

  1. Oweirdone

    Oweirdone Forerunner

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    I must admit, this is the only game type I cannot claim to understand, what makes it so different, and how can you make it do such weird stuff!? :confused: :embarassed:

    Can anyone explain please :happy:

    Liz
     
  2. Cheeze

    Cheeze <FONT COLOR="#FE2EC8"><b>I Beat the Staff!</b></FO
    Senior Member

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    Well it would be helpful if you told us what you're trying to do with it.
     
  3. Oweirdone

    Oweirdone Forerunner

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    Ahh sorry, my intention wasn't clear, my bad. I was wondering how the gametype was so different from the others, by which I mean; Is it hacked? Is it specifically designed be Bungie to be used for weirder settings?
     
  4. Berb

    Berb Ancient
    Forge Critic Senior Member

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    No, it's not hacked.

    The idea behind it follows somewhat the concepts behind stockpile. There is a capture zone, you must put something inside the zone, and the it is reset and the score is added.
    Bungie just it all more awesome.
     
  5. Oweirdone

    Oweirdone Forerunner

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    Ahhhh, thanks for clearing it up, I wasn't sure if it as legit and was unwilling to find out the hard way if it wasn't :) Always cautious ;)
     
  6. The Abhorrent

    The Abhorrent Forerunner

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    As I understand it, the "Insane" tab for gametypes is an umbrella term for any gametype or variant which uses rules not included in the base gametypes of Halo: Reach at launch. In other words, anything which was patched in. Halo-Ball in the most commonly used Insane gametype, but Halo-Chess is also under the Insane tab.

    The Halo-Ball gametype itself seems to be a stockpile variant, due to the fact it's an option for object labels; the goal is to knock any objects tagged with the "Halo_Ball" label into the... well, goal. Unlike stockpile, it's an instant scoring mechanic; balls don't have to sit in there until the timer elapses, you just instantly get the point and the ball despawns (respawn timer applies, as well as max & min tags on the map). The goal is a territory usually, and often has to be marked as team specific for it to show up in normal play (whichever team's goal it is, they get the point); spawn sequence of the goal determines the points gained when a Halo-Ball goes into it, and "0" defaults to a single point. An object with the "Ball_Spawn_Loc" label is required (usually a territory again), even if you don't want it to spawn golf-balls endlessly; speaking of which, a lot of these is how one creates a sea of golf-balls at once. The final tag on the map is a "noise_maker", which will shoot out some flaming skulls whenever the appropriate team scores... and I've never gotten that thing to work myself.
     
  7. Packeranatic

    Packeranatic Forerunner

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    Hate to bump up this thread, but you need the noise_maker to be on the same team and spawn counter for the goal of that team for it to work.
     
  8. Oweirdone

    Oweirdone Forerunner

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    Muchos thanks guys, and sorry about the second bumb, I didn't want to let this one pass without thanks :)
     

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