Into the Sarlacc

Discussion in 'Reach Mini Game Maps' started by Robius5991, Sep 24, 2012.

  1. Robius5991

    Robius5991 Promethean

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    Intro:

    Hey ForgeHub community members, I am here today to submit one of my newest maps. Keep in mind that this is a cooperatively made map, created by myslef (Robius5991) and my friend (HI IM N1CK), the map being found on his fileshare. This is technically our first foray into the mini-games section of forging - if you don't count our submissions to the [PB] THFE Contest (which, btw, is also found in this mini-game section of the forum) but I digress. Also, as the title states, this is a Star Wars based mini-game. So, with that last bit of information, let's get on to the map!

    The map (Into the Sarlacc):

    When we thought up this concept, we were basically screwing around in Forge World and ended up creating a little machine that would launch players into the ocean, thus killing them, if they got too close. I don't quite remember how we got on the topic of Star Wars, but the Sarlacc Pit idea came into our heads and we soon began reverting the little map we had into this. The map itself is built into a circular arena, a few feet inside the Sarlacc (past its fangs). The entire middle is a hole, in which the Sarlacc's beak and tentacles stick out. This hole is covered by a shield door which will suck the players into a kill-zone (the Sarlacc's insides). Players can climb certain tentacles, to get a better view, but this usually makes them far more vulnerable and obvious targets. It is impossible to exit the map, thanks to boundary placement. Also, outside the Sarlacc, purely as aesthetic features, we have a small Skiff (like the one Luke Skywalker was going to be thrown off of) and we have Jabba the Hutt's large hovering sail ship.


    The gametype (Jabba's Arena):

    I'll be honest, as far as mini-games go, this is as simple as it gets. Each player has a concussion rifle and slightly enhanced speed. Everyone has 2000% damage resistance and are immuned to headshots and assassinations, thus making it extremely hard to kill them with weapons. Knowing this, here's how the gametype works. Everyone spawns only a few feet away from each other within the arena. The easiest (and pretty much the point-of-the-game-related) way to kill each other, is to use your concussion rifles to knock each other into the pit. The more players, the more chaotic it becomes. As I've said, we know this is a simple concept for a mini-game, but we believe this brings players back to the simpler days of Halo: Reach, when you really didn't need to think too much to have a lot of fun. Some people would team up, others would angle their shots into a specific way that they thought was better, but it seems that during the testing, everyone had their own way of going about to win. I should also mention that suicides do not cost you points. Also, the reasoning for the 2000% damage resistance instead of invulneability is to allow the players who knock down the other to receive a point for it. The score goes up to 25 and there is a 10 minute maximum.

    Screenshots:

    Alright, here's my favourite part of posting on the forums; the pictures. Please keep in mind that with the FX we used and the general look of the rocks in the pictures, you will see lines, but these do not appear in game.

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    A huge overview of the pit and the ships (also the initial spawn camera).

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    Here is the Skiff, circling the pit, waiting to drop off more victims for Jabba's cruel amusement (aesthetic-only).

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    Jabba's sail ship dominates the other side of the pit as the violent Hutt watches his gladiators battle to the death. (Aesthetic-only)

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    This is a closer view of the pit, showing the Sarlacc's tentacles and its beak.

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    Looking into the sky, players will see Tatooine's multiple suns, glaring down over the battlefield.

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    As I said, utter chaos dominates the playing field during each match.

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    The concussion rifles, with our FX combination, makes for some pretty awesome battles with some epic colouring.

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    An exemple of a player pushing another into the Sarlacc Pit.

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    The confetti in the crack shows another player falling to the cruelty of the Sarlacc.

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    The angle inside the Sarlacc, showing another poor soul falling to his death.

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    If you look closely, you'll see a player falling into the beak of the Sarlacc.

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    This picture demonstrates how, when enough Concussion rounds are fired, it causes a flash of intense colouring.

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    The impact between Concussion rounds and rock causes spreads of smoke. Also, you can try to steal an enemy's kill by hitting his target a few times before he falls into the pit.

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    A similar instance of an attempted kill-steal.

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    A smart startegy can be to bounce yourself off a tentacle to not fall in, although this does not always save you...

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    Concussion jumping is possible, but beware to not fall into the Pit while you fly above the battlefield.

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    As I mentioned above, you can stand on certain tentacles to get a better point of view, but it makes you an obvious and easy target.

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    An example of a player being thrown off a tentacle.

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    The Sarlacc's mouth is littered with victims.

    I would quickly like to add that from the feedback we got during testing, the gameplay worked very well and was a simple, yet challenging match. I want to thank all the awesome testers who gave us their time to help play this map. I'm also going to say that although it is possible to kill a player only with melee/weapons, I only saw it happen once in an entire game.

    Conclusion:

    That's all there is to show and say about the map and gametype. I hope you all enjoy our first original mini-game and please be sure to check out my Purple Bunker submission and tell me what you think!: [PB] Assassin's Creed

    Video Review:

    Halo Reach Forge Maps: "Into The Sarlacc" - YouTube
     
    #1 Robius5991, Sep 24, 2012
    Last edited: Oct 27, 2012
  2. SimmonsZore

    SimmonsZore Promethean

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    This can be alot cleaner then it is. I know your useing rocks but make it look less like a land slide.
     
  3. Robius5991

    Robius5991 Promethean

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    I do agree, the terrain is rather rough and it was our initial intention to smooth the entire thing out, however, during our tests we found that the bumby environment adds to the gameplay. The fact that you're running on an un-even surface entices people to jump more than they would on a flat surface. Unitentionnaly, they add to the fun of the game, which permits more people to be launched off (as it is far easier to do so when a person's in the air.) Also, keep in mind, this is basically like the lips of the Sarlacc, a monster that's dug itself into sand and stone... it wouldn't make a lot of sense if it were perfectly smooth, it would be expected to be bumpy and inclined downwards. Anyways, thanks for your comment Cheiyijei!
     

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