MINIGAME! Keepaway on Arena

Discussion in 'Halo and Forge Discussion' started by Stevo, Oct 27, 2010.

  1. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Hello :D

    YouTube - Halo Reach Keep Away Teaser

    This is Keepaway on Arena.
    The aim of the game is to collect the bomb from the centre of the room, take it to your side, arm it on your warthog and... KEEPAWAY from the enemy!

    It's had a nice amount of test time on it so far, with a few tweaks made in order to get the minigame rolling. It's extremely enjoyable and has even been described as "the next grifball"!!

    There are still some minor flaws that need ironing out, but overall, the gameplay is there. Deciding the classes at the current time is the biggest decision, but with the game on v1.4 by v2, the gametype should be downloadable :D

    Pictures

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    Red base, identical to blue.

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    The middle of the map (with view of Blue)

    Action shots:
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    #1 Stevo, Oct 27, 2010
    Last edited: Nov 7, 2010
  2. Cheeze

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

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    First off. "OH MAH LAWDY, I B IN THA PICTAR."

    Now for the real critique.

    One thing that the red team was doing was sitting up on the top of the base, where the spawns were, and DMR the blue team through the majority of the map, which would kill them pretty quick since there were 3 of us all shooting one guy.

    So place the respawns inside the building, not ontop.

    Another thing is the Armor lock disarm. If anything, flip the warthogs so that you have to plant it on the other team's warthog and drive to your side with it. Or you could also make the disarm longer than the armor lock can be used.

    Invis. No one used it, Switch it with sprint or evade, Or even Deployable cover.

    Other than that, I thought it was fun.
     
  3. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Thanks Cheez... I can definately agree with the "on-top" there was quite a bit of camping and I'd originally set it up with Anthraxe to support 16 players... I think 10 is definately the max after yesterday, as it was nicely chaotic... anymore and I think it would of been impossible to actually score.

    The problem red team had with the Armour Lock disarm was that none of you had the "defender" class... you all chose "power" to which you had no Armour Ability at your disposal. As I've played it with "instant" disarm... the armour lock ability was pretty much rendered useless and thus, "power" class was spammed which someone complained at on Blue Team last night as Red's just had the Nade Launcher out constantly.

    I may also be reverting back to Disabled Unlimited Ammo, so the nade launcher can't just be spammed.

    However, I will be removing the "Shadow" (i think o_O) class altogether and also be removing a class from the elite side. So you then have the option to either go Offense (Power classes) or Defense (Defender classes).

    Also to counter the Armour Lock disarm (although not completely) I'll be making the area effect of the warthogs smaller again so the player has to be on top of the warthog practically to disarm and not just a few feet away.


    Thanks for your feedback, it's something I can look into further now and test :)
     
  4. Spicy Forges

    Spicy Forges Ancient
    Senior Member

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    I played a 2v1 game on this, and although it was unfair, I understood the concept and thought it was amazing. Look forward to the release.

    Also PM with the details of the video and Ill shall make one for you! :D
     

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