[NOT A MAP] Constructive Criticism and Ideas Wanted

Discussion in 'Halo and Forge Discussion' started by Billy Reloaded, Jan 6, 2008.

  1. Billy Reloaded

    Billy Reloaded Ancient
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    Sorry in advance if this is not the right place to put this.

    So I just played Fbu's Traxus Co. zombie map and I really liked the aesthetically pleasing scenery and storyline. I am tired of playing just bare maps with unbalanced fortresses making it impossible for zombies to win, so I got to thinking. I finally decided the crashed pelican on Valhalla would make an excellent focal point.

    Rough Sketch of Idea - http://img232.imageshack.us/img232/8667/artoverviewhx6.jpg

    So here's the plan, this crew of a pelican crashes in this dead end valley, seemingly stranded they set out to collect their equipment and explore. Meanwhile, at the forerunner structure by the waterfall, the primitive(well, as primitive as Halo 3 can be) camp of whatever they are seek out the source of the disturbance in their valley.

    ~Gameplay Overview~​
    I feel like making a map where humans are the ones at a severe disadvantage instead of the "zombies". So humans spawn(with no shield to simulate the feeling of just crashing), they will then follow a trail of debris towards their lost things(simulated by a line on the map). They eventually will reach the warthog and some will leave on it and the otheres can stay at the forerunner structure, where ancient weapons and ammo will be provided. On the otherside the "primitive people" will gather their weapons and go on the hunt.

    ~Weapons Overview~​
    I'm think the crew will start with pistols and then the crew will gather Battle Rifles, Assault Rifles and possibly a Rocket Lawn Chair:p(I think I'll try and make it a little less obvious). For the prims I was thinking of mainly Brute technology i.e. Maulers, Spikers, Bruteshot and a Grav Hammer for the Alpha Zombie. Furher more 2 choppers and a prowler will be at their disposal.

    ~I still haven't considered every angle but I'm hoping to get some feedback about how this will be received.
    ~I think that pretty much sums it up, but any comments or (constructive)criticism is appreciated.
     
  2. Lone Deity

    Lone Deity Ancient
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    I like the idea of leading you're crashed survivors to a certain point with ammo. I think this idea will be great. So make sure that the weapons they get aren't too over powered ;)
     
  3. Billy Reloaded

    Billy Reloaded Ancient
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    I know what you mean, obviously the weapons will not be insta-kill(especially on a map like Valhalla).
     
  4. G043R

    G043R Ancient
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    I would make it so you reduce the clips on the weapons so they have to move... because with out bullets fighting infestations is not fun. Also i kinda wondering where the white spots are for? ALso maybe speed the spawn zombies with extra speed..because... for about half the game... you will be looking for people... I think at least... If you want some hands on help... G tag is G043R (that is a ZERO)

    SO what game type is this?
     
  5. Insane54

    Insane54 Ancient
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    obviously its infection, read the post yo

    anyway i love the idea, its really alot like Traxus but on a different map, which is great...if u need help or a tester and im available id be glad to help, this sounds like a great map :)
     
  6. Lance001

    Lance001 Ancient
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    Great suggestion on the low ammo, Gopher (only way I can say your name). I really like this idea, too, especially the focal point on the Pelican, and, thus, the storyline and game depth.

    I'll leave this in this forum for now, it's worthy of a map, not just Forge Discussion.
     
  7. G043R

    G043R Ancient
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    !!! WHat if you did this for sand trap also? with the downed Phantom! its like the SEQUAL~!
     
  8. Lance001

    Lance001 Ancient
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    My initial though, Gopher, is that most sequels require and original, first. :D
     
  9. Billy Reloaded

    Billy Reloaded Ancient
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    Just a little update, I have commenced the creation of this map and it is going great. Amongst the forging madness a great idea came to me, and what might be that idea you ask? Well i placed several start points for the crash on the ground but I also placed a lot in the air, so it is seemingly at the time of the crash. Along with some falling debris and fusion coils it makes for an excellent entry to this map.

    As for the prims I created 2 "huts" out of barriers, but there wasn't much else to use. The [rims spawn with plasma pistols, and there are brute shots and spikers in the forerunner structure.I did a little test and found that the prims could just hop in the four choppers I gave and pretty much slaughter them right of the bat. So I implemented a 20 second wait before they spawn(I might change to 30 if I find unbalance).

    And finally the piece de la resistance, the the rescue drop. I got an idea to make a hornet sitting on to antennas with a crate behind it, with some Battle Rifles on it(simulating a rail the hornet was using to cary the crates). And, once again, for balancing i placed a crate in the prims base with a spartan laser(simulating lost cargo). So I made all of these things spawn after 3 minutes of play. Since the hornet is relatively close to the prim's base, i'm thinking of putting on a respawn trait of only being able to use vehicles for 10 seconds or whatever, so they can reach the choppers but not the hornet.

    PS the white dots and the black box were numbers and such that were on the pics when i got it, so i blanked them out.
    [size=10pt]
    EDIT: It took me half the night but I finally finished a preliminary map and gametype. I will be posting a full explanation and screens in a new topic....tomorrow *yawn*.

    MAP
    GAMETYPE
    [/size]
     
  10. ROC bioflame

    ROC bioflame Ancient
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    but if you make a hornet on the other side of the map...the zombies will be able to use there vehicles to go to the hornet to drive it...
     
  11. Insane54

    Insane54 Ancient
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    kinda starting to sound unbalanced...
     
  12. G043R

    G043R Ancient
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    . Since the hornet is relatively close to the prim's base, i'm thinking of putting on a respawn trait of only being able to use vehicles for 10 seconds or whatever, so they can reach the choppers but not the hornet.

    that should keep them from using the hornet... your right... I looked at your map... can't wait to play... but why not make all the objects fall? you drop the pod, for i guess the sniper... why not for every thing else? Also I didn't see much of a drive for the crew to run to the base? Is there special weapons there? I would think it better to make them run half the map to good guns and then hold that place...

    I also wonder if you wait for that sniper to spawn till after the pod drops my take a look of it really bring supplies in... LIke 3 minutes in... supplies drops for them... that would be kool to see... I am still hazy on the point of the hornet?
     
  13. PHOENIX 874

    PHOENIX 874 Ancient
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    That actually doesn't work. After 10 seconds, if you're in a vehicle, the game will force you out of it.
     
  14. Insane54

    Insane54 Ancient
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    i dont understand the vehicles, wouldnt it be better without them?
     
  15. Billy Reloaded

    Billy Reloaded Ancient
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    Right, I've decided to scratch the hornet, the sniper does spawn with the drop pod I thought ??? I could work on all the things dropping though. What did you think of the spawn points in the air? Oh and did anyone find the rockets or figure out how to use the turret?
     
  16. Stevemcguy

    Stevemcguy Ancient
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    I sort of did this idea already, except the zombies didn't have vehicles and it was headshots to kill them, and the zombies went fast. I know, really original gametype right? Anyway basically the best strategy for the humans was to run down to the ocean and camp there. Since the zombies went quite fast it was pretty scary and you had to have a partner to cover your back or you were dead meat. Usually one or two people got killed on their way to the ocean, so it was pretty fair for both sides. But this is a better idea because the zombies have vehicles...BUT.

    What if the zombies get into their vehicles, drive over to the humans, and get killed? That's it! The humans take all the zombies vehicles and basically spawn camp! To possibly prevent this you could spawn some plasma pistols inside the zombie spawn base so they can take down the vehicles with ease (if they get close enough).
     
  17. G043R

    G043R Ancient
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    the turret just shot it ... or if you cause a fusion coil to hit it on the start with cause it to break... then you can use it...
     
  18. Billy Reloaded

    Billy Reloaded Ancient
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    The zombies actually start with plasma pistols, and I'm thinking maybe of only giving humans passenger use for vehicles, so that they only may use the turret on their fallen warthog(something like the engine was damaged in the fall). And in response to the turret, I wasn't sure if you could shoot off or not but thats fine, i also placed a lone frag grenade beside the turret case so you could blow it off. Plus there is a rocket launcher with two shots to give some chance against the choppers(but you have to find it ;))
     

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