Scout + Sniper Players: 4 (2 vs 2) Map: Any Hello and thanks for viewing. This is my first post on the forge discussion board, although I did post this same gametype on the Maps Database. However, that appears to be down and I am not satisfied with the description I gave on that particular post. So here it is again, with a little more details. Player Traits Sniper(The VIP) Shields and Health: Everything Normal Movement: Normal speed/gravity, can only ride passenger Weapons and ammo: Sniper Rifle, no grenades, no weapon pick up and infinite ammo. Radar: None Other: VIP has an influence with a 25m range (more details below). The VIPs have no waypoint for the other team to see. Scout (Base Player) Traits gained from VIP influence are highlighted in orange Shields and Health: No Shields, normal resistance/invincibility Movement: 115% Speed, normal gravity, full vehicle use/100% speed Weapons and ammo: Shotgun, 2 frag grenades, no weapon pick up and infinite ammo. Radar: None/Standard 25m Radar General Rules Two teams of 2. There are 4 rounds, 3 minutes each. The round ends when one team kills the other team's Sniper (VIP) or when the time limit is reached. The scout and sniper switch places after each round giving everybody two rounds as each. There are no weapons on the map and the only vehicles are mongooses. Friendly fire is off, but a VIP suicide costs the team 2 points. My Take My twist on shotty snipers, this is a fun but competitive gametype I came up with last year. My friends and I used to play this every now and then and things can get intense. The point is to kill the other team's sniper and there are many tactics involved. The sniper has two goals each round; stay alive and try to kill the other sniper. The scout can have multiple uses. The obvious one is guarding the sniper, since the scout has radar when near his own sniper, he can be the eyes in the back of the sniper's head and make sure that the other team does not sneak up on him. The scout can also leave the sniper and either be bait to find the enemy sniper's location, or use his speed boost to sneak up and kill the sniper on his own. Remember though, while away from his own sniper, the scout is no longer invincible and without shields can easily be killed. Also, breaking away from the sniper leaves him vulnerable too. No matter which tactic you choose, communication and teamwork are critical to winning. The rounds can be quick, or take the full 3 minutes depending a team's skill. This game is best played on med-large sized maps. I was working on a map for this gametype, but I didn't know how to approach it(and I'm a newb forger), so I scraped it. The map needs to be open and large enough for sniping, but also requires accommodations for close-quarters combat. If anybody would like to suggest/make a map for this gametype I would be very grateful =). Link: Bungie.net : Halo 3 File Details