Teleport entire map with switch.

Discussion in 'Halo and Forge Discussion' started by walkerneo, Jan 25, 2011.

  1. walkerneo

    walkerneo Ancient
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    I created a zombie escape map, but I had a problem. I had no way to make the round end when the humans reach the end of the map. This was my solution:


    I realized that if you block a receiver with a fusion coil, you can't teleport to it... unless you blow up that fusion coil. This is also really cool because you can make secret spots that only teleport once something is shot that sets of a change reaction, eventually clearing the teleport.

    I figured I could end the game by covering the entire map in one big teleporter and then putting the receiver with a fusion coil above it at the end of the map so that human can make everyone teleport to that one spot. The end of the map is where the safe haven is and you only get points while in the safe haven, so by killing the people he made teleport, the round ends. The problem was that the map has varying altitudes and there is a wide range of possible distances from the main teleporter. The only reason that's a problem is because the distance from the base of the teleporter corresponds to the distance you will be from the base of the receiver. Meaning that if you are 100ft from above the teleporter, you teleport 100ft above the receiver. This meant that people would just teleport over the fusion coil. Here's what I did:

    I put three of the big walkways vertical so that the toy dice would fit between them. I then stacked the die and put a ramp at the bottom with a fusion coil blocking the way. Vertically aligned under the die I put the receiver. The die cover the entire range of the map, so even though the teleporter is active, the corresponding area above the receiver is blocked... that is, until the winning human shoots the fusion coil...

    The last piece to this giant switch is a teleporter at the bottom of the ramp. I put just outside the ramp so that when the people fall after the die are gone, they get teleported, but the teleporter base doesn't block the die. You can make that teleporter go wherever you want.


    That probably didn't make any sense, but I'm pretty f'ing tired right now as I've spent the last three days forging this map. I will upload pictures though and then you can make some sense of what I'm talking about.

    [br][/br]
    Edited by merge:


    I created a zombie escape map, but I had a problem. I had no way to make the round end when the humans reach the end of the map. This was my solution:


    I realized that if you block a receiver with a fusion coil, you can't teleport to it... unless you blow up that fusion coil. This is also really cool because you can make secret spots that only teleport once something is shot that sets of a change reaction, eventually clearing the teleport.

    I figured I could end the game by covering the entire map in one big teleporter and then putting the receiver with a fusion coil above it at the end of the map so that human can make everyone teleport to that one spot. The end of the map is where the safe haven is and you only get points while in the safe haven, so by killing the people he made teleport, the round ends. The problem was that the map has varying altitudes and there is a wide range of possible distances from the main teleporter. The only reason that's a problem is because the distance from the base of the teleporter corresponds to the distance you will be from the base of the receiver. Meaning that if you are 100ft from above the teleporter, you teleport 100ft above the receiver. This meant that people would just teleport over the fusion coil. Here's what I did:

    I put three of the big walkways vertical so that the toy dice would fit between them. I then stacked the dice and put a ramp at the bottom with a fusion coil blocking the way. Vertically aligned under the dice I put the receiver. The dice cover the entire range of the map, so even though the teleporter is active, the corresponding area above the receiver is blocked... that is, until the winning human shoots the fusion coil...

    The last piece to this giant switch is a teleporter at the bottom of the ramp. I put just outside the ramp so that when the people fall after the dice are gone, they get teleported, but the teleporter base doesn't block the dice. You can make that teleporter go wherever you want.


    That probably didn't make any sense, but I'm pretty f'ing tired right now as I've spent the last three days forging this map. I will upload pictures though and then you can make some sense of what I'm talking about.

    [br][/br]
    Edited by merge:


    I created a zombie escape map, but I had a problem. I had no way to make the round end when the humans reach the end of the map. This was my solution:


    I realized that if you block a receiver with a fusion coil, you can't teleport to it... unless you blow up that fusion coil. This is also really cool because you can make secret spots that only teleport once something is shot that sets of a change reaction, eventually clearing the teleport.

    I figured I could end the game by covering the entire map in one big teleporter and then putting the receiver with a fusion coil above it at the end of the map so that human can make everyone teleport to that one spot. The end of the map is where the safe haven is and you only get points while in the safe haven, so by killing the people he made teleport, the round ends. The problem was that the map has varying altitudes and there is a wide range of possible distances from the main teleporter. The only reason that's a problem is because the distance from the base of the teleporter corresponds to the distance you will be from the base of the receiver. Meaning that if you are 100ft from above the teleporter, you teleport 100ft above the receiver. This meant that people would just teleport over the fusion coil. Here's what I did:

    I put three of the big walkways vertical so that the toy dice would fit between them. I then stacked the dice and put a ramp at the bottom with a fusion coil blocking the way. Vertically aligned under the dice I put the receiver. The dice cover the entire range of the map, so even though the teleporter is active, the corresponding area above the receiver is blocked... that is, until the winning human shoots the fusion coil...

    The last piece to this giant switch is a teleporter at the bottom of the ramp. I put just outside the ramp so that when the people fall after the dice are gone, they get teleported, but the teleporter base doesn't block the dice. You can make that teleporter go wherever you want.


    That probably didn't make any sense, but I'm pretty f'ing tired right now as I've spent the last three days forging this map.
    [br][/br]
    Edited by merge:


    Overview of the switch:

    [​IMG]


    Closer in and with details:

    [​IMG]

    View from the side:

    [​IMG]

    Players being teleported once the dice move:

    [​IMG]

    The jail/cage the people are teleported to:

    [​IMG]
     
    #1 walkerneo, Jan 25, 2011
    Last edited: Jan 25, 2011

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