Trying to spice up Grifball a bit with a basketball style map and game variant. However, I suck at actually making and testing maps, so I made a template that's a starting point for anyone to copy and edit if they feel like running with it. Nothing is sacred here, so copy it and pervert it to your evil heart's content. I'm only interested in varying the fun and gameplay of Halo so my gamer tag doesn't have to appear anywhere on your map or the file details. Real maps are made by real forgers. Here are the Map and Game variant links for halowaypoint.com: Map Variant (TEMPLATE: Alley-Oop) Game Variant (TEMPLATE: Alley-Oop) BACKGROUND It's the original Halo5 Grifball map with the ball return raised up like a basketball goal. The original idea was to make it so that you could shoot the ball in for 1 point, or you could pass the ball to a teammate when they fly through the air and they have to turn and "dunk" the ball in for 2 points. There are grav lifts placed around aimed at the goal to launch players to the basket. The game settings make the ball carrier slow and have higher jump gravity so they can't use the lifts to score while carrying the ball and to encourage passing. It didn't test well in very limited tests because no one likes me and because I aimed the lifts away from the goal to make us have to hover, turn, and ground pound to score. Now the lifts are easier to use and the backboards help to put shots in the basket. (Thanks, @Yekkou and @Chesus Khrist for humoring me though). MAP VARIATIONS Goals raised up like basketball. There's also a basket and backboard to catch the ball if you throw it, but this is not so easy. Grav lifts to launch normal players either straight up (near the goal) or right onto the goal or at least close. It seems easiest to pass the ball to a teammate who's standing on top of the goal, or to throw it to them in the air. Man cannons in the ground to help players fast break. Team one-way shields that protect the respawn points. There's also a timed kill zone to keep one team from holding the ball in there after they get the lead. If the ball is thrown in the kill zone, it respawns. This could easily be tossed out, but I encourage people to give it a shot and see if anything fun results. (At first there were timed kill zones in the basketball paint because of those 3 second violations but that crap was annoying if the ball hit it. But maybe that could cause some fun in some other way?) Glass walls. Prolly could be erased at the start, but those are another idea I thought would spice up Grifball some on their own. The long glass walls on the sides give players a fast break route (with faster man cannons) that's protected, so try those out. (Some regular Grifball maps that use some nice glass wall patterns could be great. I was thinking a big double-lined plus sign would be fun.) GAME SETTINGS Ball carrier speed is about 50%. Gotta pass 'em all! Like kidney stones or Pokemon episodes. Ball carrier jump gravity is about 160%, I think. It makes it just about impossible to score using the lifts while you have the ball, but there are workarounds. Scoring by shooting it requires it to be in the goal for 2 seconds, I think. Can't just throw the ball thru the goal cylinder. Scoring by carrying it requires 1 second, rather than being instant. Gives the defense a chance to goal tend. PICTURES AND VIDS xboxdvr.com vids: Video of self score Another self score Side path Shooting Map Layout Goal Angled Down View (don't lick the frozen yellow walls) On Top of Goal
Can the bomb be thrown like in ricochet from Halo 4? I like the idea of going in for a dunk for extra points, but I would probably just have one grav lift in front of the hoop. I would want to make it a somewhat large ordeal to cover that extra distance, so I would like to make the grav lift shoot someone really high into the air before they land in the hoop. This would give other players a chance to somehow interact with and stop the player with the bomb while he descends. Perhaps another way of allocating points would be to use an arcing weapon, like the plasma caster or something, as the ball. An explosive barrel could be placed in the hoop that, when destroyed, allows the appropriate team to score. You might do this by spawning in a teleporter that takes all the players to a region where scoring according to the Halo game variants may occur. I might do this by having all the players teleport to a space where the red or blue flag (whichever appropriate) is sitting on top of its return stand, such that as soon as the team grabs the flag, they score instantly. This would make scoring effectively a 2-step process. If the point were not scored after all players teleported in, say, 15 seconds, a new teleporter would spawn that would return all players to the main map. It would be a kind of complicated process just to allow players to "shoot" the ball in, or dunk it in. ...All assuming players cannot throw the bomb.
I didn't play richochet, so I'm not sure. The ball can be thrown into the basket, and after 2 seconds of being in the ball return's cylinder it'll score a point. There's a setting that lets a team score without holding the ball. I've almost got a soccer template ready. Having to do workarounds for the scoring is just awful, but I'm using something like your teleporter idea. You can check out the progress or grab that map and run with it if ya want. I think it's called Ol Soccer.
Oh okay! That's interesting. I wonder if you could weld the bomb to a soccer ball and set the gravity really low so the ball is easy to move? You could also get really crazy and try and weld a bunch of switches to the ball that cause it to displace with some velocity a short distance. You would put the switches just barely inside the ball so that they couldn't be seen, but still interacted with. I believe that if a ball displaces, it will maintain its velocity, meaning that telling it to displace a short distance over an extremely short period of time will resemble a rapid kick, perhaps.
That'd be awesome if we could get our hands on the ball inside forge! But all we can manipulate is the object that spawns the ball . Same with flags & weapons pads. It'd also be nice if we had scoring events and stuff like that, but, man, there's like nothing but the built-in scoring mechanisms. I'm gonna use the stronghold and breakout game types for some scoring, I think. Maybe I'll switch to your flag idea since strongholds didn't seem to work if they were despawned.
Well I think I have a way you could create fuzeball if you wanted... You could make a series of long arms at whatever positions you wanted. Allow players to activate switches off to the side. The arms would then rotate rapidly. They would then return to their original locations. If you wanted to make the switches easy to use, I would give the arms and their respective switches the same color. Don't use a bomb, but use a soccerball and a goal that you hand-craft. Fill the goals with barrels that have the script "upon displacement, send message:" Then that message would take the victorious team to a stronghold to score a point and end the round. It's not quite soccer, and I don't mean to hijack your thread, but I'm just giving you an alternative path! I would suggest to create soccer this way, but then players could just run up and displace the barrels by themselves!