SGP

Halo Reach => Forge => Topic started by: EnigmaBiz on August 19, 2010, 21:59:14

Title: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on August 19, 2010, 21:59:14
I know its a little early but we should plan now for a line of SGP maps and game types.

The only thing that I request is that the concept is clear to understand, feed back is constructive and no stealing, by stealing I mean using someone idea without permission and not giving credit to said person.

I know Forge 2.0 has limitation so my attachment is overall pretty simple. Not to say that you have to limit yourself, just keep that under consideration.

I have also thought about game types, just not for this map..anyways post ideas here and have fun!


SGP: Tango -

platforms on either side are all sunken in to avoid spawn killing. the platforms are connected by a catwalk and also connected to the center cylinder. the bottom of the cylinder has a small mat with 2 warps and four man cannons. The warps lead to side covered areas on either side of the cylinder and the man cannons blast you to 1 of the 4 platforms.

This is a small map good for slayer, objectives and swat. still working on the layout due to a lot of open area...
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on August 20, 2010, 03:00:53
So; Tango has a central cylinder[CC], which has two levels inside(levels two and three). North and South of the are three circular platforms[CP], the two outer CPs are on level one, the central CPs are on level two. The CPs are connected to each other and the CC. To the East and West are two rectangular platforms[RP]. On these RPs are teleporter sender nodes. The CC is linked to the RPs by three walkways, the connections are the opposite of the CP level layout. On level one, directly below the CC, are two receiver nodes and mancannons. East RP node teleports to North receiver, and vice versa. Right?
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on August 20, 2010, 03:20:05
Wow night....yea basically.
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on August 20, 2010, 03:24:34
I was just wondering, because some details were sketchy, and I could build it in Halo 3.
Title: Re: TEAM SGP: New game types and Maps
Post by: Phantasm 08 on September 07, 2010, 19:03:20
Ooh, this looks like my kind of thread! ;D

Any maps I make can and will be considered SGP property.  I like to make large team maps with bases, and the bigger the better!  They're usually good for objective games, and some of them are also good for invasion-strategy slayer.  I'll see about giving examples when I get a chance.
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 07, 2010, 19:15:20
Thanks man! Feel free to post your ideas.
Title: Re: TEAM SGP: New game types and Maps
Post by: CIA391 on September 07, 2010, 21:07:11
I've got a map I promised the community Halo 2's terminal.
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 07, 2010, 21:18:13
Very nice CIA and a great map!
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on September 07, 2010, 23:56:40
I have a years with of maps sketched out in boring math classes. So, I'm ready.
Title: Re: TEAM SGP: New game types and Maps
Post by: Kenji on September 08, 2010, 19:53:11
Im good with map making but only the crazy ones.
Im gonna remake my raining explosions map.

Ill hit the drawing board though. See what I come up with.
Title: Re: TEAM SGP: New game types and Maps
Post by: Imppa on September 08, 2010, 19:54:34
I'm feeling creative~... Hopefully it'll last 'till Reach. :)
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on September 08, 2010, 19:58:23
I'm feeling creative~... Hopefully it'll last 'till Reach. :)
Put it on graph paper. It works.
Title: Re: TEAM SGP: New game types and Maps
Post by: Kenji on September 08, 2010, 20:15:20
I actually like trying to remake my favorite maps from other games.
Starcraft, Lost Planet 2, ESIV: Oblivion, Monster Hunter. Whatever It would be fun!
I want to try to remake some of the FF maps from ODST. I know we cant forge FF, but it would be fun to have different game types on those maps...

I hope they release DLC that is new stuff for forge.
Some of my list of wants:
-Weather conditions - Fight in rain, fog, snow, day, or night. Enjoy the challenge of reduced vision and suprise attacks!
-Different terrain and object skins - Not everything needs to look nice. Fight in ancient temples in desert wastelands or in covenent ships! Siege the base in the jungle ruins or defend your fortress in the snowdrifts!
-More objects! (It pretty much explains itself)
Title: Re: TEAM SGP: New game types and Maps
Post by: Apollo Doom on September 08, 2010, 21:28:12
You know Kenji, we could use Forgeworld to create our own Invasion maps that are ODST FF levels...
Title: Re: TEAM SGP: New game types and Maps
Post by: Scatcycle on September 08, 2010, 22:05:06
Ive made some pretty awesome maps on paper... two are 1 flag, the other, is king of the hill.

King of the hill:

8v8, teams spawn on different sides of hemorrhage. Tons of vehicles on each side, no weapons. (respawns/respawntime are well thought out and taken care of) In the middle of the map, a huge volcano, with and opening at the top and kill balls to look like lava, then a square hill on the volcano. Like:
       _____
      |       |       
      |   O  | 
      _____|     

With the O being the mouth (and of course you cant see the mountain that is the volcano)

First team to 300.
Title: Re: TEAM SGP: New game types and Maps
Post by: Phantasm 08 on September 17, 2010, 03:23:08
Next time I get on Reach, if it's not to investigate datapads or some other SGP project, I'll hop on forge world and start building. I can't make any promises on what they'll look like, because I don't plan anything but the very basic design (and sometimes not even that). My maps build themselves; I just move the pieces.

PS- if anyone has any requests or suggestions that are open to very loose interpretation, hit me up with it and I'll see about sticking it in somewhere. Either that, or I can add some interesting bells and whistles (unusual things, like a big pile of rocks in the middle to provide cover, shield doors covering every entrance, or hiding spots only accessible by jetpack, that almost nobody would be able to figure out without being shown). I like adding those little twists  :D
Title: Re: TEAM SGP: New game types and Maps
Post by: Pulse Cloud on September 17, 2010, 13:12:51
I started building a map, but I'm not that good at Forging.
Maybe you could take a look and build something along that idea.

Check right outside the Coliseum. linky! (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=746032&player=Pulse%20Cloud)
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on September 17, 2010, 15:25:13
I rebuilt that tiny map I made in Halo 3. 2+ hours in H3, 5 minutes in Reach.

Just need to add weapons and spawns, then it is done.
Title: Re: TEAM SGP: New game types and Maps
Post by: Kenji on September 18, 2010, 01:42:39
@ Enigma
Ive almost completed my rendition of your map idea thats in you OP... ill show you next time your on... I like the idea! Props to you!
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 18, 2010, 02:12:48
I'm so excited! Send me a linky on live :)
Title: Re: TEAM SGP: New game types and Maps
Post by: Phantasm 08 on September 19, 2010, 17:46:07
I promised maps earlier, and the two maps on Halo 3 that I have made are now on my fileshare. 

Fort (very unique name, I know) is good for 1 bomb assault, and capture the flag, although it could also be used for Infection (it was never tested with the Infection gametype, so hopefully the attackers are the zombies).  It's asymmetrical, with a large, heavily fortified defender's base and a small, but shielded, attacker's starting point from which to coordinate their assault. 

Sandbox Bash is symmetrical, though each team's base is drastically different in layout and makeup.  Both teams have the same weapon setup (I think I stuck almost every weapon available in the armories), as well as equipment.  The blue base is up in the skybox, and the red base is on the ground floor, and it is impossible to get outside of either base, except through teleporters.  The teleporters lead to the crypt, which is devoid of any weapons or spawn points.  It is the most strategic point of the map, however, for it provides the only link between the two bases, and also contains the hills in King of the Hill.  Bombs spawn in each base's armory, and the plant point is in the same location on the opposite team's base. 

Sandbox Bash is far from my best map, and needs to be revised for two reasons:

1) all of a team's spawn points are in one room, making spawn killing a very real and annoying possibility.

2) I believe that there is a missing hill, lost somewhere on the map.  One is in each corner of the crypt, and only 3 remain in the shop to be placed.  If anyone could find that hill and tell me where it is, I'd be grateful. 

Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 20, 2010, 22:23:39
 
Kenji is doing such a great job on "Tango" (maybe subject to change) that I decided on posting another map thought.

Sector GP:

Two building connected by 3 walkways, each building has 4 floors of the 4 only 3 of them have a walkway that circles the building. The top floor has an open floor plan which sports a man cannon that allows quick access to the next building. Both building have an open ceiling.

3 of the 4 floors have 4 rooms with multiple exits and entrances.
Title: Re: TEAM SGP: New game types and Maps
Post by: Kenji on September 21, 2010, 16:02:45
Ive already got ideas flowing lol... btw I never did show you the map...
I think its too big to be honest. I kinda want to make a smaller version of it...
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 21, 2010, 23:37:43
Thought of a 2v2v2v2 map or what ever..I think it will be pretty easy...
Title: Re: TEAM SGP: New game types and Maps
Post by: Phantasm 08 on September 22, 2010, 00:19:00
Training Zone is now available in my Fileshare, and is ready for testing.  If anyone finds a problem with it, let me know.
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on September 22, 2010, 00:25:48
I call Corral!
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 22, 2010, 00:57:37
Knock it out night!
Title: Re: TEAM SGP: New game types and Maps
Post by: Pulse Cloud on September 26, 2010, 15:16:24
Someone can download this and build from there. I'm not a very good Forger... Maybe something might spark in your head after seeing this.
Check outside the Coliseum.

And try to find the Rocket Launcher. :)


ploff! (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=3301022&player=Pulse%20Cloud)

Note: I had posted this before, but now it has something in it.
Title: Re: TEAM SGP: New game types and Maps
Post by: Phantasm 08 on September 26, 2010, 21:33:20
I wish I could download it, Pulse, but it's a really big hassle to download things to my fileshare from Bnet, so maybe you could add me on Live and I can get it from there?
Title: Re: TEAM SGP: New game types and Maps
Post by: Imppa on September 27, 2010, 14:00:43
Why is everyone building just on Forge World?
Why not take Powerhouse and make something cool out of it?
And add a cool new gametype as well?
I think I'm gonna do that! :D

(P.S: These are my words, not my brothers. <.<)
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on September 27, 2010, 16:43:19
No structural (read; Phaseable) objects in non Forge-World maps. So, it would be back to the Pre-DLC era of forging.
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 27, 2010, 16:53:27
Get those Maps ready!

GP day is right around the corner and those maps need to be in working order.

TEST, PLAY and FORGE!

The more maps the better! keep in mind we don't want to leave anyone out set those maps for big team.

Currently I am working on a map (that I have not posted) and hoping to be finish by the 29th.

@ Kenji - do you have 2 maps ready?

@ Night - are you doing Coral?

@ Everyone - does anyone else have a map for GP day?
Title: Re: TEAM SGP: New game types and Maps
Post by: Imppa on September 27, 2010, 16:59:43
No structural (read; Phaseable) objects in non Forge-World maps. So, it would be back to the Pre-DLC era of forging.
Happily, I don't require other than them.
Also, sandbags. ;)
This won't be a big task, I'm pretty certain it'll be ready for GP day.
Title: Re: TEAM SGP: New game types and Maps
Post by: Scatcycle on September 27, 2010, 17:00:16
Get those Maps ready!

GP day is right around the corner and those maps need to be in working order.

TEST, PLAY and FORGE!

The more maps the better! keep in mind we don't want to leave anyone out set those maps for big team.

Currently I am working on a map (that I have not posted) and hoping to be finish by the 29th.

@ Kenji - do you have 2 maps ready?

@ Night - are you doing Coral?

@ Everyone - does anyone else have a map for GP day?
I have a map that Kenji helped me add finishing touches with, and its on my file share, but the hill is tilted. Can someone download it and look in the volcano for the hill and make it straight? Then it is ready.
Title: Re: TEAM SGP: New game types and Maps
Post by: nightcrafter27 on September 27, 2010, 17:11:18
Nearly done with Corral. Or, it's mutated offspring.
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 27, 2010, 22:34:02
I was thinking that both teams would start in the crashed ship, separated by a shield door (can you make them impassable?) and then everyone has to rush to the 4 towers.
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 28, 2010, 16:29:39
MAP: SEAGULL

PIRATE SHIPS ZOMG!! With working cannons!!!
Title: Re: TEAM SGP: New game types and Maps
Post by: Pulse Cloud on September 28, 2010, 17:17:40
Woot! I've just finished my first map ever. linky! (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=3748571&player=Pulse%20Cloud)
It's for big teams and big scores (like 100+) because it's very open and there's a makeshift Mac Cannon. :)
Using the Mac Cannon is a (not really) tough choice: to get there you become very exposed to the whole map and once you get there... you WILL die - it's out of the safe-playable-area I set. The good thing is: if you're good enough, you'll trade your death for a few kills. :)

You can go on top of each base through ONE portal/teleportation device. You'll never know which base you'll come out of, so there's always that fun rage-moment of "hey! The other team has my Falcon! I'm gonna get theirs!" and then you're teleported to your empty base. :)


There are also hidden (until they're discovered...) Rocket Launchers to take down the Falcons.



This map could easily work with the various Assault gametypes, but it's mainly for Slayer. I don't know how to set the Assault-specific stuff, though.



Anyway, just download it and check it out. It might not be great, but it's my first one so.. I'm happy with it. :P
Title: Re: TEAM SGP: New game types and Maps
Post by: Phantasm 08 on September 28, 2010, 22:56:02
I'm working on a map that I call Comm Relay.  It's a variation of Fort, from Halo 3 (that one's on my H3 fileshare) and it's coming back, better than ever.  The attacker's base is drastically different, since the Colosseum is smaller than Foundry.  It is now hanging over the edge of the cliff, and almost appears to be a ship caught in the closing door of the defenders' base.  I've slipped in a little "surprise" in front of the fort, which you'll have to find yourself.  There's nothing inside the fort yet, though, other than a teleporter that leads up to the Quarry.  The Quarry is where the objective lies in assault matches (still 1 bomb).  What is the objective?  It's a Comm Satellite, that stands taller than the invisible barrier at the top of the Quarry.  I'm very proud of that satellite dish, but I feel like an underachiever now that I've walked on the shoulders of the monument to all that is great (http://www.gruntspajamas.com/forum/index.php?topic=974.0).
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 29, 2010, 17:59:32
Woot! I've just finished my first map ever. linky! (http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=3748571&player=Pulse%20Cloud)
It's for big teams and big scores (like 100+) because it's very open and there's a makeshift Mac Cannon. :)
Using the Mac Cannon is a (not really) tough choice: to get there you become very exposed to the whole map and once you get there... you WILL die - it's out of the safe-playable-area I set. The good thing is: if you're good enough, you'll trade your death for a few kills. :)

You can go on top of each base through ONE portal/teleportation device. You'll never know which base you'll come out of, so there's always that fun rage-moment of "hey! The other team has my Falcon! I'm gonna get theirs!" and then you're teleported to your empty base. :)


There are also hidden (until they're discovered...) Rocket Launchers to take down the Falcons.



This map could easily work with the various Assault gametypes, but it's mainly for Slayer. I don't know how to set the Assault-specific stuff, though.



Anyway, just download it and check it out. It might not be great, but it's my first one so.. I'm happy with it. :P

Pulse,

Did a walkthrough of your map this morning.

The good:

Map size is perfect.
The waist deep water is interesting.
Random warp was a good idea.

The Bad:

A lot of open area and not much cover.
Grenades and weapons are few.
walking in water is very loud, making it hard to hear other players...

Suggestion:

Can you make the water deeper (fully submerge)?

More structures maybe connecting catwalks?

More weapons and Nades..please.
Title: Re: TEAM SGP: New game types and Maps
Post by: Pulse Cloud on September 29, 2010, 18:18:51
Pulse,

Did a walkthrough of your map this morning.

The good:

Map size is perfect.
The waist deep water is interesting.
Random warp was a good idea.

The Bad:

A lot of open area and not much cover.
Grenades and weapons are few.
walking in water is very loud, making it hard to hear other players...

Suggestion:

Can you make the water deeper (fully submerge)?

More structures maybe connecting catwalks?

More weapons and Nades..please.

Water level is the absolute maximum: 0.1 world units more and you're instantly dead.
About the openness... I think you're right about it, but I also want it to be... open. I don't want too much cover, otherwise there wouldn't be many kills and why would anyone want to use the "Mac Cannon" (ie, the Scorpion) if they knew they wouldn't get many kills? I want it to be rewarding to go through that huge, exposed ramp and get to the Scorpion. I want a LOT of kills in this map. I want it to be chaotic. I want all the players to feel like they're being shot from all sides all the time.

About the noise you make while walking... There's nothing I can do about it... I don't find it that loud, but meh.

About the weapons... I want this map to be played mostly with ARs, because they make a lot of noise and they make the water go crazy when you accidentally shoot it...
Did you see the two weapon caches I put in the middle? With ARs and Pistols?
There are also some DMRs and Needle Rifles around the middle tower and inside the bases.
I kept in mind the fact that when players die they drop their weapons, and because there will be many kills (or so I hope), ammo will be plenty. I think.

About the grenades... You respawn with grenades and the grenades on the map have pretty short respawn times...

There's also the two Rocket Launchers, two Shotguns, two Snipers and a Spartan Laser. Aren't they... enough?



Anyway, if after me explaining my intentions when creating this map you still want to point anything out (or repeat yourself), please do! :)
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 29, 2010, 18:55:39
@ Pulse.

Oh, I apologize AR's are awesome for BIG maps with no cover.

My bad, don't change a thing.
Title: Re: TEAM SGP: New game types and Maps
Post by: Pulse Cloud on September 29, 2010, 19:25:07
@ Pulse.

Oh, I apologize AR's are awesome for BIG maps with no cover.

My bad, don't change a thing.
Do I sense sarcasm in there?
Title: Re: TEAM SGP: New game types and Maps
Post by: EnigmaBiz on September 29, 2010, 20:00:53
@ Pulse.

Oh, I apologize AR's are awesome for BIG maps with no cover.

My bad, don't change a thing.
Do I sense sarcasm in there?

Well...At least that translates. (lol)