- last post: 01.01.0001 12:00 AM PDT
I have made a few. The first I'll mention is my map and gametype recreating the Battle of Helm's Deep from Lord of the Rings.
The map is made on High Ground and the game is Assault. The Orcs start at the bottom with a Mongoose for transport and a Wraith as artillery support. The defenders have 4 machine gun turrets, 1 in the normal spot, a second where the Spartan Laser usually spawns, a third on the platform in the middle of the base, and the last right before the fence gate. The defenders base also has a Gauss Warthog for mobile defense.
While the defenders base mainly contains close range defense weapons (save for a Sniper Rifle), outside the wall are more long range and explosive weapons. There is also a hidden Spartan Laser somewhere on the map. The main gate is closed, with the destroyed section of wall barricaded. This can easily be removed by the Wraith's cannon. There is also a barricade over the hole in the wall leading to the pipe, but there are Fusion Cores behind it. It can be removed explosively by a precise shot or well thrown grenade. Neary immovable barries also cover the hole in the forward bunker, with the hatch on it's roof merely covered by a pallet. The fence gate is held closed by two concrete barriers.
Barriers and turrets are set to never respawn, so once they're gone, they'll stay gone until the next round. As you can see, this sets up the game to have the Orcs pushing forward, gradually taking the wall and moving past it, while the defenders fall back to other defensible positions, namely the two rear turrets. The bomb is set at a 10 second fuse, with a disarm time of 5 seconds. This may seem drastic, but with the time it takes to get the bomb to the plant point, it's necessary. Will the defenders be able to hold the fort? Or will the sheer might of the Orcs overpower them?
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My other game pays tribute to the movie Ghostbusters. The gametype can be found here.
It is an Infection game,but each player only has one life. The Zombie plays the part of the ghost, while the humans are the Ghostbusters. The ghost has 200% Damage Resistance, 4x Overshields, 110% movement, 50% gravity, 200% Damage, active camo, a plasma pistol, and is forced green. The objective for the ghost is to throw ectoplasm (Plasma Pistol) at the Ghostbusters to frighten them to death without being captured.
The Ghostbusters's attributes are mostly standard, with their color being forced white, their gravity increased to 150, and their sensor range decreased to 10 meters. They start off with a Magnum. The reason for the Magnum start is because I couldn't create a Sentinel Beam start. The Magnum is also practically useless against the ghost's Overshields, Damage Resistance, and immunity to headshots. The objective for the Ghostbusters is to pick up their Proton Packs (Sentinel Beams) and Traps (Power Drains) to capture the ghosts.
Both the Sentinel Beam and the Power Drain work very closely to their movie counterparts. The Sentinel Beam burns away at the Overshield and slows the ghost down a bit, while the Power Drain can be used to either sap the Overshield quickly or finish the ghost off.
There are currently two maps designed for this game, Tree Spooks and Haunted HQ, with a third map called Creepy Campsite in the works. The maps are pretty simple. The Ghostbusters start in a base of sorts, with Sentinel Beams and Power Drains readily available. The ghost spawns at a random point on the map far enough away from the Ghostbusters for the game to start fairly. The rest of the map is just cosmetic changes to make it look deserted and/or haunted.
Please have a look at my maps and games and leave feedback, be it positive or negative. Any suggestions can only make the game better.
[Edited on 12.09.2007 12:23 AM PST]