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Posted by: Senth
I'm not sure how many times this has been done in the past, but I thought of it a few days ago and am working on it. Much like forge art, forge sports, and all the other fan created "genres" of forged maps, I call it Forge Storytelling.
I'm just experimenting for now, so it's only three maps long. But if you're not following, I'm making a many campaign in forge based off of team work.
This all takes place on Avalanche and is based off of Covenant VS UNSC (I decided against calling it Spartan VS Elites as some people prefer not to be elites or spartans, and because in some scenarios, you don't know who will be who.)
The way I do this is making objective based games. The maps are specifically designed for there game type (though minimal support for others I will try to include, but as a secondary priority.)
The first "episode" is Juggernaut based. The Juggernaut is given traits native to covenant soldiers. He is not, however, over powered (or even stronger than a normal soldier on the other episodes.) He will have to rely on timing and secrecy to eliminate the UNSC team.
There is no time restraint, so the "Juggernaut" will have plenty of time to eliminate his foes. However, he only gets one chance. The score limit is 10. Killing the Juggernaut gives you 10 points (and it is set ti end the game on Juggernaut's death) and each kill the Juggernaut gets is one point. The only bonus the Juggernaut gets over normal Covenant soldiers is Good Camo and a longer sensor range, allowing him to avoid contact better. His "loadout" will be a Needler as the primary weapon and an Energy sword as a secondary. He will have no grenades (by default, however, if used on the correct map, will spawn right on top of two plasma grenades. He will not have infinite ammo. Instead, if he runs out, he will have to rely on his environment. This means that a skilled player is suggested for this role.
Also, the respawn time is defaulty 4 seconds and grows 2 seconds with every kill (making it less and less likely the juggernaut will get swarmed after successfully eliminating an enemy by a bunch of respawning team-mates.
Episode 2 is Territories based. When the right half of the avalanche base communications go out (the campaign progresses on the assumption that the Covenant won, since if they didn't, nothing else would really happen, and your "game" would end, up until the last fight.) the other half goes to investigate. In the first episode, the left half is cut off through shield doors, as is most of the base. Then it will be a matter of the covenant being inside that base (unbeknown to the UNSC team at the time) and the UNSC team having to take it back (hence, Territories). Also, with this gametype, it allows me to give special traits to the Covenant and UNSC (by Defenders and Attackers).
The third will be VIP, however, the VIP will play no role in this. It will be Slayer based. Simply a final fight between the two in which reinforcements will be received. I picked VIP because it allows me to make the match slayer based, but give the team each separate traits. As such, the VIP team will have the covenant traits, and the others, UNSC. It's one sided VIP, to make this work. The VIP has the exact same traits as the rest of his team, so he is unnoticeable to anyone, and plays no key role, except killing off the other team. The game is won by reaching 50 points, which is done through normal Slayer killing.
The covenant team always has better shielding, as such, their specific stats are this:
Damage Resistance = 150%
Shield Multiplier = Normal Shields
Shield Recharge Rate = 110%
Shield Vampirism = Disabled
Immune to Headshots = Disabled
(I increased damage resistance instead of shield multiplier to save the effect of camouflage if it ever came about.)
Damage Modifier = 100%
Grenade Regeneration = Disabled
Infinite Ammo = Disabled
Weapon Pickup = Enabled
Player Speed = 100%
Player Gravity = 100%
Vehicle Use = Full Use
Motion Tracking Mode = Normal
Motion Tracking Range = 25 Meters
Active Camo = Depends on Gametype
Waypoint = Visible to Allies
Forced Color = Depends on Gametype (team wise = purple)
They're weapon loadouts change, but try to stay true to a covenant theme.
Spartans counter this with agility and agressiveness:
(I will only point out the differences here)
Damage Resistance = 100%
Shield Recharge Rate = 100%
Damage Modifier = 110%
Player Speed = 110%
Forced Color = Green (only on team games)
There is also a generic UNSC vs Coven. gametype I made based off of these.
If you have any suggestions, post them. Everything is in a pre-test state.
Posted by: Senth
I'm not sure how many times this has been done in the past, but I thought of it a few days ago and am working on it. Much like forge art, forge sports, and all the other fan created "genres" of forged maps, I call it Forge Storytelling.
I'm just experimenting for now, so it's only three maps long. But if you're not following, I'm making a many campaign in forge based off of team work.
This all takes place on Avalanche and is based off of Covenant VS UNSC (I decided against calling it Spartan VS Elites as some people prefer not to be elites or spartans, and because in some scenarios, you don't know who will be who.)
The way I do this is making objective based games. The maps are specifically designed for there game type (though minimal support for others I will try to include, but as a secondary priority.)
The first "episode" is Juggernaut based. The Juggernaut is given traits native to covenant soldiers. He is not, however, over powered (or even stronger than a normal soldier on the other episodes.) He will have to rely on timing and secrecy to eliminate the UNSC team.
There is no time restraint, so the "Juggernaut" will have plenty of time to eliminate his foes. However, he only gets one chance. The score limit is 10. Killing the Juggernaut gives you 10 points (and it is set ti end the game on Juggernaut's death) and each kill the Juggernaut gets is one point. The only bonus the Juggernaut gets over normal Covenant soldiers is Good Camo and a longer sensor range, allowing him to avoid contact better. His "loadout" will be a Needler as the primary weapon and an Energy sword as a secondary. He will have no grenades (by default, however, if used on the correct map, will spawn right on top of two plasma grenades. He will not have infinite ammo. Instead, if he runs out, he will have to rely on his environment. This means that a skilled player is suggested for this role.
Also, the respawn time is defaulty 4 seconds and grows 2 seconds with every kill (making it less and less likely the juggernaut will get swarmed after successfully eliminating an enemy by a bunch of respawning team-mates.
Episode 2 is Territories based. When the right half of the avalanche base communications go out (the campaign progresses on the assumption that the Covenant won, since if they didn't, nothing else would really happen, and your "game" would end, up until the last fight.) the other half goes to investigate. In the first episode, the left half is cut off through shield doors, as is most of the base. Then it will be a matter of the covenant being inside that base (unbeknown to the UNSC team at the time) and the UNSC team having to take it back (hence, Territories). Also, with this gametype, it allows me to give special traits to the Covenant and UNSC (by Defenders and Attackers).
The third will be VIP, however, the VIP will play no role in this. It will be Slayer based. Simply a final fight between the two in which reinforcements will be received. I picked VIP because it allows me to make the match slayer based, but give the team each separate traits. As such, the VIP team will have the covenant traits, and the others, UNSC. It's one sided VIP, to make this work. The VIP has the exact same traits as the rest of his team, so he is unnoticeable to anyone, and plays no key role, except killing off the other team. The game is won by reaching 50 points, which is done through normal Slayer killing.
The covenant team always has better shielding, as such, their specific stats are this:
Damage Resistance = 150%
Shield Multiplier = Normal Shields
Shield Recharge Rate = 110%
Shield Vampirism = Disabled
Immune to Headshots = Disabled
(I increased damage resistance instead of shield multiplier to save the effect of camouflage if it ever came about.)
Damage Modifier = 100%
Grenade Regeneration = Disabled
Infinite Ammo = Disabled
Weapon Pickup = Enabled
Player Speed = 100%
Player Gravity = 100%
Vehicle Use = Full Use
Motion Tracking Mode = Normal
Motion Tracking Range = 25 Meters
Active Camo = Depends on Gametype
Waypoint = Visible to Allies
Forced Color = Depends on Gametype (team wise = purple)
They're weapon loadouts change, but try to stay true to a covenant theme.
Spartans counter this with agility and agressiveness:
(I will only point out the differences here)
Damage Resistance = 100%
Shield Recharge Rate = 100%
Damage Modifier = 110%
Player Speed = 110%
Forced Color = Green (only on team games)
There is also a generic UNSC vs Coven. gametype I made based off of these.
If you have any suggestions, post them. Everything is in a pre-test state.
wait whats the point of this lol summarize it