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Update:
Phase 1: A single territory surrounding a supply cache. ODSTs need to capture this supply cache to gain heavier weaponry, faster transportation, and the data core.
During Phase 1, I want to accomplish a few things: Firstly, players should be immediately thrust into action. There shouldn't be any downtime which players would normally spend walking to the objective.
I also want to build sort of a trench wall near the territory. This way, the ODSTs fighting on the street will have some cover and ammo to guard the guys taking the territory.
The good news is though that you don't have to even be on the street to cover the guys by the territory. This is due to the large building on the other end of the streets. If you're like me and don't like standing in territories waiting to get grenade spammed, then this building is where you'll be. There's no objective in this building other than to control it like you would any part of the map. The team who gets control of this building decides whether or not Phase 1 progresses to Phase 2. This is because the building has windows you can shoot out of and it links the spawn hives of the two teams. If ODSTs have control of the building, they'll be able to provide elevated suppressing fire to those in the territory, thereby making the capture go swiftly.
Phase 2: This phase will probably be the most difficult to design. I'm utilizing reverse core, which means the core is being taken into enemy territory rather than away from it to a drop point. It plays sort of like Assault, but there's no explosion, it's insta-cap, you can't run as fast, jump as high, and you can't sit in vehicles. This leaves one thing--a cinematic urban escort. The ODSTs and Brutes will be duking it out on the streets trying to inch the core closer to the drop point.
The main difficulty with phase 2 is the play space. It has to be linear, but at the same time players need options. I need at least 3 different pathways to the drop off point so that they don't constantly clash at one chokepoint.
Phase 3: I have no plans for Phase 3 as of yet because I'm watching the budget of the previous phases. I'd like to incorporate a 'holdout territory', which is basically king of the hill. But the success of that depends on the structure that the hill surrounds.
As you can see there's a lot happening with the thought process. It's taken over a year to build this map because so much has to be accounted for. What the player first sees when he or she spawns is a very important part of Invasion maps that I build.
Oh and before I forget, tis is not a bump by the way because it delivers new information to the thread. Stay away forum cops--we know what we're doing in this thread.