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This topic has moved here: Subject: ODST Invasion development thread
  • Subject: ODST Invasion development thread
Subject: ODST Invasion development thread

Gh0st caring too much ITT

  • 12.23.2011 12:50 PM PDT

This is what you get...
This is what you get...
This is what you get...when you mess with us...

still madbad.

  • 12.23.2011 12:50 PM PDT
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Leave it to Goat to get 900 replies on a map that isn't even out yet.

Then again, I imagine half of the replies are spam. Still pretty legendary though if you ask me. Now hurry up and finish the damn thing.

  • 12.23.2011 12:51 PM PDT


Posted by: Karma PoIice
still madbad.

Nope.

  • 12.23.2011 12:51 PM PDT

Hey goat, um hows your map doing? And if you were going to use a modded map what map would you use?

  • 12.23.2011 10:12 PM PDT

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Posted by: k4i2Squirrel
Hey goat, um hows your map doing? And if you were going to use a modded map what map would you use?


I might use 99 walls to build and then downsize from there.

  • 12.23.2011 11:03 PM PDT

Like would you mod the map yourself? Or download it?

  • 12.23.2011 11:09 PM PDT

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Posted by: k4i2Squirrel
Like would you mod the map yourself? Or download it?


I think I already have about 3 modded maps. The 99 walls, the 500 walls, and then there's one with 16 warthogs on it.

i don't know anything about modding other than they aren't allowed on your file share or in matchmaking. I'd only use the modded canvas to build it and then start substituting the walls from there till it reached 50. or 51... ;-)

  • 12.23.2011 11:16 PM PDT

Use the over limit canvas and release it for public Beta. You may discover the map plays better without a certain section after playtesting and then you can bring the number of objects down in the correct manner.

[Edited on 12.24.2011 12:00 AM PST]

  • 12.23.2011 11:58 PM PDT

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Posted by: MajorGroove
Use the over limit canvas and release it for public Beta. You may discover the map plays better without a certain section after playtesting and then you can bring the number of objects down in the correct manner.


That's what I might end up doing.

The quit-proof layout is half way done and it looks beautiful. It's the most ODST-feeling layout I've ever drawn. Once the layout is done, building it will be easy.

And the Opliphant gets to stay! :D



[Edited on 12.24.2011 2:53 PM PST]

  • 12.24.2011 2:53 PM PDT

And so God called Moses to come forth but he came fifth and was therefore disqualified.

I'm making an invasion map as well, but I need some suggestions. Send me an invite sometime.

  • 12.24.2011 4:08 PM PDT

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Posted by: TurnedSculpture
I'm making an invasion map as well, but I need some suggestions. Send me an invite sometime.


The best suggestion I can give is to pick a battle or moment from a campaign mission, either from Halo or another game, and attempt to recreate the experience.

  • 12.24.2011 6:20 PM PDT
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Posted by: Horse Repairman
RC RuNz the internet. Like the superintendent.

Posted by: SouthPoIe
Clone is an internet God.

Posted by: DerpRoids
RC Clone is the anti-thesis of a lurker.


Posted by: A 3 Legged Goat

Posted by: MajorGroove
Use the over limit canvas and release it for public Beta. You may discover the map plays better without a certain section after playtesting and then you can bring the number of objects down in the correct manner.


That's what I might end up doing.

The quit-proof layout is half way done and it looks beautiful. It's the most ODST-feeling layout I've ever drawn. Once the layout is done, building it will be easy.

And the Opliphant gets to stay! :D


You better not post in the next days about how this is getting scrapped too.

  • 12.24.2011 6:29 PM PDT

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Posted by: RC Clone

Posted by: A 3 Legged Goat

Posted by: MajorGroove
Use the over limit canvas and release it for public Beta. You may discover the map plays better without a certain section after playtesting and then you can bring the number of objects down in the correct manner.


That's what I might end up doing.

The quit-proof layout is half way done and it looks beautiful. It's the most ODST-feeling layout I've ever drawn. Once the layout is done, building it will be easy.

And the Opliphant gets to stay! :D


You better not post in the next days about how this is getting scrapped too.


consider this an advance

that's half of the map's blueprint as of right now. Discern from it what you will. It's not getting scrapped this time :)

  • 12.24.2011 6:32 PM PDT
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Posted by: Horse Repairman
RC RuNz the internet. Like the superintendent.

Posted by: SouthPoIe
Clone is an internet God.

Posted by: DerpRoids
RC Clone is the anti-thesis of a lurker.

Posted by: A 3 Legged Goat
consider this an advance

that's half of the map's blueprint as of right now. Discern from it what you will. It's not getting scrapped this time :)

So this is really going to get released and not go over budget at phase 3?

  • 12.24.2011 6:40 PM PDT

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Posted by: RC Clone
Posted by: A 3 Legged Goat
consider this an advance

that's half of the map's blueprint as of right now. Discern from it what you will. It's not getting scrapped this time :)

So this is really going to get released and not go over budget at phase 3?


That's the plan. Blueprint > Build Map > Test Map > Video > Solicit

Also, I want to get it into matchmaking and I only have a small window to do it.

And I can't release the Invasion guide until the map is done.

[Edited on 12.24.2011 6:41 PM PST]

  • 12.24.2011 6:41 PM PDT

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Phase 1 and 50% of Phase 2

Phase 3 gets tackled in the morning. I have to import the whole thing into Adobe Flash when I'm done so I can get scaling down and figure out what else I need to build before delving into Forge again.

Merry Christmas :)

  • 12.24.2011 11:03 PM PDT
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Posted by: Horse Repairman
RC RuNz the internet. Like the superintendent.

Posted by: SouthPoIe
Clone is an internet God.

Posted by: DerpRoids
RC Clone is the anti-thesis of a lurker.

Does it still have vehicles?

  • 12.24.2011 11:04 PM PDT

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Posted by: RC Clone
Does it still have vehicles?


I'm trying as best as I can to keep 3 mongooses, 2 ghosts, 1 tank, and 1 wraith on the map. Phase 2 has to have light vehicle combat between the gooses and ghosts, and phase 3 is when the tanks come in.

Designing phase 1 is a challenge cause when the mongooses spawn it means the city becomes twice as small as it was to the player. So I have to use a lot of space for phase 2 and 3 so it doesn't seem like there's no where to drive.

phase 1 appears to be large in the blueprint because of the way the spawns are set up. i needed to safe spawn the ODSTs and give them enough path options so that they cannot be spawn camped and they can still move around if they're down a player or two. To do that, Brutes had to be placed considerably far away from their spawns, making Phase 1 appear large.

The trick at that point is to make sure they don't spawn too far away from the phase 1 objective. Conversely, they can't spawn too close, or it'll be too easy to defend. Defenders should be punished for death greater than Attackers should, so I think having further spawns then say Spire or Boneyard is the best way to solve this.

But now I'm worried about budget. I don't appear to be using a lot of walls in phase 1 or 2. It seems heavy on brace larges though, which will eat up budget fast.

  • 12.24.2011 11:09 PM PDT
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Posted by: Horse Repairman
RC RuNz the internet. Like the superintendent.

Posted by: SouthPoIe
Clone is an internet God.

Posted by: DerpRoids
RC Clone is the anti-thesis of a lurker.

Posted by: A 3 Legged Goat
But now I'm worried about budget. I don't appear to be using a lot of walls in phase 1 or 2. It seems heavy on brace larges though, which will eat up budget fast.

So it begins. . .

  • 12.25.2011 7:30 AM PDT

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Posted by: A 3 Legged Goat
Defenders should be punished for death greater than Attackers should, so I think having further spawns then say Spire or Boneyard is the best way to solve this.

Hmm, that's the exact opposite way that Bungie does it. Why should the defenders be punished more?

  • 12.25.2011 7:38 AM PDT

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Posted by: WIIZZZAARD2

Posted by: A 3 Legged Goat
Defenders should be punished for death greater than Attackers should, so I think having further spawns then say Spire or Boneyard is the best way to solve this.

Hmm, that's the exact opposite way that Bungie does it. Why should the defenders be punished more?


Defenders have an easier job. In Bungie's Invasion they practically spawn on top of the objective. It takes them 5 seconds to reach it, whereas it may take attackers 45 seconds. It's not fair for them to be there 10 seconds after they've died and respawned.

Conversely, you shouldn't be able to cap the objective right away after the defenders die once. So that delicate balance is what I have to find. If it takes more than 10 seconds to reach the objective for respawning defenders, it's probably too great. This is mainly for phase 1 though because most players will have Sprint and Evade, thus decreasing walking time.

  • 12.25.2011 7:43 AM PDT

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For my map, I'm adding little elements of map control to each of the phases. There are places on the map with neutral power weapons, and others with height advantage which you can use to help capture the objective. These secondary objectives give players who don't want to sit inside the territory something to do, which I think Invasion should have emphasized from the start.

I'm not a good CQB player, so there's no reason I should be sitting inside a melee-fest farming territories.

[Edited on 12.25.2011 7:46 AM PST]

  • 12.25.2011 7:46 AM PDT

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Posted by: RC Clone
Posted by: A 3 Legged Goat
But now I'm worried about budget. I don't appear to be using a lot of walls in phase 1 or 2. It seems heavy on brace larges though, which will eat up budget fast.

So it begins. . .


It's mainly because I have sidewalks. If I didn't I wouldn't have to worry about budget, but the sidewalks are necessary for both the city aesthetic and gameplay. It gives vehicles a more defined path.

I was using 2x4 blocks before instead of the brace larges, and I didn't like that because I was running out of blocks too easily. That, and they're more likely to cause screenlag and framerate issues because they're shinier than brace larges.

  • 12.25.2011 7:55 AM PDT
Subject: ODST Invasion development thread (save this thread)

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Timing distances right now:

It should take each Elite 5 seconds with 2 evades to reach the territory off initial spawn, and 10 seconds without evading. It takes ~7 seconds off of respawn to reach it.



[Edited on 12.25.2011 8:02 AM PST]

  • 12.25.2011 8:00 AM PDT