Halo: Reach Forum
This topic has moved here: Subject: ODST Invasion development thread (save this thread)
  • Subject: ODST Invasion development thread (save this thread)
Subject: ODST Invasion development thread (save this thread)


Posted by: A 3 Legged Goat

Sounds good, playing it through multiple times would honestly be better.

  • 01.02.2012 2:16 PM PDT
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Banned just for calling someone retarded? lolBnet mods
Duardo = retard

So you think Reach is an actual Halo game, huh? LOL
Jesus! There's a BoB in ma Falcon!


Posted by: cosssta iss badd
this map sucks, stop playing halo
-11/10

Your trolling still sucks.

  • 01.03.2012 11:41 AM PDT

Still not in your file share. Sigh.

  • 01.03.2012 2:31 PM PDT

We/you/I should look at scheduling a playtesting session on friday or saturday night. There are at least 3 invasion map threads going around, and Im sure people would join for some shenannigans.

  • 01.03.2012 3:24 PM PDT

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Posted by: MajorGroove
Still not in your file share. Sigh.


I know I know. I've been doing internal testing and the initial spawn had to be redesigned

Here's a snapshot. Instead of 1 room it's now 3 for each fireteam. And now people can't shoot at the street from it, which was a major LoS issue I didn't like.

Needless to say, I'm still working on it. And once it's done I have a walkthrough in the works.

No more deadlines cause something new will always pop up. But regardless of whether or not my map is finished, Invasion testing starts tomorrow night and will run throughout the month. Those of you who have Invasion maps are welcome to bring them. I will post a separate thread about testing tomorrow.

  • 01.03.2012 3:39 PM PDT
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Even if the morrow is barren of promises, nothing shall forestall my return.

interdasting

  • 01.03.2012 3:43 PM PDT
Subject: ODST Invasion development thread

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Initial spawn again. The goal of this was to safe spawn the attackers. This way they can't be spawn camped and they have a chance to get back into the battle.

I tried many variations but this one was the most budget friendly. Others had elaborate buildings with staircases going to a second floor and 1-way shield doors. At one point I even spawned attackers down in the streets, but again that's asking for spawn camping.

So I'll settle with this. Simple, effective, and cheap. And I love how each fireteam gets their own room. Depending on what players start with I'll probably toss a few DMRs up there somewhere. I'm curious though to see who rips the turret off and takes it to the first phase.

Last thing I'll mention is this spawn groups all the attackers together, meaning you should see your teammates and be able to coordinate with them better, as opposed to a map like Spire.

[Edited on 01.04.2012 10:56 AM PST]

  • 01.04.2012 10:56 AM PDT
Subject: ODST Invasion development thread (save this thread)

Join Halo Haven for all things related to Halo 4


Tell her that If you jingle my bells, Ill promise you a white Christmas - Call Me Venom
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From Bazza with love

lmao

  • 01.04.2012 10:58 AM PDT


Posted by: A 3 Legged Goat
From Bazza with love

lmao


I just spent the last 15 mins looking through that site, I hope you are happy Sir :p

  • 01.04.2012 11:22 AM PDT

Posted by: HiredN00bs
Arrogant hyperbolic exclamations of woe? Seems like a normal day for Halo/Bungie.net.

sald and vinegah

  • 01.05.2012 5:04 PM PDT

"Science adjusts it's views, based on what's observed. Faith is the DENIAL of observation so that belief can be preserved."

The commercial that inspired my name:
http://www.youtube.com/watch?v=LpCrj9Ysyjo

Wizards Never Die

Any updates so far? Personally I think the statistics of attackers being attacked in their preliminary spawn zone is drastically reduced by the addition of a zone. You should consider adopting this strategy as a useful way to reduce it. Also the defenders with their pistols.

  • 01.05.2012 5:06 PM PDT

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Posted by: WIIZZZAARD2
Any updates so far? Personally I think the statistics of attackers being attacked in their preliminary spawn zone is drastically reduced by the addition of a zone. You should consider adopting this strategy as a useful way to reduce it. Also the defenders with their pistols.


If NRs and DMRs don't work for phase 1 I'm giving Elites pistols. And idgaf what anyone says about canon breaching.

I once had a match where this guy spent the entire time raging over starting with pistols. Nerds never cease to amaze me.

  • 01.05.2012 5:07 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: WIIZZZAARD2
Any updates so far? Personally I think the statistics of attackers being attacked in their preliminary spawn zone is drastically reduced by the addition of a zone. You should consider adopting this strategy as a useful way to reduce it. Also the defenders with their pistols.

But that fails to take into account that factors of aim assist on spawning plasma repeaters on the effects of health packs. If you actually sat down for a second and looked up at the safe zones mechanics you would notice that its perpendicular momentum is rounder than the Elites in phase 3 on a Ghost.

I hope I explained what you weren't understanding.

  • 01.05.2012 5:17 PM PDT

"Science adjusts it's views, based on what's observed. Faith is the DENIAL of observation so that belief can be preserved."

The commercial that inspired my name:
http://www.youtube.com/watch?v=LpCrj9Ysyjo

Wizards Never Die


Posted by: RC Clone

Posted by: WIIZZZAARD2
Any updates so far? Personally I think the statistics of attackers being attacked in their preliminary spawn zone is drastically reduced by the addition of a zone. You should consider adopting this strategy as a useful way to reduce it. Also the defenders with their pistols.

But that fails to take into account that factors of aim assist on spawning plasma repeaters on the effects of health packs. If you actually sat down for a second and looked up at the safe zones mechanics you would notice that its perpendicular momentum is rounder than the Elites in phase 3 on a Ghost.

I hope I explained what you weren't understanding.

Yes, yes, but it's PRECISELY those factors that attribute to the aim assist values in the plasma repeaters themselves. The zones too; the perpendicular momentum is virtually irrelevant, what I'm focusing on is the radius of the damage BEFORE the elites even factor in the damage equivalent of ghosts, and the adverse effects that has on the statistics on the zone.

  • 01.06.2012 1:41 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.

Is tonight the map testing?

  • 01.06.2012 4:36 PM PDT

"Science adjusts it's views, based on what's observed. Faith is the DENIAL of observation so that belief can be preserved."

The commercial that inspired my name:
http://www.youtube.com/watch?v=LpCrj9Ysyjo

Wizards Never Die


Posted by: RC Clone
Is tonight the map testing?

Map testing was supposed to be like a week ago. We need to play the map to see who's right =b

  • 01.06.2012 4:38 PM PDT
Subject: ODST Invasion development thread

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Posted by: WIIZZZAARD2

Posted by: RC Clone
Is tonight the map testing?

Map testing was supposed to be like a week ago. We need to play the map to see who's right =b


There's supposed to be an Invasion test going on this weekend regardless of whether or not this map is done. I can't host tonight's though cause I'm out and about at the moment.

This week's been busy.

[Edited on 01.06.2012 4:42 PM PST]

  • 01.06.2012 4:42 PM PDT
Subject: ODST Invasion development thread (save this thread)
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How are things coming along goat? Can you describe Phase 1 for us?

  • 01.07.2012 12:47 PM PDT
Subject: ODST Invasion development thread

Serick Colver

Friggin' awesome! The sad part is that I never beat ODST so this is a suprise for me.

  • 01.07.2012 12:54 PM PDT

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Posted by: Tubeman400
Friggin' awesome! The sad part is that I never beat ODST so this is a suprise for me.


If I figure out how to set up a stream I'll play some tonight and you can watch. Unless you have it yourself--in that case, go finish it! The ending is pretty fun IMO

  • 01.07.2012 12:59 PM PDT
Subject: ODST Invasion development thread (save this thread)

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Posted by: Covenant Crates
How are things coming along goat? Can you describe Phase 1 for us?


I want Phase 1 to be purely action packed with very little downtime. I'm starting off with territories so all 6 players get a chance to fight in the battles. If I start off with Bomb or Core, that means one guy will be holding the objective and sticking to the sidelines.

The territory will surround either one Supply Cache or two. It's easy to build just a flat street and the caches, but I want to add some elevated walkways for players to give Phase 1 some height variation. This'll also give players who don't want to sit in the territory somewhere to be. Phase 1 is supposed to be simple and straight-forward.

Phase 2 is either Bomb or Core. Either way, it'll require more methodical play than Phase 1. There will be a handful of open buildings for players to weave in and out of while they transition to Phase 3 with the objective. There'll also be light vehicle combat between Mongooses and Ghosts. The trick here is to design it in a way so that the Ghosts have a chance at stopping the objective player at certain choke points. I don't want players to go unchallenged cause they're in the buildings all the time.

I still don't know what I'm doing for Phase 3.

Reason why the map keeps getting delayed/stalled is cause I discover better ideas while I'm building that render the current concept obsolete. So goes the process of blueprinting again.

Needless to say, each restart/rebuild/redesign gets closer to the final product. I was honestly expecting to be finished last month and I didn't expect this thread to get this many replies without even a map inside.

I'm doing my 4th runthrough of ODST right now and i'm taking screenshots of anything and everything that I can take inspiration from for the map. I also have a folder with over 300 pictures from the game and internet that I'm using as reference.

I know I've said it a thousand times before, but we are getting closer--much, much closer. Aside from the breaks I've taken, I've been working on the map almost every day. It'll be worth it in the end--I promise.

  • 01.07.2012 5:27 PM PDT
Subject: ODST Invasion development thread

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Would also like to mention that this thread is helping a lot. It helps me keep track of my progress and there are lots of ideas in here that I've looked over. So again, thanks to everyone for their support.

Since I posted pix of old initial spawns, let me just explain what I'm doing with the new theory on them:

Instead of spawning all 6 ODSTs together, I'm going to split them apart into 3 rooms that are a far apart, but not on the level of Boneyard or Spire. This is because it might be too easy to spawn camp them if they're all coming from one direction. 3 is better, and I'm going to have it set up in a way so that they can help teamshoot any Brutes that manage to make their way over to ODST spawns. One spawn will be on an elevated walkway, and the other two will be in buildings.

All 3 fireteams will start the match on street level, but on respawn they'll be able to cycle between their safe spawn (should they be spawn camped) or their street spawn.

As you can tell I'm paying a lot of attention to spawn camping in Phase 1. I abhor it on Spire and I'm doing all I can to make sure it's as gone as it can be from this map. I'm not worried about it for latter phases--just the first.


[Edited on 01.07.2012 5:44 PM PST]

  • 01.07.2012 5:43 PM PDT