- Cowgoesmoo
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- Intrepid Member
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Well. This thread, -meaning the content, not the actual physical thread location- it used to nicely be in the top threads section in the Universe forum and was originally titled The creation of Halo 4. Clearly, it was written before Halo 4 came out. http://www.bungie.net/Forums/posts.aspx?postID=53244750
After some time, on the scale of years, I found that people just enjoyed reading it. Also, since the 343 forums are equivalent to the barren Sahara desert, I decided to appropriately repost it in the Flood. Originally I simply made a hyperlink to the 343i thread, however it became clear things were decidedly becoming off-topic. I'm not sure if you want to see it, but I'll put it up anyways out of possible interestshttp://www.bungie.net/Forums/posts.aspx?postID=71061804.
Anyways! So here goes. Some of you may even remember it. It's mostly been revised rewritten reedited changed and looked over. Enjoy it.
It's pretty crazy to repost thirteen pages of pure killer content (From the newest revised edition of the thread in the 343i forums), but I enjoy the Creation of Halo 4 thread, as well as those who enjoy it.
Also, umm... please take your time reading this, I need some time to make a few hundred dozen post reservations.
This is quite a long thread, but I'm sure it's enjoyable.
Introduction:
I think you should favorite this thread, I doubt you'll be able to read it all in one sitting.
After an entire year in the making (of procrastination) I've edited this thread, deleted, added and relocated sections.
I'm taking a break. (Not really, I took a break quite a while ago after I wrote the most recent 343i thread. I just decided to not edit this part out from the 343i post)
...Enjoy
This thread covers many features of a game, from its campaign to its forge)
+++++++++++++++++FLOODFIGHT+++++++++++++++++
I was thinking of Nzi(The actual word is blocked) zombies from CoD, and how successful it is. If only Halo could imitate such sucess! Well, the solution I thought was to be the flood.
It's such a promising and exciting idea, floodfight.
I reject placing it in the firefight playlist, it should be placed in a separate section, because as I anticipate floodfight would often be chosen over normal firefight.
If you haven't figured it out yet, this new playlist is centered around fighting the flood.
I have a few ideas- but first of all: Floodfight isn't target practice. The flood are relentless, and nothing is an easy task.
Music:
Section removed.
Elements of the game:
Just like invasion slayer, if an objective is held for long enough against the flood, you receive a reward.
In floodfight, it's just slightly different- Capture zones further out from where player's start/spawn points give better rewards. This does not apply in infestation/escape gametype. (Gametypes explained later)
Vehicles= A flaming, damaged and seemingly infected pelican (Or whatever we have as transport in the next games) drops off your prizes for taking certain objectives. If you watch, it will crash before clearing the horizon.
Troops= ODST's drop in from HEV's, If the player(s) is an elite, a few elites might come instead. Both ODST and elite can be infected if not kept safe.
-Using the D-pad, the player should have the ability to direct low-value allies that have joined. Hunters don't take orders.
Other allies that drop can include grunts and Jackals.
Weapons= Ordnance drops are made by longswords, they streak past you, ditching your prize up at a close distance, enough to feel a rumble, possibly some 30 meters up. It's simply more exciting if it were closer. Radio static affirming a drop can be heard as the longsword streaks past, sometimes giving the player some raspy good luck. The player shouldn't feel alone and abandoned. The UNSC and Covenant separatists either sent the players on a mission or are helping them get out. There's no abandonment.
-Another thing, every reward should be earned. there can't be free, worthless ODST drops, for which the player feels no need to protect for. To promote the sense of companionship, I promote the idea of allies bringing weapons or ammo, directly throwing them at the player along with verbal affirmation of who's in charge, how the mission might go, the climate of the map or "Here's some ammo, Chief!" "Hey Chief? I've got some ammo!" "Don't you want it?" "Alright, I guess I'll keep it myself." Whatever makes allies friendly.
Before I go into gametypes, this idea may be a little too radical for some, but I always felt if a spore got you from behind it should infect you, especially with four players and possible AI on your team.
Gametypes:
Floodfight is an outdoors kind of game. Indoors infestation/escape gametypes is unacceptable, although a defense could have one or two indoors maps.
Defense-Easy enough to understand, it's like firefight, survive in your compound, however map direction is anything but random, running around the map is not immerse. If players are able to run around the map without being overwhelmed quickly, something is wrong with the the map. The defense area should be nice and cozy, like Crater from ODST. In Defense, there are also many much-needed breaks that allow player(s) to armor up. POWER WEAPONS AROUND THE MAP ARE NOT LABELED ON THE PLAYER'S HUD AND DO NOT RESPAWN. HOWEVER, WEAPON DROPS ARE MARKED. (Weapon drops are those zones you have to protect against a flood wave for longswords to drop ordnance, like in invasion slayer.
So, these breaks between waves, rounds and sets give players just barely enough time grab a weapon, which is kind of like how ODST firefight works, if anyone has tried running to grab the rockets in Crater. Or, players might decide to venture out even further and try to grab (and also defend against a momentarily stronger wave of flood) allies from a drop.
Infestation: This is Escape!, but instead on foot. Call it a mix between defence and escape, because in this gametype there will be a certain place you need to get on foot, and you are assisted from the beginning with a small stockpile. Why on foot, you might ask? Because it's a different kind of challenge.
This is the gametype where your team is advancing slowly through a long, streaming, almost continuous attack of flood from inside their fog cover, and no- this isn't the 300-meter-away fog. Depending on map and location, this could very well be the motion tracker sees them before you do kind of fog. Players only have enough time between waves to reload two weapons.
I like the idea that if the player ventures out too far into dense fog, red dots will begin following and get closer to the player, similar to that one B.net avatar, where the red dots all cloud the player's motion tracker EXCEPT for the area he/she is looking at. After enough seconds, the red dots turn into invincible enemies. Those enemies only attack the player if he/she stays in the fog thicket. Invincible flood that go on to attack the main group of players after killing one straggler would be strange as hell.
And sorry, a lot of sections such as infestation above refer to ideas that haven't even been talked about yet such as Escape! which is below, I guess you'll have to read floodfight twice.
Escape! -Escape would be based around the general idea of the last mission of Halo CE and Halo 3. Unlike infestation, there is no stockpile of weapons in the beginning, but players spawn with a set vehicles in order to drive to the destination. BUT- The maps, and the goal of the gametype should be designed nowhere similar to the CE and 3's last mission. Sorry if it is confusing. This shouldn't be any sort of damn maze with an objective you have to get to, or a map with hundreds of building. Structures should be minimal, unless you are fighting IN one. I really like the idea of a simple, really flat countryside with the dense flood-colored thicket surrounding you, you can't see very far. Why? Your goal isn't to get the hell out of there as soon as possible with a timer mocking you as you go. Floodfight in general is not campaign. This is different in a way, because in campaign Escape would become a race, with flood added for no reason other than environment. So what happens? The flood is disregarded. All the stress goes onto racing as fast as you can. Anyways, this infestation/escape gametype can be integrated in a variety of ways.
Oh! An important point about Escape!
Driving through IS. NOT. ENOUGH to beat the game.
There will be many checkpoints that provide ordnance that will help players punch a hole through flood.
Small bases and outposts with turrets on top will be everywhere.
These outposts have injured marines inside who can repair vehicles or provide new ones, however there are flood that want them dead. Defend them and players will be restocked. Escape! needs to be a gametype where even plowing through with two warthogs is NOWHERE near enough firepower. However, it is important to NOT make Escape! a gametype where the game forces you to stop at checkpoints or grab weapons. If you hear of some elites under fire, it's your choice to go there. However, that COULD force Escape! maps to be entirely massive.
Lastly, a feature I find EXTREMELY important is a flood-colored fog that sits some distance out of the compound that players spawn in. The distance a player can see through the fog is about half of what you can see in lone wolf, Halo Reach's last mission.
(The trick to not turning this into a racing game is to not put the objective on HUD. The path should be rather obvious, or there could be less flood-colored fog in the direction your objective is in)
[Edited on 12.28.2012 6:27 PM PST]