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"Elim Chamber" by TwiztedMatt1007 on 06.17.2009
Created by: TwiztedMatt1007 Use with gametype MXD. Works best with 10-12 people.
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  • Map: Foundry
  • Size: 56.48 KB
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 - 2924 downloads

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Subject: Map Variant

I reject your reality and substitute my own.

NOTE: BOTH release mechanisms (CRMs) WORK properly in CUSTOM GAMES but RED base does NOT FUNCTION properly in FORGE unless you SHOOT the fusion COILS FIRST then attempt to use it. This only has to be done once.

Created by: TwiztedMatt1007
Plays best with 10-12 people. Anymore will cause lag issues.

Not your traditional game of Dodgeball.

Introduction:
This map may look like just another nicely forged Dodgeball arena but don't be fooled by its simple appearance, it is quite deceiving. This "map" is more of a working machine than a stagnant map with numerous anti-cheating elements added in as well as other elements that add depth to the gameplay. It is a fast paced game where only the best will survive. You need to be aware of your surroundings and hone your grenade throwing skills to not only be able to stick individuals but to be able to hit the target at the back of the enemy base, more on that in just a moment. This mini-game is fun, addictive, fast, and requires a certain level of skill but nothing to overbearing. I personally was horrible at sticking for a long time before and for a while after creating this game yet I still enjoyed it as did a great number of my friends. Over time this game will increase your abilities with grenades as well. Enough with the bantering, lets get into gameplay shall we?

Gameplay:
Now for the fun part. As most of you probable know the point of a Dodgeball game is to throw sticky grenades at your opponents in an attempt to kill them off before your team is wiped out. That basic trait is still a fundamental aspect of this game however, as stated before, its not quite that simple with this game.

When a teammate dies they will respawn in an area that kind of looks like a giant Pez Dispenser. This area is called Purgatory. It is located at the back right corner of each enemy base. Keep an eye on it to see when your teammates need an out.
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3f ileid=82073259&fset=84122

Now, you may be wondering "how do I get my teammates out of this area?" Well, there is a hole at the back of the ENEMY base you need to land a grenade into to get them out. It is located UNDER the powerup at each base but above the yellow indicator from the receiver node.
http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3f ileid=82069179&fset=84122

Landing this shot is not the easiest thing in the world to do but it is doable and with practice it will only get easier. When you get a grenade in the hole it will set off my mechanism I created and will let 1 to 2 teammates out. This mechanism is called the Containment and Release Mechanism, CRM for short. When someone is released they will fall onto a custom powerup, will turn gold, and will be invulnerable for 3 seconds to stop the person from being killed the second he or she is released.

The last few things you need to know to be able to play the game are that the game will continue even when the timer runs out so long as there are two opposing teams on the field. So when you hear 10 seconds remaining don't worry about it.

Grenades are not the only things on the map you can use to win the game either. Borrowing from MLG I set up two equipment items to drop spawn in at different times.

1st Flare will spawn on each teams side to the left of the pit every 45 seconds and does not spawn there at start.

2nd Regenerator will spawn on each teams side to the right of the pit every 60 seconds and does not spawn at start either.

When one team is eliminated the center territory will capture and the round will end, best out of 5 rounds wins the game. If both teams are eliminated, in a worst case scenario, the players will need to wait no more then 1 minute for the round to end. In just about every case this wait will be a LOT shorter however because the game itself is designed to run off of Sudden Death. When both teams are dead, the territories are no longer being contested and the round will end as a draw after 5 seconds. The game timer is set to the minimum, 1 minute, as to get the players into Sudden Death as soon as possible.

One last thing you need to know before partaking in a game. If you attempt to jump to the other side you will most likely fall to your death, you will turn pink in the process as well. There is a pit in the middle that will teleport you to your death. If you DO make it across you will be greeted by the inability to move much at all, unable to deal damage, you will turn pink, you will be able to be killed by a fly, and will have an indicator above your head for the other team to see you stand out like a sore thumb.

That's all you need to know to play the game so you can stop reading at this point and check out the action shots below. If you want a more detailed description of the game I will provide it for you in the next section.

In-depth Gametype:
When the game starts there will be a pause as the territories capture which will take around 5 seconds. During this time the players will have attacker traits. Once each sides territory is captured the players will be given Defender traits and the game will officially begin. Here's a breakdown of the traits and where they take effect.

These are the traits players will have while actively playing the game. One stick WILL kill a player with full health.
Defender;
Damage Resistance: 200%
Shield Recharge: 200%
Shield Vampirism: 50% Leech
Damage Modifier: 90%
Infinite Ammo: Enable
Player Gravity: 100%
Motion Tracker: Off
Everything else is unchanged or inherited.

Players will only experience this during the first 5 seconds of the game, in the Pit of DOOM, and on the enemy side of the field.
Attacker:
Damage Resistance: 10%
Shield Recharge: 0%
Shield Vampirism: Disabled
Damage Modifier: 0%
Infinite Ammo: Disabled
Weapon Pickup: Disabled (This includes grenades)
Player Speed: 25%
Player Gravity: 200%
Waypoint: Visible to Everyone
Forced Color: Pink
Motion Tracker: Off
Everything else is unchanged or inherited.

Players will experience this trait only when in Purgatory, the CRM before they pickup the Custom Powerup, and if they manage to get off the map.
Base:
Damage Resistance: Invulnerable
Shield Recharge: 200%
Damage Modifier: 0%
Weapon: Energy Sword
Grenade Count: None
Player Speed: 100%
Player Gravity: 200%
Motion Tracker: Off
Forced Color: White

Custom Powerup:
Duration: 3 seconds
Damage Resistance: Invulnerable
Forced Color: Gold

Friendly fire is disabled, round time limit does not matter because the game runs on Sudden Death, best out of 5 rounds wins.

Action Shots are linked to the right hand side if wish to view them.

For a much more detailed overview of the game head over to Forge Hub. There are embedded pictures there and a LOT more details.

If you want a rough rundown of what happens when you get a grenade in the hole at the enemy base look at the photos in order from "Help I'm Stuck! all the way through Back in Play.

Super extra special thanks to everyone who helped me test this map! Both from the testers guild and my friends! Without you guys and gals this would have never been possible. Thanks again.

Don't forget the gametype! It is linked with this map as well.

  • 06.17.2009 8:33 PM PST
Subject:

Fantastic use of switches, and very complex answers to simple questions in this game. Gameplay is great; it plays just like ye olde gym class version of the game.

  • 06.18.2009 5:24 AM PST

great map , nice structure and the CRM is a very clever idea.

  • 07.02.2009 6:14 PM PST

This is AWSOME!

  • 07.19.2010 9:28 AM PST

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