Register Forums
Home Forum Rules Database

Go Back   Forge Hub > Halo > Halo Forge Maps > Competitive Maps


Reply
 
Thread Tools Display Modes
Old 04-04-2009   #1 (permalink)
Junior Member
 
Join Date: Apr 2009
Gamertag: Enailis E09
Location: Alaska, USA
Posts: 17
Evacuation


Evacuation

Survive until help arrives.




Attackers' view from the drop boxes



This is version 2.0 of Evacuation/Finish Him!, I finished it yesterday (stuck at home). The update makes the crypt section of the map much more interesting, and messes with a few weapon spawns. One note: when setting up the match, the teams must be BLUE and GREEN or the spawns won't work right. I was told that this was a minigame, so I moved it here.


Evacuation has two games going on at once. The VIP spawns out in the desert, in a ruined tunnel system, and has to hold out until his team can rescue him.


VIP's desert base



One player from the attacking team spawns in the partially intact underground tunnel system. He has to fend off the VIP's teammates with a shotgun for as long as he can. There are weapon dispensers in the tunnels, and one very important equipment dispenser.


Killing in the tunnels



When the defenders kill the attacker, he drops a bubble shield. The defenders can use it and others that respawn once it's been used (they'll need at least two) to walk straight through a kill ball at the attacker's end of the tunnels. That will allow them to jump up to a teleporter.


See the shadow in there?



The rest of the attackers spawn in drop boxes near the VIP and have to kill him before the defenders can rescue him.


VIP defending his territory



When the defenders escape the crypt, they have to grab a vehicle and pick up the VIP. The attackers can use the available antivehicle weaponry to stop the VIP or they can chase him down with the mongeese back at the drop boxes.


Awesome jump



Then they have to bring him back to where they teleported in. The VIP can't make the jump onto the ship unless he's in a vehicle, and even then it might take a few tries.


The ship (main goal point) and launcher



OK, stats for the players:

VIP
110% Health
2X Overshields
200% Damage
Shotgun/AR Spawn
200% Gravity
Passenger Only
75 Meter Sensors
Black Appearance
Marker Visible to Allies Only

Defenders
200% Shield Recharge
Magnum Spawns
No Grenades
110% Speed
50% Gravity

Attackers
200% Health
SMG Spawn
No Grenades
110% Speed
200% Gravity
75 Meter Sensors
White Appearance

Other Settings
1 Point to Win the Round
4 Rounds (No Time Limit)
VIP Takedown 1 Point
VIP Betrayal -1 Point
Goal Arrival 1 Point
VIP Death Ends Round
10 Second Respawn
Like most of my minigame-type maps, weapons, vehicles, and equipment don't respawn, except the ones on weapon dispensers in the tunnels.

One small honor rule: the attacker in the tunnels should NOT go through the kill ball with his bubble shield.

This is my first published map ever, so please go easy on me, and please give me suggestions? Also, it still hasn't been tested in multiplayer at all. I made most of it last night and I was really tired... so... yeah... anybody out there want to help me balance it, make a version 2.5?

Download Evacuation 2.0
Download Finish Him! 2.0

Last edited by Reeve; 04-05-2009 at 02:46 PM. Reason: 2.0 is out!
Reeve is offline   Reply With Quote
Old 04-04-2009   #2 (permalink)
Junior Member
 
Ix Massacre xxI's Avatar
 
Join Date: Mar 2009
Gamertag: Ix Massacre xxI
Location: Washington
Posts: 72
My favorite part of this map is the goal point. The ship is amazingly creative. The basic layout of the map is preety cool and the broken tunnel system adds a cool affect. I will download as soon as I have room in my maps. Stupid 100 limit. Great job 3.75/5

My maps:
Ruins--> Click, V2, V4
Duck Hunt V4--> Click
Mummy--> Click, V2
Thanks LAXER for sig
Ix Massacre xxI is offline   Reply With Quote
Old 04-04-2009   #3 (permalink)
Junior Member
 
Join Date: Apr 2009
Gamertag: Enailis E09
Location: Alaska, USA
Posts: 17
thanks!
what happened to the other comment? and why did my map get way less views than the other ones? :(
Reeve is offline   Reply With Quote
Old 04-04-2009   #4 (permalink)
Member
 
Join Date: Jan 2009
Gamertag: Bootsie 22
Location: Iowa
Posts: 102
A+ for creativity. Seriously.

Couple things:
1) This is a mini game.
2) I was actually really into your game until I got to the part with the crypt. That part doesn't really fit the "feel of the game." What does a big open room with one teleporter and a golf club have to do with an evacuation? I would probably look over that part and either re-do it or make a bit more dramatic. Evacuations are dramatic right?

Suggestions: (What you have is fine but..) Since this is a time-like map, perhaps you want to have the ship actually "spawn" at a certain time limit. That way, you could have everyone at the ruins holding out until the ship "arrives." (sorry, i can't help trying to avoid the crypt thing ;). I'm full of ideas for this, but I'll leave it at that for now.

If I haven't given the impression yet, this map has incredible potential. The idea of a rescue ship is great and you made it with pretty decent aesthetics. What you have now I'm sure is great, but you'll want to push this concept as far as you can. I look forward to what you do with this ;)
Bootsie 22 is offline   Reply With Quote
Old 04-04-2009   #5 (permalink)
Junior Member
 
Join Date: Apr 2009
Gamertag: Enailis E09
Location: Alaska, USA
Posts: 17
suggestions are good

well see i thought of that first, having the ship spawn in at a certain time. but there are a bunch of reasons im not gonna do that, mostly i hate timed levels in any videogame. And i want the evacuation time to rely on the VIP's teammates. You know, "come on, come on, save me, I'm about to die!" And i really like that run to and from the tunnels in a warthog or mongoose.

i know the crypt thing is stupid and I'd love to get rid of it, i just couldn't think of what sort of gameply would work in with the evacuation. It would be great to add a whole nother part to the map in the crypt, sort of a castle assault thing maybe. But mostly i was too lazy, but since the little feedback i got was good, i would love to take this map a step further. The crypt (or skybox if that works better) still has to be 1 vs team and the objective has to be to get through a teleporter, but everything else is totally flexible. except the attacker stats. any ideas you (or anybody) have would be great! I've got $420 left, and i can probably scrounge up a little more.

And if i can deal with money and object limits, i might be able to add another part after the ship, maybe in the skybox. where the team and VIP work together. Oh and if somebody looks at this and thinks a switch would work better than the whole vehicle deal to get into the ship, they're totally right, I'm just not that good a forger.

i have made better looking ships before in skybox, tried to set up an aerial ctf with hornets and crap (didnt work), but as with everything else in this map, i leaned pretty heavily on my ideas and not my skills. This could be a totally different map once I put some effort into it.
Reeve is offline   Reply With Quote
Old 04-04-2009   #6 (permalink)
Junior Member
 
Join Date: May 2008
Posts: 93
This maps looks awesome! I really like your creativity and everything looks forged pretty well. Good job, and I will download this when I can.

Check out Cold Place version 3.5. You can teleport in and out of both the Flood Room and the Blue/Grey Room on Cold Storage.
Wally12 is offline   Reply With Quote
Reply



Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are Off
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 12:15 PM.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.3.0