This post will cover the Powerups placement, necessity, purpose and everything else you should know.
-Custom Powerup:
In MLG the custom powerup is used as an overshield. You're probably wondering why not use the normal red overshield. Well the difference here is that this overshield is "burnable". What that means for those that don't know, is if your shields are down and you grab the custom, you will not recieve the overshields expected. If your shields are recharging or fully charged you CAN pick up the custom powerup without worrying about not getting it. Some tactics used by those that get shot near the custom is to pick it up(burning it) just so the other team doesn't get it if you die.
Another note about the custom powerup is it does NOT work in a free for all game the same. It reverts back to default speed boost. Remember this when making a map designed for FFA. Camo or Red OS are usually the better choices for FFA map varients. When placing custom, try to put it in an area of the map that is easy to access yet is highly visible. This is not always the case but generally plays well. Don't put a powerup in the hardest to reach spot as it completely ruins the concept.
Timer on a custom powerup is 120 sec. respawn and generally there is anywhere from 0-2 placed on a map. Having two must undergo some major testing and would usually be done on a larger symetrical map. Although it is very rare it can be acceptable if done correctly and balanced(not recommended unless you really know what you are doing and have tested).
-Red OS:
Although it is used less often, the Red OS is acceptable for MLG use. Smaller maps such as Foundry can use the Red OS if the Custom powerup will get burned so often that it's never actually used. Timers on these can be anywhere from 90-120 sec on average. Red OS's should be used in more open areas. One thing to note between the red and yellow overshields is the red OS once picked up gives you invinceability for 5 seconds. After the 5 seconds are up you have a 2X overshield that will take 7 BR shots to kill. The Custom powerup has NO invinceability but it does have a 3X overshield and should take roughly 10 BR shots to kill the player.
-Invisibility:
Otherwise known as Camo, is a great powerup that is MLG friendly. Camo tends to be the strongest of the 3 powerups especially in MLG where there is NO radar. It can almost be thought of as the ultimate power item as there can really be nothing better than to be completely invisible to the enemy. Invis also usually carries the same timer(120 sec), placement, and concept as the custom powerup. Burning a camo is basically the same as burning a custom. If you are seen on your way to get invis before the other team, make sure to grab it even if you are going to die. This stops the other team from getting there paws on it. Just like custom, placing 0-2 on a map is acceptable but needs to be there on purpose and have a reason.
Both Custom and Camo have a safe amount of one of each used on a map. Using two Camo's should only be done on a larger Symetrical map and must be balanced.(not recommended unless you really know what you are doing and have tested)
-Useful tips on Powerups:
Never have more than two playable powerups(not used to mark scenery). That creates a cluster**** of powerups. Most MLG maps only house a single powerup. This is probably the safest way to go if you don't want to be controversial. However you can use two just fine with the right testing.
When deciding powerup placement, think of the LOS to it. Also try to put it somewhere it doesn't look out of place. Think on the Pit where custom is located now or where rockets spawn on MLG Pit. It makes the powerup feel like it belongs there and not like it was a random decision.
Have other weapons on the map that can combat these powerups. Plasma rifle/Plasma pistol are great counters for custom. Mauler is probably the best thing in the MLG weapon set(besides grenades) to fight the camo guy as they are trying to get close.
-Drop Spawning:
Drop spawning is basically what it sounds like. It's the act of a weapon spawning in mid air and dropping to the ground. Since the weapon falls from it's spawned location, it will respawn at the set respawn timer of 150 sec(MLG snipe timer) or really close to it. If this method is NOT used, the weapon spawn times will only be known by the initial team that picks them up. So basically if a sniper is drop spawned at 11:00, it will respawn at roughly 8:30. and keep that cycle throughout the game. The problem with drop spawning is the power weapon can usually still be "dirty'd". Meaning the weapon is picked up mid air. This can cause the spawn timers to get thrown off and depending on the maps setup the weapon won't respawn at the correct time or at all if the original is still being held onto.
When setting drop spawned weapons, you should always raise the run time maximum to atleast accomodate a second weapon of that kind to spawn. In simpler terms, if you have one sniper on your map you should have a run time maximum of atleast 2. If you have 2 snipers on your map, set the run time maximum to atleast 4 and so on. Remember, that is the minimum. All maps in MLG right now with sniper rifles on them are set to there max allowed which is 8. This will affect your budget in doing so. Run time maximum needs to be set higher so that if a sniper is on the map in someones hands, the new one will still spawn on-time. This keeps the timers as accurate as possible.
Another thing to note is that a drop spawned weapon will dissapear if not picked up as it acts as like it were dropped by a player. Don't let this happen if you want to get the edge over your opponents.
-Timers on Items:
When choosing the respawn time on all the items on your map, think about what the use of that object should be. If you want the map to have a faster pace, make power items respawn faster. If you need to slow gameplay down a bit cause it's too hectic, make the power items spawn later. The timers I gave you per item are a safe bet across the board but you can experiment. Remember, MLG wants the best competetive gameplay possible. Keep that in mind when laying out all your pickup items.
-End thoughts and ideas:
On MLG maps, weapon/powerup placement is critical. There needs to be a strong balance between everything. So far the only two forged maps to make the circuit have been Onslaught and Amplified which neither carry powerups or power weapons. There are Maulers, carbines and BR's. This setup is tried and true but does not play on Halo 3's engine ideally. Powerups/Power weapons can create much more interesting gameplay along with more team oriented strategies instead of the team with the better BR. If you haven't read the entire topic, please go back and do so. There shouldn't be anymore questions on this subject and anymore rediculous, non-MLG weapon sets in your MLG map. Feel free to ask any questions or add any thought to this.
Also remember, this is just a guidline. Sticking with these rules and information will make you a better MLG map designer. If this gets taken the right way by the ForgeHub members, i will go through and dig into Moveable and Immovable objects allowed on MLG maps.
Click here for
MLG Standards: Items used and why.