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Old 05-13-2009   #1 (permalink)
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RISK Boardgame 3.3 (UPDATED JULY 4)


RISK Boardgame 3.3 (UPDATED JULY 4)

Ever think the board game was too slow because it was turn-based? Now you can conquer the classic board without waiting!

The Game:
  • Your team wins by capturing all 6 continents
  • Can support up to 6 teams with a maximum of 5 players per team
  • RISK is all about having to walk into someone else’s territory, so there are no ranged weapons. Players start with shotguns and swords. Hammers can be found on islands such as Japan and New Zealand. Asia hosts a flamethrower, because it is the most powerful continent in the boardgame.
  • To keep the classic feel of RISK, this game should ideally be played with 3 teams of 5 or 4 teams of 4
  • Yes, the territories take 3 seconds to capture . . . but there is a twist. In the real RISK boardgame, you always run the risk of being eliminated. Each player starts with a 15 second respawn time. This time grows by 15 seconds every time they die (think of the respawn time as the time in which other players make their moves in the boardgame). This time can be decreased with kills.
  • However, with each continent a teammate captures, you and all of your allies are instantaneously respawned (think ‘troop reinforcements’ for taking over a continent). So in order to get the time you need to take over the world, you must temporarily kill ALL opposing forces.
The Map:
  • Islands connect a lot of continents, so be tactful with your jumping!
  • Each territory hosts a unique item for the capturing team’s benefit.
  • Teleports connect Alaska to Asia
  • I added a jumping pad between Africa and South America to connect them. This is the only plot of land that is intentionally inaccurate.
  • I tried adding some variance, making Europe gold and South America wooden. There was only so much variance I could do, though.
  • Because Greenland is almost a continent in size by itself, it hosts an active-camo powerup.
  • Each territory hosts an explosive barrel, making gaurding or assaulting a territory just that more interesting.
Spawns:
  • I realize the idea of a growing spawn time seems overwhelming, but players do not need to deal with it all of the time. Like I said, teammates can respawn you at any point beforehand, and kills bring this time down.
  • Keep in mind a team must conquer the whole world within the time that all opposing forces are dead. In this sense, this amount of time seems short. ;)
  • Teams spawn together, and on a territory they already own.
  • Each team starts with a continent
  • If an entire team is dead and they own no territories, they will eventually spawn on a random territory.
  • Players spawn above the map and fall to their places, allowing them to get a quick overhead view of the map before setting out.
UPDATES FROM THE ORIGINAL 3.0 VERSION TO VERSION 3.3:
  • The 30 second respawns have been replaced with respawns that grow by 15 seconds with every death, starting at 15 seconds. Every kill brings down this time. This is less annoying, and allows the game to eventually end.
  • Players spawn above the map and fall to their places, allowing them to get a quick overhead view of the map before setting out.
  • Players now start out with a sword as well as a shotgun.
  • Each continent hosts one gravity hammer on an island next to it (ex. Japan, New Zealand, etc.)
  • Since Asia is the most powerful continent in the boardgame, it has been given a flamethrower instead of an item.
  • Each continent hosts an UNIQUE item.
  • Some parts of the map have been cleaned up to look more aesthetic.
  • This game can now support only 5 players per team, but up to 6 teams.
  • There is now an invisibility powerup in Greenland.
  • Each territory is now a host to an explosive barrel, making gaurding or assaulting a territory that much more interesting.




The Globe


The West

Central

The East


Teleporters between Alaska & Asia

Each territory hosts a unique item and an explosive canister

Hammers are on islands

An active-camo powerup on Greenland

Only the survivors survive!

Last edited by Loby the Medic; 07-06-2009 at 03:06 PM.
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Old 05-13-2009   #2 (permalink)
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Originally Posted by jameslieb1 View Post
Dude, this map sucks so bad. It's easy, uninnovative, sloppy, and not much fun overall. I'd say 3/10 to be fair. Try to make it better dude :-[
errr r you physically and mentally retarded?
the map looks good and the gametype seems well thought out. i realize all that you could do you basically did and i like how you tried to make variations of land( wood for a continent) although that all seems good and dandy you need an entire party to play this and the 30 sec spawn does seem kindof long, while im talking about spawns, How do they work?
oh well it's an innovative idea and thats what i think counts in a mini-game so props to you XD
edit* you may also want to make the pictures bigger and some things do look alittle sloppy but the world is'nt perfect so why shoud it's recreation be?

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Last edited by pinohkio; 05-13-2009 at 08:21 PM.
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Old 05-13-2009   #3 (permalink)
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Originally Posted by jameslieb1 View Post
Dude, this map sucks so bad. It's easy, uninnovative, sloppy, and not much fun overall. I'd say 3/10 to be fair. Try to make it better dude :-[
Dude, your such a tard, you don't know what the heck your talking about, your just trying to rack up posts. You have to actually have played the board game to understand this. I personally love the board game and never thought it was slow. It's great that you made a gametype to with the map, and to make something like this is great, I'm not sure how it will actually play, considering there's only so many things you can do with teritories. Also, the lack of cover might be an issue. I'll give it a DL later and I might get back to you. If you want to actually talk to me, My gt is :MultiLockOn. I'd love to talk to you maybe this weekend about this.




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Old 05-13-2009   #4 (permalink)
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Quote:
Originally Posted by jameslieb1 View Post
Dude, this map sucks so bad. It's easy, uninnovative, sloppy, and not much fun overall. I'd say 3/10 to be fair. Try to make it better dude :-[
dude
thats like the second bad review youve given in a row
way to boost your post count
anyway
this is a great concept and a pretty good execution with a pretty well thought out gametype
but the continents look blocky and i know your using blocks but you could interlock to make it less blocky
also there isn't much cover (i know there isn't any cover on the board game) but i still think you could add a little changes in elevation
like mountains or something
but great map
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Old 05-13-2009   #5 (permalink)
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The map reminds me of marble blast ultra.
The map also looks okay, in the ways how it doesn't look bumpy, but I seen no point in the whole design. Try to add cover and bigger pics.
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Old 05-13-2009   #6 (permalink)
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although i never played the real risk, this looks kinda fun, ill dl and give it a try with my buddies, keep forging bro
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Old 05-13-2009   #7 (permalink)
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I would appreciate anyone who wants to make a better version of this, and you can keep the credit. I didn't care about getting credit for this, just making a map to have fun on. So if you feel you can take on the task of geomerging the entire world, go for it :)

Only the survivors survive!
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Old 05-13-2009   #8 (permalink)
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Seems like an interesting concept, but I don't see this projecting any interesting gameplay and quite frankly I feel uninterested in trying the map and gametype. The description expresses little joy in playing this game (30 seconds for respond is no fun). Though I am not interested in it, I'm sure there are plenty that will definitely will want to give it a shot and could provide some enjoyment to those who like remakes of board games or things of that nature. Good job and I'd like to see some more remakes of board games from you (lol maybe CLUE?)





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Old 05-13-2009   #9 (permalink)
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I did indeed consider the possibility of cover. However, cover allows for hiding, something that is not part of the boardgame. Risk is about seeing an apponent's moves and counteracting it, it is not a fog-of-war game. Also, cover is of little use with all shotguns.

If you have a reason that outweighs this for adding cover, I would be glad to hear it.

Concerning the 30 second respawn, OFTEN players do not have to deal with it because they have teammates taking over territories, which automatically respawns them.

Only the survivors survive!

Last edited by Loby the Medic; 05-13-2009 at 08:50 PM.
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Old 05-13-2009   #10 (permalink)
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Quote:
Originally Posted by Loby the Medic View Post
Thank you shock, that does indeed look a lot better. It has been quite a while since I've posted on here and I can't remember half the html I used. Does anybody know why my pictures are always turning out thumbnails? Not a big drawback but still somewhat inconvenient for the reader.
No problem. I hope you don't mind, but I removed the white colour you replaced the black with, as that text would be invisible on the other theme for the site, which has a white background. As for the thumbnails, I suspect you simply copied the wrong code from imageshack. You want the direct links instead.

Moving back on topic (apologies for the detour, but the response from that particular member was shocking), I love the board game and the way you've gone about recreating it seems original and fun. It remains to be seen how things fare in-game, but I shall download and try my best to get a large party of players who understand the concept beforehand.

You've clearly ensured that the game will play with the same restrictions on range and so on as the original, and that's to be commended, but I'm unsure how players will react to a huge playing area, shotguns and massive respawns. Respawning allies on capture is a smart move - if you've found that this is subsequently overpowering, however, you might want to also consider enabling the respawn on kills setting. It describes itself as enabling respawns when allies are out of lives, but it's wrong - it actually causes players to instantly spawn. With 30 seconds to wait otherwise, that might be a setting to consider.
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