Haphazard

4v4 Custom

Map Description

  1. ExTerrestr1al
    Special thanks to @Yumudas Beegbut for some scripting guidance and tricks, investigatory powers

    Haphazard: (And Random Slayer FFA Gametype)


    Gametype

    FFA (8 player max)
    Unlimited kills/deaths
    Unlimited time
    5 Rounds (no win condition, just finish the rounds with most points from kills+bonuses) ROunds end up being 2-4 minutes each.
    *KEEP UNLIMITED TIME - A GLITCH OCCURS THAT WILL RUIN THE NEXT ROUND IF YOU LET IT END BY TIME* (this is not bad scripting, but unfortunately, a game-bug I haven't found a way around yet)

    Weapons (Current): Magnum (Default), Plasma Pistol (Default) Feel free to experiment within gametype with different weapons. Swapping out the Plasma with a Shotty is also good fun!

    Energy Sword - the sole map weapon. Hides itself a random number of floors between 1-15 floors down from the roof, where players begin. A humming, glowing (now with extra glow!) and rotating sword awaits you to consider whether you should keep descending, or grab it for that stopping and running power!

    How to play: Get kills and race toward the bottom of the randomly despawning building to earn a bonus 10 points. Look for paths while evading and killing players and sending them back ot the top!

    Every 8 seconds you'll see a new set of blocks turn PINK and you'll hear a tick when they delete. Strategy consists of deciding/knowing when to stand and fight for the single kills, and when to try and evade for a clear path to the bottom.

    *Note, exiting the building an any side teleports the player to the top of the maps. All respawning from deaths is above as well.

    *Part 1 of Scripter's Guild initiative, codenamed "Fill the void"*

    Why did this happen, exactly?
    This map came about because of some scripting research and creating large blocks of 64 piece towers, trying to push some spawning limit. Then, I went to delete the big tower and realized I could only select 64 pieces at a time, so my selections in Forge would sort of randomly create interesting holes in the block. That got me thinking... which is never a good idea.

    A few weeks and several headaches later, this map is very deceptively simple looking. However, its development pushed some new boundaries of Halo 5's forge, most of which are just cool enough not to want to bore you with ;)

    But rather than putting you to sleep, this map and its required gametype combo really get your blood pumping! It's actually a lot sweatier than it looks, and can be a great boost to your gaming awareness as a warm-up exercise for more core-like play.

    For the geeks: This map uses forge's ability to randomly select items within groups, as well as its ability to randomly generate numbers. The map's biggest challenge, by far, was determining and working within a new unseen forge-budget limit when despawning hundreds of map pieces during a round, in a multi-round environment.

    It took lots of experimentation and luck to find a budget that would actually work with one of the canvases. If you ever build something like this, you'll NEED to use either Tidal or Parallax, with Tidal being preferable for several reasons.

    Pure randomness was no good, afterall. What is usually required in any design using something apparently random, is some human control and finesse. Rather than treating the entire block of blocks exactly the same in priority for deletion, what was required is to prefer the upper parts before considering the lower parts. Even more, the Dark Green floors are really "floors" by name, and are not selected as frequently as the rest of the pieces, and so serve as a means of slowing down progress so that you must search for routes and have encounters with other players. Then, after 35 seconds the bottom half of hte building begins having its spawn orders changed over to the selectable group's, with the final floor being the hardest to select, creating the occasional bottleneck for last-minute fights before players jump through the bonus area to end the round. Other challenges related to getting the boundary to detect and deactivate in precisely the manner prescribed by the map/gametype.

    Feel free to take a look under the hood and ask questions.

Discussion

  1. ExTerrestr1al

    ExTerrestr1al Spartan III
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    Youtube of an earlier build... not as clean but shows some good action.

     
  2. Soldat Du Christ

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    I've been silently watching this develop, looks like fun i look forward to playing it
     
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  3. S0UL FLAME

    S0UL FLAME Spartan I

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    Jenga just got dangerous
     
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  4. ZombieDyer

    ZombieDyer ODST

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    Thought this was just another jenga map.

    plz change the skybox
     
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  5. ExTerrestr1al

    ExTerrestr1al Spartan III
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    to what, and why?
     
  6. ZombieDyer

    ZombieDyer ODST

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    Anything, paradise is the khaki of skyboxes
     
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  7. ExTerrestr1al

    ExTerrestr1al Spartan III
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    i understand the desire to customize this more. It is actually a technical limitation of forge that I am trying to work within. Other lighting settings either accentuated the glitchy flickering that happens when light is baked onto something, and then it despawns, or made pieces look too dark, requiring artificial lighting which puts this delicate map past its unseen piece-respawn-between-rounds budget.

    I might change some of the shade of fog or something, but this amount of haze and light made it both visible and minimized the flickering as much as I could.

    Thnaks
     
  8. DrDreidelBerg

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    I mean the map is just simple blocks, a different skybox really won't change anything because it doesn't have a theme in the first place.

    Also khaki is pretty nice.
     
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  9. ZombieDyer

    ZombieDyer ODST

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    shhhh, that's v negative
     
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  10. ExTerrestr1al

    ExTerrestr1al Spartan III
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    Lol i was on tidal for another reason last pm, andbthis is not paradise, but stormy ;)
     
  11. ExTerrestr1al

    ExTerrestr1al Spartan III
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    for those of you who have played this, please let me know either here or privately if the progression of pieces despawning feels right to you. So, for instance, does the top progress tooquickly and the bottom too slowly? Tweaks like this can continue to happen with some good feedback.

    Thanks!
     

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