Titan

2v2 Custom
10
Featured

Map Description

  1. Nitro
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    Ever since Halo 3, warming up has been a bit lack luster. A few members from the community have Octagon gametypes, but the gametypes have missed the mark with so many players. Yeah you could claim the top spot by 'spawn trapping' your opponent over and over, but what does that really accomplish? Is there any fame or glory behind this? Not that I was ever salty over losing a 20 minute 1v1 Octagon battle, but after the match was over I was spent. I actually felt worse going into a match more than I would if I went in cold. When Halo Reach forge was supplied I tried to eliminate Octagon for good, but failed miserably.

    Now that we have a robust forge in Halo 5, I wanted to revisit the Octagon gametype to find a true warm up replacement. And a 10 minute or more, scenario based, warm up gametype has finally been achieved. With the help from my teammates on Creative Force, we have created a gametype that is not only fun to play, but it will have you wanting to jump right back in for a rematch.

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    We have decided to call this gametype Fury. Fury is a multi-round scenario based game, intended for the players who want a quick 10 min plus warmup game. Fury is, well, different. For two minutes, you play one round in a room filled with various height variations, line of sight blockers, standard weapons and everything else that you would expect in a normal map. This room can support both 1v1 and 2v2 gameplay. The team with the most kills wins the round. After the round is complete however, you are spawned into a new room with different height variations, routes, and weapons. Giving you the chance to win the next round, after losing the last. This goes on until one team reaches 5 wins. Sounds different, right?


    See more images of Titan here and here... or, download the gametype and map.


    Gametype Settings

    Gametype: Slayer

    General

    General
    Time Limit 2 Minutes
    Overtime Duration 0 Minutes

    Round Settings
    Round Limit Unlimited
    Rounds to Win 5 Rounds
    Rounds Tied Limited Unlimited
    Lives Per Round Unlimited

    Starting Weapons
    Primary Weapon Magnum
    Secondary Weapon None
    Initial Frag Grenades 1

    Respawn
    Time Instant

    OLD MECHANIC

    Leaving it on this post, to show what work around was achieved. Since the update, a new mechanic has been born and took the 153 scripts in order for it to run, down to 8 scripts! So no more Invisible Blockers that despawn based on a multi events linked to power channels.

    The core mechanic behind Fury is a script that I like to call a Multi-Round Sequencer. The Multi-Round Sequencer is checking for two power states when it receives it's message, the Round before it and the next Round. If the power state of the Round before is turned off and the next round is turned on, the round in the middle, it's invisible blockers will despawn, allowing for gameplay on that round. This happens at the start of each round, it checks, despawns an invisible blocker, you play a new level. Trust me, after running through this a time or two, this will be a go to mini-game warm up.

    Here is the brains behind the magic. Now, this is trimmed down to 3 rounds. You will need a minimum of 3 rounds in order for this method to work. Also, I am already working the Multi-Round Sequencer 2.0, it is essentially doing some reduction of script costs. But the current version works, tried and true.


    Multi-Round Sequencer (3-Round)
    Invisible Blocker 1
    Script 1
    On Message/Power: Multi (3)
    On Power: (Bravo,On)
    On Power: (Foxtrot,Off)
    On Message: (Alpha)

    Despawn

    Script 2
    On Message/Power: Multi (3)
    On Power: (Bravo,Off)
    On Power: (Delta,On)
    On Message: (Alpha)

    Spawn
    Script 3
    On Destroyed/Despawn
    Power Set: (Delta,On)
    Script 4
    On Destroyed/Despawn
    Power Set: (Bravo,Off)
    Script 5
    On Destroyed/Despawn
    Message: Send (Echo)

    Invisible Blocker 2
    Script 1
    On Message/Power: Multi (3)
    On Power: (Delta,On)
    On Power: (Bravo,Off)
    On Message: (Charlie)

    Despawn​

    Script 2
    On Message/Power: Multi (3)
    On Power: (Delta,Off)
    On Power: (Foxtrot,On)
    On Message: (Charlie)

    Spawn
    Script 3
    On Destroyed/Despawn
    Power Set: (Foxtrot,On)
    Script 4
    On Destroyed/Despawn
    Power Set: (Delta,Off)
    Script 5
    On Destroyed/Despawn
    Message: Send (Alpha)

    Invisible Blocker 3
    Script 1
    On Message/Power: Multi (3)
    On Power: (Foxtrot,On)
    On Power: (Delta,Off)
    On Message: (Echo)

    Despawn​

    Script 2
    On Message/Power: Multi (3)
    On Power: (Foxtrot,Off)
    On Power: (Bravo,On)
    On Message: (Echo)

    Spawn
    Script 3
    On Destroyed/Despawn
    Power Set: (Bravo,On)
    Script 4
    On Destroyed/Despawn
    Power Set: (Foxtrot,Off)
    Script 5
    On Destroyed/Despawn
    Message: Send (Charlie)

    Script Brain
    Script 1
    On Match: Start
    Power: Set (Bravo,On)

    Script 2
    On Round: Start
    Message: Send (Alpha)
    Script 3
    On Round: Start
    Message: Send (Charlie)
    Script 4
    On Round: Start
    Message: Send (Echo)

    Forge Development Kit (FDK) - Fury

    After the update, our scripting capabilities increase exponentially. I am going to leave this next section to @Ray Benefield to explain, since he's the man behind the updated core mechanic that makes Fury work.

    Just briefly, the Forge Development Kit (FDK for short) is an initiative to standardize the way gametypes and maps for those gametypes are built using the scripting engine in Forge. With all of the tools at our disposal there are a lot of paths to success and failure, the goal is to improve comprehension of gametypes, build standards/patterns for ways to do things in the engine, and provide documentation/reference/tests. These standards are being worked by many of the major scripting veterans of the community, including the Scripter's Guild, Creative Force, and ATN.

    Here is a description of the technical details of Fury with the new scripting system:


    The parts that are standard across the FDK are the Game Manager and the Round Manager. Every match start triggers an Initialize (India in the FDK) message that sets up all of the initial variables for the match, this includes the Round Numbers. The Round Manager has a spawn order that can be set on it to create a cycle of repeating rounds. So if it is set to 7 (default for Fury), then:
    • Rounds 1, 8, 15, etc will all be considered Round 1
    • Rounds 2, 9, 16, etc will all be considered round 2
    • Rounds 3, 10, 17, etc will all be considered round 3
    • Rounds 4, 11, 18, etc will all be considered round 4
    • Rounds 5, 12, 19, etc will all be considered round 5
    • Rounds 6, 13, 20, etc will all be considered round 6
    • Rounds 7, 14, 21, etc. will all be considered round 7
    The more unique part that comes from Fury is the Round Spawner. All this does is set the Spawn Order for every player in the game to be the Current Round set by the Round Manager (so in this case Round 1-7). This will change which spawn points players spawn on. Every arena in Fury has all of their spawns set to their respective Spawn Order (1-7). And that's it. Every round, players will spawn on the Arena that matches the Current Round.

    Want to build a map for Fury?

    Building a map for Fury is REALLY easy. The instructions can be found in the Fury Design Document on the FDK (these will keep up-to-date as the gametype potentially changes):

    https://github.com/RayBenefield/Forge-Dev-Kit/blob/master/design-docs/fury.hs.md


    DOWNLOAD GAMETYPE

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    Special Thanks!
    These community members have been instrumental to making this project play the way it is today! From building, testing, to advocating, and to pushing the team to keep moving forward. Finally happy to see this project built not by just me, but the entire @Creative Force team. Also to those community members that helped solve some of our difficult issues and to those who play tested this along the way. THANK YOU!

    @Randy 355
    @MythicFritz
    @darkprince909
    @black picture
    @Blaze
    @xMalevolution
    @Captain Punch
    @Ray Benefield
    @gAg CruSh3r
    @THE SLAMMERSS
    @AlexVan123
    @Sn1p3r C
    @WyvernZu
    @WARHOLIC

Recent Reviews

  1. Deevius Bone Deevius Bone
    10/5,
    As someone who does enjoy octagon warm ups, I can say this map and gametype is definitely more fun and accomplishes the same goal admirably. This is really creative and is a great warm up, love how each map/round is a different challenge and skill set, aesthetics are awesome, no frame rate drops that I found. Top notch work, only thing I want is more more more!
  2. Katanga Katanga
    10/5,
    I finally got round to playing this map/gametype last night, and I felt compelled to come and gush a little.

    For a warm-up, I can see this being extremely effective for a wide variety of players. It provides an array of increasingly intricate map layouts that cater to consistently odd but effective weapon choices. I think to best explain the map i'll give some insight into the games I had on it.

    The map opening into a octagon made me roll my eyes a little at first. I personally don't get the appeal of octagons, but the short time limit and strong forging made it enjoyable enough.

    However to me the map really comes into its own on the second map. From here on the gametype challenges players to play with intelligence and intuition thanks to the small layouts and quick respawns.
    Do you attempt to spawn-trap and risk your power weapon due to your lower shield, or do you try and hold a position that did you well? On the flipside, upon respawn you can very often flank the opposing player with little difficulty. It's a good reminder that Halo pvp doesn't grind to a halt after each encounter, a fact that many 1v1 maps don't typically address.

    And, as the maps go on, your encounters change but never lose the depth that they had before. Sniper maps, maps that favor ground pounds, a frankly ingenious covenant section where holding back with a sword is optimal for once. It's great stuff.

    But to me the standout is Fury as a game mode. I've lost track of how many designs i've scrapped because they're too small or would have odd spawns, but those maps would be right at home here. It opens the door for purpose-built mini arenas, and I can imagine it will help players understand forging core map encounters a great deal.

    You can bet your ass i'll be looking at the design docs for Fury. Titan is an inspired bit of forging, and likewise Fury is an inspired bit of gametype design.
  3. by far one of the best warm ups in this game.

Discussion

  1. HeX Reapers

    HeX Reapers Marine

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    Ah I remember tourney maps, kind of surprised there aren't that many anymore. Good job!
     
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  2. Nitro

    Nitro Guilty Spark
    Staff Member Administrator Forge Critic

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    Thanks! It's been a long process to finally get this released. Give it a try and see for yourself. Just be prepared to get hyped!
     
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  3. Buddy Jumps

    Buddy Jumps Jumpmaster

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    Hmm, I really like this new idea.

    Amazing, how far scripting has come in Halo! You've got my download.


    EDIT: Wait a second, how'd you get that first screenshot as your featured image for your map (Waypoint)? Am I missing something?
     
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  4. Nitro

    Nitro Guilty Spark
    Staff Member Administrator Forge Critic

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    Thanks! Yea the scripting update initial ly broke our original setup, but in turn we got something better.

    As for the waypoint image, you have to do that via the Xbox app on a Windows PC. I watched a YouTube vid and noticed they did it. It's fairly simple.

    Just create your image, put it into the DVR folder, upload it, then go on waypoint to attach to your file.
     
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  5. GreyMuffinBass

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    Wow :D thanks for using my Mansion Chandelier prefab in the cobblestone section! ^^ I appreciate it :)

    I am really enjoying this game mode because it's like a playlist in a game that requires no loading time... geniuses. I tell you.
     
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  6. Nitro

    Nitro Guilty Spark
    Staff Member Administrator Forge Critic

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    Ha I think @Randy 355 was the one that noticed it and saw what we were doing with the theme and said this was must. So thanks for making it and I am happy that it looked so well in there. Hence, why I liked to highlight in the photos :)

    As for the gametype, that's what I love about it. It's as almost we're giving instant gratification during mid game. I know there are a few more maps on the way to support Fury. So expect to give those a try if you like this one that much :) .
     
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  7. Randy 355

    Randy 355 Halo Reach Era
    Senior Member

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    Ahhhh! I forgot to mention this! You seem more happy than upset, but I feel like I still should have mentioned it. Sorry about that.

    I did edit it slightly, but this is your contribution to Titan! Thank you for such a great prefab!
     
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  8. GreyMuffinBass

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    Upset about a major video game company's blessing of a software, I wouldn't imagine getting mad at someone for using my work. I am humbled. Especially when it's used in so many maps and some people actually make me happy like you guys. I don't feel like forge is a reason to get upset, we all contribute to the forge community as a community :) I hope I make sense.
     
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  9. Deevius Bone

    Deevius Bone Marine

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    I tried this out with a buddy of mine that's consistently a mid-high onyx player (I'm not that haha! but someday), and we do a lot of octagon warm ups usually... played two of these then had a pretty damn successful game of doubles! I think this is one of the best warm ups out there for SURE, certainly the most innovative, literally the only thing I want is more maps and more rounds! like fury turbo to 10 rounds or something haha. As someone who does like octagon to just chat and practice a ton of slaying, I really like this and can't wait to show it to more of my buddies. I have 0 knowledge of how to forge things, I'm just an avid player and love to try out community creations on here and this is rapidly becoming one of my favorites. Congrats on the great work :)
     
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  10. Nitro

    Nitro Guilty Spark
    Staff Member Administrator Forge Critic

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    That's awesome! Rest assured, I know a few people who are creating their own versions that will support this Gametype. So, you'll be able to play different versions hopefully in the near future. To be honest, it's great hearing how people like you love this setup. I quite honestly did not believe it was going to get this much attention and I am stunned to see such positive feedback behind it. Thanks!
     
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