Tuesday, September 30, 2008

In the Works: September 30, 2008

Infiltrate: Almost Done

I know, there has been lots of testing for Infiltrate. I'm getting a feel for the setup and trying to perfect it. I understand some of you are a bit sick of it, but I am almost there, and when done, it'll be played as much as any other custom. My next steps before restesting:

- Lockdown (Rat's Nest): adjust to two alpha zombies.
- Ghost Town (Death Rate) and Massacre (High Ground): add fusion coils to main camp spots.
- Doomsday (Standoff): trashed.
- All: new custom powerup. because the custom powerup is no longer used for the sniper role, it will be used to a new effect. 2 minutes into the game it will spawn. Directly beneath it will spawn a BR (no spare clips) and 2 frags. The custom powerup gives them a 5 second ability to pickup weapons. This will be used as a late boost for the zombies to get the last couple humans.

And after those are completed, Infiltrate likely will be too. I'll have one big fest for it to go out with a bang when testing is complete, and will possibly have a Youtube vid of the games made (I've been saving them).

Later Projects: in more detail

There are a few projects that have not been released to the public, but will be worked on after Infiltrate's completion.

- SF Epilogue: a very quick forge was designed around Epilogue for SnipeFlag. Epitaph was an epic success, so Epilogue should only be better.

- SF Remains: SnipeFlag's more in-depth project: a Foundry map. The main feature will be a couple snaking pathways to drop down from above on the flag base. There will be several collapsible "trees" made of barriers and crates, that with a few bruteshots, tumble down and are capable of splatters. There will be a good deal of geomerging and interlocking, and it will have a ghost town feel. (Not relating to the map) Attackers, among other weapons, have access to two mongeese for moments of either epic failure or epic success.

- Air Attack: Air Attack has not been formally started yet, but I have the blueprint. I will be taking lots of time to ensure the roof is done perfectly. It is a game of One VIP where teams spawn in armories. Select your weapons. After 10 seconds, the defenders' team opens, and they all enter the arena through one teleporter on ground level. Attacking team has one teleporter open after 20 seconds, that can go to any one of 10 different receivers (I will use 2-ways). They go through the tele, and are forced to be dropped into the arena (They can't wait and spawn camp from above). No one has radar, so the defenders must be ready to survive the air raid.

Friday, September 26, 2008

In the Works: September 26, 2008

In this edition of In the Works, many new projects have arisen, and some have dropped.

First off is the ever-changing story of Infiltrate. With the H3Customs match on the horizon, the amount of maps have been cleaned up. The only three maps as of now for Infiltrate are Doomsday (Standoff), Massacre (High Ground), and Death Rate (Ghost Town). All of them, along with the gametype, are available on my fileshare.

I also am requesting help. Due to the fact that the custom powerup can only last 60 seconds max, after that, the Sniper goes back to being really slow. I was wondering if anyone had an alternative idea, but keep in mind, we don't want Alpha Zombies getting out of their Ghosts at normal speed if they aren't the sniper. I'm really hoping I don't have to cut out the sniper role and just have the two Ghosts as alpha zombies, but it might be a possibility.

As for other maps, my priorities are as follows:

  • SF Remains

  • Air Attack

  • Polygon


We all know about Polygon and Air Attack, but what is the new map that has jumped to the top of the list? Those who have played customs with me for a while now know the SF is SnipeFlag. I am designing a Foundry SnipeFlag map. It is coming along smoothly, featuring many levels of elevation, possible teleporters for quick transport (Not many) and smooth geomerging. I will have pictures very shortly.

So, what to expect in the near future: an awesome testing of infiltrate, a new SnpeFlag map (And gametype (V3) to go with it), and also expect me to start taking more screenshots. There is a lot for me to do, but with school started, my pace has slowed. I hope to get all these projects done, and done well.

HALO Online: The Basics

So, the posts about Forge, the Gametypes, and example customs are up. What about the game in general? Are we just confined to custom games (Although very good ones)? What's coming to matchmaking in this idea, or theater? What happens in overall gameplay?

There are so many ideas to put out there for a perfected Halo 3. So many changes to be made. These are simply mine.

We all know about Forge, basic and advanced. We all know about the gametypes. Expect a Theater post very shortly, and a Matchmaking one later in the future after I do some research. Why do I need to do research?

HALO Online, both in basic customs and in matchmaking, will contain Halo 3 maps, newly made HALO Online Maps, and remakes of most of the Halo 1 and 2 maps that haven't already been remade. Not even remakes, all that would change would be that the graphics would update to compare to the other maps. Blood Gulch, Chiron TL-34, Damnation: none of them would have a name change or makeover. Just updated weapon sets (Because there are different weapons) and graphics updated (Same setup, just higher detail.)

That would be the case for every Halo 1 and Halo 2 map, short of Lockout, Zanzibar, Chill Out, and Sidewinder because they already have remakes.

For fairness, some playlists will require that everyone plays as Spartans, and although you can play as an Elite or Brute, many multiplayer playlists will change you to a Spartan automatically. Some people like different character options, and others don't, this would give both what they want.

So, yes, you can also play as a Brute now. When they are available and not blocked off, it becomes a very strategic part of gameplay. The three different player forms have different settings.

Brutes play a defensive role. They are slightly slower than the other two, can take slightly more damage, and have quick punch reflexes. Elites are attacking forces, as they are slightly quicker and have better jump. They deal slightly more than the other two, but have less health. Spartans are a bit of a balance between the two for support roles.

In games without Elite or Brute interference, Spartan v Spartan would have the same effects (i.e. Four BR headshots for a kill).

HALO Online was envisioned as the perfect Bungie game. Microsoft simply cannot pull off a good Halo storyline, even with Frankie. Only Bungie can. In my version, the only option for Campaign is to play Halo 3's Campaign, no additional storyline. That is up for debate.

HALO Online would be focused on Multiplayer, unique Matchmaking, and diverse Custom Games. It also centers around the sharing of files, which will also be enhanced. Stay tuned for more detailed posts, and if you want to read up on HALO Online, use the tag lists to the right.

Monday, September 22, 2008

Squad Battle: One Powerhouse of a Playlist

Once it arrives, expect me to spend most of my Matchmaking time on Squad Battle. This will be one beast of a playlist once it is implemented. It may be better or worse than expected, based on the maps and gametypes used by Bungie, but even if they did the absolute worst they could on this playlistit would come out decently. There are so many reasons why this will be a big step forwards from Big Team:

  • It is focused on Capture the Flag and Team Slayer. Big Team's Assault and VIP gametypes certainly left a bad taste. There still may be a little VIP and Assault, but Bungie makes it sound like there will be much less.

  • Finding a match will be easier; requiring only 12 people. Surely people were driven away from Big Team due to the difficulty of finding a match.

  • 12 is the magic number. Big Team's full 16 person game required little to no teamwork, and one person's stellar performance really isn't enough. Being dulled to 12, it requires teamwork while still maintaining a chaotic feeling.

  • There will be more medium maps available for use, adding variety. Many people knew they were in for another Neutral Assault on Valhalla or Sandtrap, and it drove them away.

  • Fewer people = less connections = less lag = happy people. ^_^



I hope you are as pumped as I am for this surely entertaining playlist.

Wednesday, September 17, 2008

About: "Update" Tags

This site is all about new content, no matter what form it is in. Lots of things are updated for the better. Now that we have a new list of tags on the site, I should probably explain the three types of "Update" tags.

  • Update: a plain "Update" tag means I update a file; most likely a map or gametype.

  • Site Update: like the one that was posted not long ago, "Site Update" tags means I added a type of content (Non-post) to the site.

  • Weekly Update: although Bungie gives weekly updates to all of us lucky fans, the only ones I am concerned with are playlist changes. When a Bungie.net Weekly Update has information about playlist changes, I will be there to dissect their moves.


That's it for "Update" tags. If you have any questions, let me know.

Site Update

The site has been improved once again. All changes are on the top sidebar.

First off, a list of labels is posted, so you can easily find what you're looking for. Because this in-depth list is now here, the Content Type search is removed from the top sidebar.

One other item added was a way to suscript ot my RSS feed. Easily put this blog on your Yahoo homepage, another blog, or pretty much anywhere. Enjoy the updates, guys.

Update! Infiltrate

Infiltrate takes another positive step forwards, and closer towards final completion, which really isn't that final, considering new maps will still come out, possibly even gametypes.


Alright guys, I hope you enjoyed the quick read about Construct. If you know about me, you know I like dreaming; Halo ONLINE is a perfect example. Imagine Construct with 4 floors instead of 3, 3 times the size, and a Hornet? Epicness. Anyways, back on topic, Infiltrate.

Infiltrate is my sole focus right now. Polygon and Air Attack will have to wait. I truly believe this series could be something great.

Today I finished a rough draft of a new Rat's Nest map. It still has some work to do, in terms of structure, but it's getting there. It has a new, surprise, non-ghost vehicle for the two alpha zombies.

Next, the short-range weapon for zombies is now changes from shotgun to sword. With a sword, you'll have a very hard time getting kills as last man, as opposed to shotgun, which probably gets you an overkill as the last man.

Also, the setup for Alpha Zombie starting setups has been changed.
Before:
- Alpha Zombies started with Snipers, and the Sniper role just picked up the powerup to get his speed and camo back.
After (Now):
- Alpha Zombies start with shotguns, and the Sniper role picks up a Sniper Rifle along with the custom powerup.

Why this change?
Pros:
- Now, when Alpha Zombies die, they are exactly the same as regular Zombies. They won't start with Snipers.
- People who should be in Ghosts are still the same in terms of speed, very slow. Now, they won't be tempted to get out to shoot their sniper. A slow guy with a shotgun is pretty worthless.
Cons:
- The Sniper role will be able to pick up other weapons and equipment until he dies. He's a bit of an Intelligence role now.

This change will probably impact the game for the better.

Other Changes

- Two Ghosts, Sniper Rifle, and Custom Powerup fixed so they won't respawn on Doomsday (Standoff).
- Extra fusion coil added to "Mancannon Roof" on Death Rate (Ghost Town), closer to man cannon, to neutralize camping a bit. If this problem persists, I will add a second way in, such as a teleporter.
- Shield door blocking entrance of Death Rate (Ghost Town) has been removed.

As a closing note, thanks to all that have played this with me, the games really help me improve the map and games. I was also impressed with High Ground and Standoff's gameplay. Nothing against Ghost Town, which had higher expectations to start, but it was a bit average, maybe even below that.

Tuesday, September 16, 2008

In the Works: September 16, 2008

In this edition of In the Works, I don't have much detail to talk about, but I do have a few things in different stages of completion.

First off is Infiltrate, which is in the Testing and Bug Fixing stage. First off, spawns have been entirely resolved. Second, the Standoff map, Doomsday, has been revamped. Weapons have been moved, added and removed. Two mini "Sniper Towers" have been introduced in the back base, basically two floors each using simple fence boxes.
Spawns have also been fixed for High Ground. Humans spawn back near the pipe room.
What to expect soon: a formal releasing of all the files, along with a weapon list to search for all the secrets. Do not download any Infiltrate-related links on my fileshare as of today, as it is outdated.

Next off is a very new project, known as Air Attack. It is in the brainstorming to early development stage. Basically, it is six rounds of One Sided VIP. Teams spawn in two separate armories, with decent weapons (Better for the attacker team). After 30 seconds, teleporters from the armories to the arena unlock (Like in Team Gladiators).

The arena is big, and block-shaped. The bottom floor is enclosed, and has rooves, with several wall-sized holes. Neither team has radar. The attacking team drops in on the defending team and ambushes them from above. Everyone has one life, and if you kill the VIP, who has 2 Overshields, you win the round. Unfortunately, untrustworthy people may decide to wait in the armory, just boot them, there is nothing that can be done about that.
What to expect soon: really, nothing. If I do go through with this project, which is undecided, it will be a long while of forging. I'll keep you posted.

Finally, is Polygon. It's funny how other projects just passed this one by. This map is so complex, that I'll have to have many different spawn systems. I'll keep working, but right now it's bottom priority, as I'm not crazy on how the forging came out. Again, I'll keep you posted. I'm not crazy at how this game is coming out.
What to expect soon: unsure. If I go through with Polygon, expect pictures soon, and possibly a final product. I may even cut down the map to one area, for one gametype. This map's true status is very unknown.

The Mystery of Construct

This is a short blurb about how a very average map might have been extraordinary, and the small secrets left behind by Bungie. You will find some small factual evidence about a very well-kept secret by Bungie Staff, that still is very unknown.




Construct holds the average size of players, four on four, has somewhat average gameplay, with a somewhat average weapon set (Debatable). Some people find it fun, others do not. If you ask players to name three maps on the top of their head, this map probably will not stand out. What is so special about Construct.

I'm sure about everyone has gotten Construct for a matchmaking game. In the pregame lobby, where it shows the symbol for the gametype and a banner of the map you are about to play on, why is there a teleporter in the image? There isn't one in the actual Construct...

Go into Forge. Maps debatably bigger than it, like the Pit, have no vehicle bigger than the Ghost or Mongoose. Why on earth would a fairly small map (In terms of length) be able to house a Banshee or a Hornet? Both are available.

So little is known about Construct's past, but when you consider the odd, seemingly random, placement of Hornets and Banshees, and the teleporter that was never in Matchmaking, something is different about Construct.

Theories could go in any direction. Imagine Construct tripled in size, with maybe an extra floor, for some intense 8 on 8 action. Bungie might have been going with that, and changed direction. Maybe those weird facts are part of the future of Construct in stead of the past, and some change will happen later in the unknown future of Halo 3. Who knows but Bungie: as of now, the rest remains a mystery.

New Poll Up!

There is a new Poll on the sidebar for future Infiltrate Maps. I am thinking of expanding, not only in maps, but in vehicles the zombies use. Those vehicles are in parentheses.

Thursday, September 11, 2008

In the Works: September 11, 2008

These In the Works posts will give you guys an inside peek on what I'm working on right now, along with their due date (estimated), possibly pictures, and a detailed description.Please note: Playable with means how many people the game is set up for (Spawns, etc.), while recommended players means how many the games probably should be played with.



[Project INFILTRATE]


Map Name: Left to Die
Game Name: Infiltrate
Map: [Ghost Town
Game: Infection
Playable with: 4-16
Recommended players: 8-16
Description: My first Infection project ever will take place on Ghost Town, and will be very unique in the fact that zombies have three specific roles.
Three zombies will spawn at start, with sniper rifles, twice the normal health, and very slow speed. Before them is two Ghosts and a Custom Powerup.

Two zombies get in Ghosts. They are the patrolmen. If they try to attack by foot, their incredibly slow speed will limit them, so they should stay in Ghosts, and look for the panicking humans that run outside.

Why would they run? They are running from the Pointman. He is the third alpha zombie. He has 75% speed, a sniper rifle, is immune to headshots, has poor camo, and has 300% damage resistance. Run. He's slower, but much, much more powerful.
The Infiltrators are all the humans that have become infected. They have good camo, normal speed, 75% health, 90% damage, and a shotgun. The humans hiding wearily from Watchmen will soon be chased out by these stealthy assassins.

Base humans have default traits, and must work as a team to survive the hoards of zombies. They spawn with an Assault Rifle, and there is a good variation of weapons to work with, such as a Sniper Rifle, Rocket with no clips, Plasma Rifles, Battle Rifles, and more.

The Last Man, or Survivor, has regenerating grenades to flush out the zombies, 110% speed, is immune to headshots, and has an overshield. He is very durable, but can only hold off the zombies for so long...
Frequently Asked Questions
It seems to me like the zombies would dominate with those classes...
I will make sure that they don't. Humans will have a great deal of weapons at the start, none of which will respawn.
What happens when one of the Alpha Zombies (Patrolmen, Pointman) die?
They respawn as an Infiltrator. So, kill all three powerhouse alpha zombies, and all the zombie team has is close range attackers.
What about radar?
Humans have the normal radar. Last man radar is enhanced (Crouching shows up), but keeps the same range. Zombies of any kind have no radar.
What if a human gets to the custom powerup or Ghost?
None of the three items respawn. Humans cannot drive vehicles, if they find an empty Ghost.
If an Alpha Zombie dies, can they go back to being a Patrolman or Pointman?
No. They have no choice and are an infiltrator. There is no more custom powerup, and respawn traits give them all the Infiltrator traits, including the inability to drive.
Where on Ghost Town do the sides spawn?
Spawns are unknown as of yet. Odds are, zombies will spawn behind the middle building (Near the pipes, where one team spawns in Team games), and humans will spawn in the very back building that houses the other team in regular games (Blue-ish building.)