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GT: CaptainDireWolf
*CUSTOM GAMETYPE: "Man of War" : https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/game-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_gamevariant_CaptainDireWolf_995f6672-068f-474a-8c4b-fcce07516878
*2-16 players (8v8 I think would work best, but I haven't tried more than 2v2 yet. Fingers crossed the map doesn't crash with more people with all the welding involved)

Download link: https://www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=CaptainDireWolf#ugc_halo-5-guardians_xbox-one_mapvariant_CaptainDireWolf_7e452556-dab3-452a-bd68-a87afd0448a4

 

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Welcome to BlackFlags, a hearty swashbuckling adventure filled with heroic sword fights, epic sea battles, and plenty of pirate booty hidden about on the islands of the Caribbean. For my latest map I wanted to combine the incredible pirate battles seen in Assassin's Creed Black Flag with the awesome breakout gameplay of halo 5. As always, I also wanted to push forge's boundaries as far as it could go... and out came sailable pirate ships ;) (The gametype "Man of War" came about as that's the name of some of the biggest sailing ships with cannons on them back in the day)

 

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The game is fairly straightforward; blue and red team spawn on opposite islands in the Caribbean and the goal is to wipe out the enemy team before the end of the round. You have the choice of piling into the ship located right off the dock of your island and sailing off to attack the enemy (by driving the welded scorpion), or you can island hop around the map, discovering treasure chests along the way that contain weapons other than swords if you want to engage in some firefights. My hope was to push the gameplay towards more sword fights as this is a massive ship battle, but I believe the addition of the power weapons on the map certainly add to the swashbuckling experience. Additionally, a fun offshoot of creating drivable ships over water is that if the scorpion tank ever gets destroyed, the entire ship will sink rather dramatically (yeayuhhhh!)

 

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Another important aspect I wanted to carefully craft was the environment. As this is based on the Caribbean islands I wanted players to feel completely immersed in the experience. With this in mind, you will spot a wide variety of plant life, rock formations, hanging skeletons, sunken ships, sandbars, treasure chests, and of course sea turtles. I've also included a hidden weapon accessed by locating a red "X marks the spot" somewhere in the map (not THAT hidden as I wanted it accessible to people).

 

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SIDE NOTE: The ships themselves take some getting used to in driving well, but after the first time you should get the hang of it. The only issue that I've noticed is that the ship occasionally starts rocking (realistic I know), but over time it may cause people to flip off or the ship to do a barrel roll (yee-haw). To fix this, have the driver drive backwards a little before moving forward again and it should solve the issue. Sadly welding isn't perfect and I doubt I'll be able to fix this weird phenomenon, so just embrace the craziness.

 

With that, I welcome any and all suggestions in making this gaming experience even better as this is the largest project I've worked on (welding the ships themselves took a couple weeks to get right). Hope you enjoy. Cheers!

 

Enjoy some more pics!

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Played it today and you'll be glad to hear it doesn't have as many problems as MobyDick did for a first test. Anyway, it's awesome for the most part except for a few issues.

 

- The ship rocking. I know you said this could happen but I think the map itself should be preventing this. The way things are now, only people who read the map thread will know how to deal with the rocking. And even when I backed up a little, the ship started rocking again as soon as I moved forward. Someone(I think it was Littlemonk5) suggested that you put a vehicle blocker on top of the scorpion to prevent the rocking. Sandwich the vehicle, they said.

- The ships sometimes get stuck in the water. I got MobyDick PTSD flashbacks when this happened.

- What was the deal with the mongeese welded to the ship? I thought they were cannons someone could get into but no one could board them.

- I think people should be able to easily jump back to the ship if they decide to drop down to an island to get weapons. Would make for cool, coordinated moments like people telling the driver to dock somewhere so they could grab power weapons and then come back. And I don't think it would be fun for people to leave the ship only to realize it's a pain coming back to it.

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Played it today and you'll be glad to hear it doesn't have as many problems as MobyDick did for a first test. Anyway, it's awesome for the most part except for a few issues.

 

- The ship rocking. I know you said this could happen but I think the map itself should be preventing this. The way things are now, only people who read the map thread will know how to deal with the rocking. And even when I backed up a little, the ship started rocking again as soon as I moved forward. Someone(I think it was Littlemonk5) suggested that you put a vehicle blocker on top of the scorpion to prevent the rocking. Sandwich the vehicle, they said.

- The ships sometimes get stuck in the water. I got MobyDick PTSD flashbacks when this happened.

- What was the deal with the mongeese welded to the ship? I thought they were cannons someone could get into but no one could board them.

- I think people should be able to easily jump back to the ship if they decide to drop down to an island to get weapons. Would make for cool, coordinated moments like people telling the driver to dock somewhere so they could grab power weapons and then come back. And I don't think it would be fun for people to leave the ship only to realize it's a pain coming back to it.

 

Thanks for testing it out Zandril. The comments were especially helpful. Here are the most recent changes:

 

- went through and rechecked the vehicle invisible barriers and found some not be the same height as all the rest possibly contributing to the ship getting stuck issue. Drove/sailed around the entire map in custom and i dont see any more issues

 

-the blocker sandwich you and littlemonk suggested was awesome! It solves the whole rocking and flipping issue. The ship still occasionally rocks but now it feels like its a ship on a soft, rolling ocean rather than a hurricane of a storm.

 

-lowered the blocker height so the ship is more submerged so people can more easily clamber up the sides of the boat if they jump off and onto the surrounding islands. people will need to coordinate with their captain a bit to have them get close enough, but its certainly more accessible now. It also solved the issue of getting people onto the boat in the first place. Got rid of the teleporter system and now people can jump from the dock to the ship.

- The only issue that arose with me lowering the ship is that now the inner hold is innaccessible as the water kills anyone who goes in it. Honestly i dont want to go back anytime soon to redesign the ship to block that area off as rewelding everything will take way too much time and it will be more of a pain. Maybe later ill get enough guts to rework it, but in the meantime lets just say your ship spring a leak :P

-Finally, the mongeese are welded there to balance the ship out. I tried hundreds of iterations and designs to get the ship to balance without sinking and thats what worked. As a side note, people could always shoot and blow them up, providing another way to sink the ship ;)

 

Long explanation i know, but hey, now you know the maps inner workings. At this point im going to be leaving on a trip tonight and dont get back for a week, soooo in an effort to make sure no one beats me to the punch and submits a sailable ship idea before me, I'd like to officially submit the map either sometime this weekend or monday morning.

 

What are your thoughts brodsky?

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  • 2 weeks later...

By the way I got to play this finally. Really creative game. Unfortunately welding is still wonky in Forge but it doesn't make take away from the idea. This is probably the best it can be until/if welding gets full support in Forge. 

 

Thanks man. Yeah, I worked for weeks just to get the welding "just" right on the ships and it's still buggy. It was damn frustrating and I think I'm going to stay away from welding things in the future for that same reason until 343 makes welding vehicles a thing. The game doesn't like it when you weld hundreds of objects together and make it move it seems :P Hopefully I can fix the kinks if an update comes ;) Anyways, thanks for checking it out!

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