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  1. -Evacuation- . Evacuation is a linear expansive, flood, team based game, were players have five minutes to make it to a pelican to survive the flood outbreak. Players may face traps, locked doors and be tasked with gathering objectives during their escapade to the pelican, all before time runs out. You will escape as a team or die trying, if you’re ready to escape your limitations and go beyond, evac awaits. . Downloading Evacuation Maps & Game Type How to download the Evac Halo evacuation maps on your Xbox: 1. Press Start to open your Spartan Hub. 2. Go down to Settings & Files, and over to File Browser 3. Select Map Variants. 4. File Share Search, gamer tag "Vientus". 5. Select Map Variants to download the Evac Halo evacuation maps . How to download the Evac Halo evacuation maps to your Xbox, on your computer: To Download Maps: Click Here To Download Gametypes: Click Here . -Departure Map Pack- Plant 510 Plant 510: Map Created by Vientus One of the many deep inner cannons on the plant of Troy, used by the UNSC for military training exercises and housing of supplies. During the planets invasion in 2537 all of these bases were ordered to evacuate. In the years after the war, teams were deployed to assess the damage from both the battle and time. Recently contact with one of the Prima Vista’s (a UNSC Frigate) fire teams was lost. It’s your job to find out what happened down there. While what lies deep within the caverns and beneath the acid pits is still unknown, find the fire team and get out alive. . Outpost 9 Outpost 9: Map Created by Tdrow (Modified by Vientus) After the war, deep within one of the outer colonies Outpost 9 was set up by ONI operatives to study Forerunner architecture and act as a staging area for future military operations. Upon activating one of small island structures, an outbreak of monsters flooded the base. While this outbreak is believed to be contained to this small island it’s your job to escape with your team or die trying. . Grid 471 Grid 471: Map Created by Hi Im Berb (Modified by Vientus) When Troy was attacked in 2537, one of its moons was glassed to bits. Today what remains, is one of Troy’s small moons and an asteroid belt made up of bits from the larger moon. Gird 471 is the last know coordinates of spartan team Saber Tooth. The team was deployed to track a rebel ship that took shelter on the smaller moon's surface. While we are uncertain of the teams current location, our first objective is to reestablish contact and find out what’s going on down there. . Hosting an Evacuation Lobby Evacuation was created for a 12 player lobby, while the game type can support 16 players. Evacuation offers optimal play with 12 and the game type should never be played in a lobby lower than 10. Evacuation does have a learning curve and because of this we recommend playing maps at least twice before calling it quits. In all honesty most people don't like how the game plays the first go around, because it's not like most linear flood. However don't let the fact that it's different scare you off; if you stick with it, it's a ton of fun! It just has a learning curve, like any other linear map. The biggest challenge is getting use to the damage tables and tactics need to both convert humans and or survive. . To help prevent any problems while in an evacuation game or lobby for starters, first make sure the lobby size is capped at 12 players before sending out invites. The next thing you will want to do before staring the game is make sure your lobby is set to invite only. If you only have 10 players in the lobby, lower the cap to 10 before start the game. By doing this you prevent extra players from joining midgame. Even if your lobby is invite only we recommend doing this to prevent players from join using “old” invites. When a player joins midgame, all objects and spawn times get reset. This can cause massive problems for both in game spawning logistics and player’s enjoyment. Cap your lobby before starting and its smooth sailing from there. To make sure you are always playing the most up to date version of the maps and game type, just check Vientus's file share and look for "tag" stating the date it was updated. . -Game Play Features- Linear Flood vs. Evacuation Traditional linear flood is only composed of three segments that last no longer than 90 seconds. This creates game play that is short, repetitive and prevents the player from actually getting involved in the map. With linear flood games lasting no more than a maximum time of three to four minutes. To combat these problems evacuation was created. . Evacuation is a five segment map design where players have to use team work and communication of open doors and overcome obstacles and well as defended off the flood. With the only one classic “locked” door placed in-between segments three and four of the map (Classic referring to automatically opening). This door prevents players from advancing too fast through the map. And often time penalizes players because they are then forced to holdout until the door finally opens. With the door only opening after three minutes and a rounds total time being five minutes. Evacuation offers a longer and more engaged game play. Players are able to get a more breadth and depth out of game play and the overall experience. I have included a diagram to help show the differences between linear flood and evacuation. . The scoring in evacuation is different from traditional linear flood. Humans do not score points for killing flood; humans can only obtain points by surviving the entire round. For each round they last they will receive 100 points. Humans also can receive 5 points per assist they get. Flood are able to gain 10 points per conversion. When it comes right down to it, it’s not about your score it’s about evacuating. . Damage Tables Humans are two hits and their shields will recharge after 60 seconds, however they must take no damage. (This includes fall damage) . Humans are invincible when in the pelican, however there is a ten second soft kill bounder preventing them from holding out inside. Once the game time reaches below ten seconds the humans will want to hop into the pelican, in order to “evac”. . Flood are three shots with DMR, BR, or magnum, one shot with shot gun or sniper rifle, and are just a short burst with an assault rifle. The floods shield recharge rate normal. (The same as traditional matchmaking flood) . Flood are given both a damage boost and an over shield to pick up and use. With the damage boost spawning every 45 seconds and the over shield spawning every 35 seconds, (spawn times are based on when the object is picked up). Damage boost increases flood damage making, humans a one hit conversion. While over shield increases flood health making them five shots with a DMR, BR, or magnum, two shot with a sniper rifle (this does include head shots) and a longer burst of an assault rifle. However the flood are still a one hit kill with the shot gun even with the use of an over shield. . Player Loadouts In evacuation players can chose from a number of different load outs, offering players the opportunity to make each round their own personal experience. Players can choose from the following load outs at the start of the game. And can equip new weapons and or armor ability’s in game by obtaining personal ordinances. Flood in evacuation use standard Halo 4 load outs those being, Thruster Pack, Active Camouflage, and Promethean Vision. Flood do have the use of motion sensors while humans do not. . Scout [load out 1]: Primary Weapon: DMR Primary Secondary Weapon: Magnum Grenades: No Grenades Armor Ability: Hard light Shield Tactical Package: AA Efficiently Support Upgrade: Dexterity . Guard [load out2]: Primary Weapon: Magnum Secondary Weapon: None Grenades: No Grenades Armor Ability: Regeneration Field Tactical Package: Shielding Support Upgrade: Ammo . Grenadier [load out 3]: Weapon: Sniper Rifle Secondary Weapon: Magnum Grenades: No Grenades Armor Ability: Auto Sentry Tactical Package: Resupply Support Upgrade: Dexterity . Operator [load out 4]: Primary Weapon: Shotgun Secondary Weapon: Magnum Grenades: No Grenades Armor Ability: Thruster Pack Tactical Package: AA Efficiently Support Upgrade: Ammo . Assault [load out 5]: Primary Weapon: BR Secondary Weapon: DMR Grenades: No Grenades Armor Ability: Hologram Tactical Package: Firepower Support Upgrade: Ammo . Initial, Personal, & Pelican Ordinance Drops While evacuation already gives player more diversity and dynamic gameplay than most other flood game type, we feel that was not enough. Players have the ability to personalize their game experience further through the use of initial, personal, & pelican ordinance drops. One each map there’re are initial ordinance drops composed of one shotgun, DMR, sniper rifle, BR and assault rifle. While players can pick up these guns in section two of the map, they can also call upon personal ordinance drops to gain more ammo, or a new weapon. Finally players can pick up one last set of weapons found on map at the base of the pelican. These weapons are a collection of one DMR, shotgun, sniper rifle and BR. All initial and pelican ordinance drops will never resupply. . We want the player to feel as if their fate is defined by there in game actions not the forger. We feel personal ordinance offer the diversity players need. Players can obtain the following from personal ordinance; we have also included the weighting of each weapon upon drop. personal ordinance drops are obtained when a player scores 150 points in game (these points do not relate to you in game score) with each drop earned the required point rate does not increase. . Left: DMR- 5 Sniper Rifle- 5 Magnum- 5 Assault Rifle- 2 Spartan Laser- 2 Sticky Detonator- 1 . Middle: Thruster Pack- 5 Hologram- 5 Hardlight Shield- 5 Auto Sentry- 2 Regeneration Field- 1 Promethean Vision- 1 . Right: BR- 5 Shotgun- 5 Magnum- 4 Saw- 2 Rocket Launcher- 1 Frag Grenades- 1 . Flood Teleporters & Tactics Evacuation is all about team work and communication, being a flood is no different. While humans do not have motion sensor, it will still require flood to talk and communicate attacks in order to bring down the humans. While voice chat currently is not split between humans and flood, the flood need to take advantage of teleporters spawn times and maximize their opportunities if they are to prevent the humans from evacuation. While it may sound silly but knowing when what time teleporters spawn can help you make better in game decisions, both as a flood and a human. Flood should always make sure to pick up the damage boost and over shield that will spawn throughout the game. These tools will help give you an advantage on humans. Some basic tactics; use hiding spots to surprise and flank humans. Look for players who are separated from the larger group. Work together to attack the same player, if you get a player down to critical health keep going for them. Also callout who is weak and who is full shields still. This kind of communication is what will help you win the day. . Doors, Traps, & AI Objectives Unlike traditional linear flood, evacuation feature obstacles and locked doors that both challenge the player and help prevent repetitive game play. These obstacles and doors are limited only by the forger’s imagination. Some may work automatically while others may require players to do things in game. These obstacles should challenge the play and ways work towards improving the player’s experience. There are no universal traps that can be found on the collective maps as a whole, so you will have to learn as you go. Communicate with your team, and watch each other’s back in order to make it out alive. . -Evac Halo- To help promote the evacuation game type Tdrow, and I created Evac Halo and the 162nd ODST. Evac Halo was created in 2010 on the ideal that players should always have the tools to make their experience both unique, fun and one all their own. Evac Halo stands for escaping limitations, challenging the status quo and being a part of something bigger than yourself. If you want to get involved with Evac Halo, come check out the 162nd ODST at www.evachalo.webs.com The 162nd ODST was founded in January of 2011, it’s a military structured clan that offers all of its members the opportunity to obtain both managerial and skill based ranks. The clan is broken up into four battalions, each battalion consist of nine, five man fire teams as well as one, five man fire team of trainers, one, five man fire team of recruiters and eleven officers. As a whole the 162nd has a maximum membership of 250 members. The 162nd ODST is currently recruiting; if you’re over fifteen and have a mic you’re welcome to enlist. We encourage you to join the 162nd ODST & take part in everything we have to offer. . While in no way are you required to join to play evacuation, we would encourage you to least check out what we have to offer before you make a judgment. Regardless of what you chose, download the maps and game type to experience evacuation for yourself. If you’re ready to escape your limitations, challenge the status quo, have fun and go beyond, evac awaits. . -Vientus . Ps. Feel free to message me and tell we what you think. Link to our site: http://evachalo.webs.com/ If you want to learn more about evacuation or join up click the link! . Special thanks to: Spartan Team Aurora The 162nd ODST Tdrow Hi Im Berb Nuklearrabbit ThexDarkXknigh7 Tesseradical17 MD90 ED92 Mr. Pokephile . Thanks to the Online Knights for the feature:
  2. Map: Our Daily Bread Gametype: Hungry Disciples Description: Our Daily Bread is a linear Flood map set in a bread factory with two holdouts. Players spawn in a low set hall surrounded by walkways. The Flood instantly attack you from behind, then from the front. Push up the stairs and through the corridor before they can overrun you and make your way towards the first holdout; a huge atrium. Find a turret and a few shotguns and set up until the 1:30 mark. The Flood can attack from many angles, using the old conveyors high above the atrium and the strategically placed cover. If you survive until the door opens, push forward and aim for the final holdout. Staying strong right from the start is truly game changing. If you loose even one or two players early on, you will have a very hard time making it past the first holdout. But if you stick together, you just might reach the bountiful loafs you have been searching for. Our Daily Bread really is a very fun map to play with clean yet interesting aesthetics. It has dynamic features and a clear goal that promotes teamwork and coordination which is what I believe makes a great linear Flood map. I hope you enjoy it! Thanks for taking a look.
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