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Childhood Wars - Imagination


Is not JL

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Well...

 

Wow. That little bar on the right side with 4 things in it is really hindering my ability to focus.

 

Anyways, uh, this map is made by me. My GT is: Jl1223 X

 

Please note that it's NOT a capital i, but a lower case L. Il - there's a difference, right? Thank goodness Halo 4 forces caps on me; people misread it a total of 0% less.

 

Hmm. What else did I have to put here, apart from images? Lets put an image first, then check.

 

post-65563-0-41252800-1362574991_thumb.png

If you can't tell, the above image showcases the map; asymmetrical but both sides very similar to each other, this image features the red team's half of the map. In the distance you can see the flag plate on a bigger plate, (I think), and to its left you'll see the only structure (Apart from the decorative 3-room up in the wall) in red team's half of the map - blue team's jail. (If you don't count slides as structures. And plates.)

 

Right, next I have to do map and gametype? Um....

 

Map name: Childhood Wars v2. You should be able to find it on my fileshare. Note that if you accidentally download the original, not-v2 version, I will laugh.

Gametype: Imagination v2. Again, on my fileshare. Credit to AM3R1CAN MUSCLE for helping test the gametype to perfect it.

 

post-65563-0-67905200-1362575000_thumb.png

The above SCREENSHOT (Yes, I actually screenshot this off a 2 second video because it's more of a hassle to screenshot and upload to internet. And it raises my self esteem. The other pictures were off 2 second videos too.) shows the red teams jail on blue team's half of the map. It features a bad luck red-teamer, who probably died trying to jailbreak his team, and a scumbag blue-teamer, who for some reason freed his enemy team from their jail.

 

Now, uh, description?

 

If you have ever played CTF in real life, it probably goes like this - once you pass a boundary and enter the enemy team's half on the play area (For me, it was like this big campsite place I visited when I went to USA last summer), you can only run. But if you're in your zone and an enemy comes past the border, bam! You can tag him, and escort him to jail........or have him cheat, beat you up, and win the game immediately.

 

AAAAAAnyways, this emulates that form of CTF, except obviously with a little bit more Halo craziness. Created using 2 trait zones of both Alpha and Bravo, this game lets you have 1000% damage resistance on your side, and increased speed and jump height on the enemy's half. That isn't to say it's hard to kill you; but any good player can easily score. Play offense or defense, but note - if you die, you will respawn in a jail, just like how you escort the guy. Or have him beat you up. Blue team jail (Where blue team members respawn) is on red team's side, and vice versa. To open the jail, you'll need either a good teammate or a bad enemy to touch a landmine, which'll blow up fusion coils holding back a crate. Try not to blow them up randomly. 

 

Once they get out of jail, they get teleported back to their own side, for the game to continue. 5 captures win the game, but playing defense means you won't win. (And in the end, it's not really hard to jump over 8 guys if you're faster than everyone backtracking.)

 

Make sure, if you're playing this in a lobby, to tell people about trait zones. 

 

 

Right. As I try to find my fileshare on Halo Waypoint (And also ignorantly ignore that I wrote about 90% more than the average mini-game submission, and pray people haven't lost interest already), here's another picture.

 

post-65563-0-60125500-1362575009_thumb.png

Remember that this game isn't about killing but about scoring. That really kewl blue team guy with the flag? That's me. ;)

 

 

Anyways, hopefully you enjoy this map and game play style. The map features 2 shmeef's on it, and overall I've received positive feedback - from those who are either mature enough to actually give feedback, and those who actually knew how to play when the game started (IE didn't go around playing slayer on CTF, specifically with the trait zones in this game)

 

Enjoy!

 

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"This gametype is actually pretty good!" Global Warming on this game (He was in the lobby)

 

 

"I made it." Some guy in the lobby who had this really deep voice, but could also make baby hiccup noises.

 

 

"No, I did." Me on the above quote.

 

 

"Any game that is fun, I made it. Anything that is trash, JL made it. I made this game." The deep voiced baby guy on the above quote.

 

 

"Never gonna give you up, never gonna let you down~" This guy who kept on singing into his mic.

 

 

 

 

 

 

 

And then, just to add this as practice for when I have to do write-ups for DT GCSE (Disregard the below if you have no interest in the creation process of this map):

 

v2 fixes and additions

 

-Fixed Red Team's Jail (Blue Team Side) having large enough gaps in the roof for blue team members to jump in and kill red team's jailed players.

 

-Fixed Blue Team's Jail (Red Team Side) roof from being an ugly lazy pos that allowed people to jump up from the side.

 

-Added second shmeef and new decorative slide on red team's side of map, adjacent to blue team's swing.

 

-Added soft kill zones on discs that the capture plates were on, so as to prevent people to camp and defend there, which made capping way too hard.

 

-Added ramps on the Forerunner flat area for aesthetic purposes.

 

-Fixed Blue Team Jail teleporter so red team members can no longer use it.

 

-Increased jump height and speed for flag-carrier traits, so as to improve flag carrier's ability to escape. Feedback states this is fairer than before.

 

-Changed primary weapon from Gravity Hammer to Energy Sword. Reasons: 1. With enough time, Gravity Hammers could move the crates on both sides enough to blow up fusion coils on the inside of jails. 2. Removes risk of players being bounced by Gravity Hammers. 3. Removes chances of death due to Gravity Hammer's large splash damage. Feedback states this is fairer than before.

 

-Fixed the chance of Red Team players 'levitating' in the corner of their jail due to man-cannon by placing extra columns. Does not stop players from levitating but does allow them to escape should the crate be moved.

 

-Added wall to block off hole in Red Team Jail that red team players could use to jump onto the man cannon, which would then force them to be trapped the whole game.

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