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9/16/2010 5:19:28 PM
73

Invasion + Forge!

A communications disruption can only mean one thing... [url=/news/content.aspx?type=topnews&cid=28649] click for full story [/url]

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  • [quote][b]Posted by:[/b] K2TheM OG Ok. someone has already made a Pillar of Autumn model in forge. Now someone needs to remake The Maw as an Invasion gametype with the last phase being in the engine room. forgers... GO![/quote] sounds awszome

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  • yah! I agree.

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  • FALCON PUNCH!!! yeSSSS LOLZ but good idea

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  • [quote][b]Posted by:[/b] musicfeind2001 This guide has been extremely helpful in building my first invasion map (from scratch anyway). There are still a few questions I'm not sure about though: 1) How do I set a vehicle as an objective? 2) Perhaps it's just the late hours of forging, but is there a way to "gate" out a respawn zone, so that at a specific phase an area switches from one team to the other? 3) I want to place more buildings!!!!! I'm curious, how do I submit a map for the community map playlist?????? I've created a few maps now and can't get a group of more than 3 or 4 people to play test a map... which isn't sufficient for real testing! I realize you wouldn't want to put an untested map on the global playlist, so maybe you should add a "play test" playlist, for people willing to play test a map for a few minutes and offer feedback. Like, 10 kills or 5 minutes. I dunno. Wouldn't that be nice? One last thing... There is ALOT we CAN do with forge... I've never played around in the Forge before Reach, and I'm quite impressed with the freedom that has been granted. Yes, there are things lacking, like placing vegitation, and having to switch game types just to set labels is rather annoying, but how many games out there let you create your own maps!? [/quote] you make vehicles objectives by selecting *inv_objective*, but you HAVE to set a boundary. I tried this for a hill...but you have to get out the vehicle for it to register your time...at least thats what i found. you can gate respawn points - you select resp_zone_p1 for phase one p2 for phase 2, etc...beware that if you set a respawn zone around these points it will override some of the individual settings so best to leave them neutral and change the respawn zone settings instead. oh yeah, and if you want everyone to be able to respawn in there you have to set it to spawn sequence 3. As for buildings i had the same problem....so i built them from scratch using building blocks to appear in phase 3...you should check out this map i made a while ago, its called bridge over troubled water.

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  • urk, your article says, "Initial spawn locations need to be set for each player on each team. Initial spawns are not affected by fire team." But if you look at spire and boneyard you will see that fire team assignments are honored by initial spawn points. And the spawn sequence is used to identify the fire team assignments.

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  • nice

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  • This guide has been extremely helpful in building my first invasion map (from scratch anyway). There are still a few questions I'm not sure about though: 1) How do I set a vehicle as an objective? 2) Perhaps it's just the late hours of forging, but is there a way to "gate" out a respawn zone, so that at a specific phase an area switches from one team to the other? 3) I want to place more buildings!!!!! I'm curious, how do I submit a map for the community map playlist?????? I've created a few maps now and can't get a group of more than 3 or 4 people to play test a map... which isn't sufficient for real testing! I realize you wouldn't want to put an untested map on the global playlist, so maybe you should add a "play test" playlist, for people willing to play test a map for a few minutes and offer feedback. Like, 10 kills or 5 minutes. I dunno. Wouldn't that be nice? One last thing... There is ALOT we CAN do with forge... I've never played around in the Forge before Reach, and I'm quite impressed with the freedom that has been granted. Yes, there are things lacking, like placing vegitation, and having to switch game types just to set labels is rather annoying, but how many games out there let you create your own maps!?

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  • Awesome, can't wait to try it out.

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  • you need to change all of your respawn points' game type labels to p1,2 or 3 as this specifies the phase where they will respawn. make sure they are also game specific

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  • Check out my awesome map created by 3 users (including myself) in my file share. Hit the like button if you wish and comments are always welcome cuz I enjoy feedback =)

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  • I'm in the middle of drawing out plans for my new invasion map. This is really complicated so i will be refering to this thread later. Thanks joseph for the write up, and thanks urk for posting it.

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  • that was helpfull but thiers still 2 things i don't understand. what does the "Inv-mancannon" label do? also, is there anyway to make use of the "inv-platform" label on a custom map or does it not have any effect on objects?

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  • Great job on the editor Bungie! However you for got things like: well to make it short, what people want. Yeah I can make a map but not of one I can say I wanted. For instance you may have heard of the popular game type called "Fat Kid" where the alpha zombie is this very slow, very powerful, very slow "fat kid" That has to follow and kill the survivors. Seeing the option to make players non-movable and know the game had various vehicles. I went in to forge to make this "Fat Kid Extreme" so the zombie can't move and had to be escorted by a fork lift. I set to work, for 30 secs. To find that I can't do that. No civy vehicles? What more would we want in our maps! They're various others along this topic such as simple things like plants to make our map more natural. Or even more special FX to give more difference. There are so many things you left out in forge all you need to do find all of the things is to ask your customers.

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  • Thanks for dropping the ball bungie, I mean when you drop the ball, you drop it a mile. I was just checking on a few specifics on how to create an invasion game, specifically for this contest, and after 4 HOURS of designing a level I set an essential mancannon spawn for false, not knowing it will disappear forever if I end the game, four hours are gone and I can't complete my level b/c I am one man cannon short. Why the hell would you put such a detrimental nonspecified (as far as the in game instructions go) flaw into Forge. I'm so angry I can't see straight due to a completely inexcusable design flaws in your final product. Thanks a lot. [Edited on 10.23.2010 7:09 PM PDT]

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  • I have one problem that has eluded me for some time. The teleporter that I place in the map doesn't work when I go into an invasion game. I have heard of other people having the same problem. the map is almost finished and I just want this to work so I can finish it. HELP!!!!!!

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  • It would be nice if you could set kill boundaries, teleporters, vehicles, etc. to be team-specific, so that they only work for Spartans or Elites. There is an option to choose the team for these objects, but it doesn't do anything unless it's an objective or flag/bomb.

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  • Yay! I love this guide, can't wait to start making invasion maps, as I really do love that gametype. :D

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  • this was very helpful! please make another one of these for other new tools that have been added and can't be figured out, like how to make a warthog the hill, please!

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  • im making a remake of the battlefield: bad company 2 rush map isla inocentes. i was wondering if you could have two bombs active at the same time in one phase of invasion, i.e. two bomb carriers.

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  • hey how would you make it so there would be two objectives and u have to take both

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  • What does it mean when you say "27 different permutations". How do I change the permutation for the objective and what can it be changed to?

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  • Nice job again guys! These are very entertaining to read.

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  • This is what you can do after reading this tutorial: [url=http://www.youtube.com/watch?v=XRjIO155bNY]Watch a video of my Invasion Map that I learned to setup using this tutorial[/url] [Edited on 10.05.2010 2:50 PM PDT]

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  • I've noticed when setting a vehicle as the inv_objective in an Invasion game, the attacker's waypoint for that objective doesn't move as the vehicle moves. The boundary itself follows the vehicle, but the waypoint just remains in the original spot. The defender's waypoint, however, follows the vehicle as expected. I've only tried this in an Assault phase. Maybe I'm doing something wrong?

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  • Having an issue with Invasion bombs and vehicle use. No matter what I set the settings to in Game Options it doesn't seem to allow a bomb carrier to ride in the Falcon. If you go to: Core Carrier Traits - Movement - Vehicle Use And change it to any setting (besides full control) I haven't been able to get this to work. I can get the bomb carrier to be able to drive vehicles but I want to only allow the bomb carrier to be a passenger in the Falcon (or gunner). Any ideas? Is this bugged?

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  • I have a weird problem... I made a map of Invasion with Elites attacking, the only problem is... they can't go through the teleporters. My teleporters are set to Team: Neutral Players: True Elites are the only ones who can't go through, spartans can go through and so can monitors. Any solutions or recognition of the same problem would help. Thanks in advance!

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