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4/22/2010 3:44:30 PM
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Multiplayer ViDoc YouTubed in HD!

It's a Carnivàle...for Carnàge. [url=/news/content.aspx?type=news&cid=25776] click for full story [/url]

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  • URK! hi urk. I posted this on reach dev blog, but then I realized I should probably put it here too because this article actually has to do with what I am saying. Pretty much, I invented the Invasion gametype on February 4th, 2008 and I gots tha proof in my file share! Mine is not nearly as pretty and sexy and wonderful as yours, but the ideas were similar, and I thought that was really cool, and that I should tell you, after which you would be blown away by my obvious psychic premonition and like give me a t-shirt, or maybe just say like "good job bill we're all so very proud of you". So I made a linear map for assault games on Foundry. It has three main sections that the attackers have to progress through, unlocking them as they go. Both teams spawn in the back, right next to some teleporters. They teleporters take them to each of the three sections of the map. The defense starts with open teleporters, while the offense's teleporters start blocked, so the defense can teleport out to zone 1 and be waiting when the attackers come storming out. If anyone dies, they respawn in the back, and so the defense can get back into the mix quickly, while the attackers have to run. Once the attackers push through the first zone, they will be able to unblock the first teleporter. It is blocked with a wire spool and located directly above the defense's teleporter, so the offense can push the spool off of their teleport and onto the defense's. So, attackers can now spawn in the back and teleport quickly to the end of zone 1, while the defenders can no longer teleport there, but only to zone two now. The same process holds for zones 2 and 3. Also, as the attackers progress, they will have access to better and better weapon stockpiles. Like I said before, mine is not nearly as pretty as yours, but it's pretty cool I think. I even named the map Invasion. - Bill

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