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#Gaming

Edited by A 3 Legged Goat: 1/25/2013 2:24:17 AM
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ODST Invasion Development Thread

[quote][b]Welcome to the ODST Invasion Development Thread![/b][/quote] The premise of the ODST Invasion map is to bring the ODST aesthetic design to Multiplayer in the form of a competitive map. Follow the development via this thread and share any thoughts, ideas, and feedback you may have as well. [u][b]Design - v.2[/b][/u] [i]The following phases are subject to change[/i] [u]ODSTs drop into the city to disable a Covenant bomb[/u] [b]P1:[/b] Territories--Contact the superintendent to unlock the supply cache. Two Territories at 20/7 seconds each [b]P2:[/b] Assault--Demolish the gate to the building that the Covenant have planted their bomb in [b]P3:[/b] Core Retrieval--Remove the bomb's power source and escort it out of the city [u][b]Checklist:[/b][/u] [ ] Map Name [ ] Map Fiction/Story [ ] Objectives [ ] Terrain/Location [x] ODST aesthetic palette [x] List of unique features to incorporate [ ] Blueprint [ ] Forged Map

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  • Awwww

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  • How is version 15 going?

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  • [quote][b]Posted by:[/b] RC Clone How is version 15 going?[/quote] lol I'm still drawing it on paper. I really like the space I built for the map linked in the OP, so I'm gonna try and widen it a bit. I think somebody said earlier that there wasn't much vertical elevation to the map. I was thinking of adding some buildings with suspended bridges, but then I thought it'd just be too easy to spawn camp spartans if I did that. I can test it out and see, but I'm still hesitant towards it. And it's version 60 :P

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  • Here's to version 60 then.

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  • [quote][b]Posted by:[/b] RC Clone Here's to version 60 then.[/quote] I'm not gonna set dates to anything, but if all goes well I should have this play-test ready today.

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  • Judging from your video, is only phase 1 set for testing? Or does it include all 3?

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  • how about a ship in the air. you start of in the ship, you use drop pods to get down to the ground where you continue the map

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  • [quote][b]Posted by:[/b] spawn031 Judging from your video, is only phase 1 set for testing? Or does it include all 3?[/quote] I was only showing the aesthetic so people get an idea. I'm redesigning the layout.

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  • [quote][b]Posted by:[/b] Eirikeilng how about a ship in the air. you start of in the ship, you use drop pods to get down to the ground where you continue the map[/quote] There are plenty of maps like that. The problem is that drop pods are inconsistent (and expensive).

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  • So you keeping the pelican?

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  • The map looks great to me. As I watch the video I'm reminded of how annoyed I am that Forgeworld hasn't been exploited for Invasion more. And I don't mean invasion slayer. I mean objective Invasion where you are capturing the core. Currently there's Spire, Boneyard and Breakpoint for those who have the DLC. Now Invasion is my favorite playlist. I love it to death. But it's just SO repetitive. Forge World seems PERFECT for invasion variants. There's dozens of Forgeworld maps in slayer but sadly, not for Invasion. [Edited on 11.05.2011 8:53 AM PDT]

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  • [quote][b]Posted by:[/b] Shadow Artiste The map looks great to me. As I watch the video I'm reminded of how annoyed I am that Forgeworld hasn't been exploited for Invasion more. And I don't mean invasion slayer. I mean objective Invasion where you are capturing the core. Currently there's Spire, Boneyard and Breakpoint for those who have the DLC. Now Invasion is my favorite playlist. I love it to death. But it's just SO repetitive. Forge World seems PERFECT for invasion variants. There's dozens of Forgeworld maps in slayer but sadly, not for Invasion.[/quote] When I'm done with this map I have an Invasion Guide I'm gonna get back to working on. Hopefully that'll help steer players in the right direction so they can forge better Invasion maps.

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  • A few things I noticed. There were two DMR spawns right off the bat, are you certain that this will not interfere with a possible long-distance domination. As in, Spartans camping from far away killing off Elites in an attempt to troll. As well, is the distance from the "ODST Drop" and the Elite spawn far enough as their dropped shields will not be taken advantage of?

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  • [quote][b]Posted by:[/b] Sector Z 157 As well, is the distance from the "ODST Drop" and the Elite spawn far enough as their dropped shields will not be taken advantage of?[/quote] This concerned me a lot. At first I had a shield door before they land, but I know nobody's gonna wait till recharge before they leap into battle. So instead I'm developing a LOS blocker so that when they drop, the Elites don't see them yet. The whole DMR thing though is no biggy. I'm redesigning the entire play space.

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  • Sounds good, looking forward to seeing your future renders of the map! [quote][b]Posted by:[/b] A 3 Legged Goat This concerned me a lot. At first I had a shield door before they land, but I know nobody's gonna wait till recharge before they leap into battle. So instead I'm developing a LOS blocker so that when they drop, the Elites don't see them yet. The whole DMR thing though is no biggy. I'm redesigning the entire play space. [/quote]

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  • Let's hope the one I'm working on now doesn't receive any major changes. Speed-forging gets old after a while.

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  • [quote][b]Posted by:[/b] RC Clone Well you definitely have the ODST aesthetic down. It looks like it is right out of the Campaign.[/quote]

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  • [quote][b]Posted by:[/b] Starkiller 305 [quote][b]Posted by:[/b] RC Clone Well you definitely have the ODST aesthetic down. It looks like it is right out of the Campaign.[/quote][/quote] Last year I went into ODST and snapped a lot of photos to study. I then recreated what I could in Forge and now I'm using it for the design. The thing with Breakneck is that even though it has similar stuff from ODST, it doesn't feel like a location that was in the game. That's why I'm focusing so much on the intense street battles. Let's hope I don't run out of walls again.

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  • In devolpment for over a year? Doesn't look like it.

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  • [quote][b]Posted by:[/b] ONPD In devolpment for over a year? Doesn't look like it. [/quote] The map in the video took me 2 hours to Forge. I've been designing the concept since October 2010. So when I say over a year, I'm talking about those dozens of maps I built within the last 400 odd days attempting to create the map. And I still haven't gotten the design down right. But I'm getting closer. The video is just to show aesthetics.

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  • Looks really neat. I've been working on a map quite similar to this one for a while now. After the first phase, parhaps you should take the battle across ONI Bridge? That may make for some interesting gameplay.

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  • [quote][b]Posted by:[/b] Xyrelt Looks really neat. I've been working on a map quite similar to this one for a while now. After the first phase, parhaps you should take the battle across ONI Bridge? That may make for some interesting gameplay.[/quote] I'm not a fan of narrow pathways because of how easy it is to spawn camp :/ I once had a long gruesome battle on the beach, but nobody could ever score because of how narrow and linear it was. I try to give as many options as I can.

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  • [quote][b]Posted by:[/b] A 3 Legged Goat [quote][b]Posted by:[/b] Xyrelt Looks really neat. I've been working on a map quite similar to this one for a while now. After the first phase, parhaps you should take the battle across ONI Bridge? That may make for some interesting gameplay.[/quote] I'm not a fan of narrow pathways because of how easy it is to spawn camp :/ I once had a long gruesome battle on the beach, but nobody could ever score because of how narrow and linear it was. I try to give as many options as I can. [/quote] The battle doesn't just have to take place on a bridge. You could incorporate it as an element of the game (maybe a good sniping position above the main area of conflict). In addition, the bridge doesn't have to be narrow or linear. New Mombasa was always known for its large network of bridge-like highways.

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  • The very first Invasion ODST map back in October 2010 actually started by me building part of Coastal Highway's bridge. It would have been so fun to drive vehicles down, but IDK if I want to do that now Some concepts actually started off with vehicle combat in the canyon before moving into the city. Those were the times though when I was building for Forgetacular. After that I took a break and came back with new ideas, such as the simulated drop. Now I have to build it very wisely or I'll run out of budget fast.

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  • So what can you tell us about the main concept for combat in your phases? [Edited on 11.05.2011 11:05 AM PDT]

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  • [quote][b]Posted by:[/b] RC Clone So what can you tell us about the main concept for your phases?[/quote] For Phase 1, players capture a Supply Cache (for supplies, obviously) Which means a territory. I still wanna do reverse core for Phase 2 but I'm not sure how that's going to work. I'm running low on walls already.

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