GodlyPerfection
08-27-2010, 02:47 PM
MMMMmmm fresh first thread of the forum... ***cracks knuckles*** let's get this party started.
So I posted on the public Bungie.Net forum about my blog post on my gametype preview of Flatline from RP. Feel free to post there if you want. lol
[Gametype] Flatline - A new way to slay (http://www.bungie.net/Forums/posts.aspx?postID=48103825)
Here is the post copy and pasted from my blog if you don't want to play in the public forums. I still would love your support and ***cough*** bumps that aren't really bumps but intellectual comments on the gametype in question. lol... I'm using this as a way to get some intellectual discussion going on something that might have holes in it and still needs some kinks worked out. Any help would be greatly appreciated.
Less than 3 weeks to Halo: Reach folks. We are inching ever closer. Good news is the blog is actually starting to get some decent attention. I just started transferring my Forge Lessons (http://www.reachingperfection.com/p/forge-lessons.html) one at a time every other day yesterday. And what do ya know? Lesson 1 was featured on Gamasutra (http://www.gamasutra.com) this morning: Level Design Lesson 1: First Impressions (http://www.gamasutra.com/blogs/RaymondBenefield/20100825/5820/Level_Design_Lesson_1_First_Impressions.php). Not too shabby... with that and the featuring of the series at TCE (http://www.thecustomexperience.com) and Forgineers (http://www.forgineers.com) I can't go wrong. ;) Anyways, today I'm previewing one of my planned gametypes for Reach. It is simple, but complex and clever all at the same time. I'm hoping it will catch on like Hot Potato and Conquest has. Introducing a new way to slay... Flatline. (Thank you Time Glitch for the great name suggestion)
The Basics
Alright so first things first, I love evade. It reminds me of Armored Core's quick boosting and dashing in Gunz: The Duel. It allows you to instantaneously change your direction and re-position you in order to throw your opponent off guard. I love the concept of being able to out maneuver my opponent so I really wanted to fully utilized evade. Evade is all about horizontal maneuvering so I decided that my new gametype was going to remove your ability to maneuver vertically. So in comes 0% jump height. The game is meant to be fast paced so let's throw in some increased speed to get your juices pumping... maybe 110% or 125%. Finally let's reward people for being able to maneuver extremely well being able to avoid fire for a decent amount of time while in combat. Your reward is faster shield recharge rate. And since I love evade so much you can do it as many times as you want, in comes infinite equipment usage. And now we have what I now call Flatline.
The Results
So here are the gametype settings:
* Faster Movement Speed
* Infinite Equipment Usage
* One loadout featuring Evade as the armor ability
* Quick Shield Recharge Rate
* No Jumping
The result of all of these put together is a fast paced slayer gametype that revolves around utilizing evade to out maneuver and out play your opponent. You are rewarded for taking cover to recharge your shields or just plain being good at not getting hit. You are able to traverse the map very quickly in order to hunt down your pray. There will be no shortcuts available to you and the only height advantage that you can achieve is by natural landscape height. Some of you may feel that infinite Evade is going to make it to easy to avoid shots and stay alive. If this is true I may be upping weapon damage.
The Uniqueness
The reason this gametype is going to play uniquely is because it forces you to use paths that you may never have used before because you can no longer jump. Railings can no longer be jumped over but they can still be shot over. Rocks now act as if they are massive columns that you can't just jump over. Imagine maneuvering around Swordbase with no jump and no jetpack. While that seems frightening at first remember moving around it as an elite with evade... now imagine moving through it much faster. Swordbase now becomes a pretty small map. Players are now more predictable in their paths making the gameplay not much about flanking and tricking your opponent, but now a game of who can out maneuver and out shoot who. I look forward to fully playtesting this on every map imaginable. It requires no special maps so not only will it play on default maps, but it will play on any map that you make that is designed to play Slayer. Maybe together we can find out what level design aspects really make this gametype shine. Imagine the possibilities of a low to the ground ramp that you can't just jump over because of the railing there. It makes you move different, it makes you play different. It is a whole new game for us to play within the Halo: Reach engine.
See you guys tomorrow with Forge Lesson 14.
So I posted on the public Bungie.Net forum about my blog post on my gametype preview of Flatline from RP. Feel free to post there if you want. lol
[Gametype] Flatline - A new way to slay (http://www.bungie.net/Forums/posts.aspx?postID=48103825)
Here is the post copy and pasted from my blog if you don't want to play in the public forums. I still would love your support and ***cough*** bumps that aren't really bumps but intellectual comments on the gametype in question. lol... I'm using this as a way to get some intellectual discussion going on something that might have holes in it and still needs some kinks worked out. Any help would be greatly appreciated.
Less than 3 weeks to Halo: Reach folks. We are inching ever closer. Good news is the blog is actually starting to get some decent attention. I just started transferring my Forge Lessons (http://www.reachingperfection.com/p/forge-lessons.html) one at a time every other day yesterday. And what do ya know? Lesson 1 was featured on Gamasutra (http://www.gamasutra.com) this morning: Level Design Lesson 1: First Impressions (http://www.gamasutra.com/blogs/RaymondBenefield/20100825/5820/Level_Design_Lesson_1_First_Impressions.php). Not too shabby... with that and the featuring of the series at TCE (http://www.thecustomexperience.com) and Forgineers (http://www.forgineers.com) I can't go wrong. ;) Anyways, today I'm previewing one of my planned gametypes for Reach. It is simple, but complex and clever all at the same time. I'm hoping it will catch on like Hot Potato and Conquest has. Introducing a new way to slay... Flatline. (Thank you Time Glitch for the great name suggestion)
The Basics
Alright so first things first, I love evade. It reminds me of Armored Core's quick boosting and dashing in Gunz: The Duel. It allows you to instantaneously change your direction and re-position you in order to throw your opponent off guard. I love the concept of being able to out maneuver my opponent so I really wanted to fully utilized evade. Evade is all about horizontal maneuvering so I decided that my new gametype was going to remove your ability to maneuver vertically. So in comes 0% jump height. The game is meant to be fast paced so let's throw in some increased speed to get your juices pumping... maybe 110% or 125%. Finally let's reward people for being able to maneuver extremely well being able to avoid fire for a decent amount of time while in combat. Your reward is faster shield recharge rate. And since I love evade so much you can do it as many times as you want, in comes infinite equipment usage. And now we have what I now call Flatline.
The Results
So here are the gametype settings:
* Faster Movement Speed
* Infinite Equipment Usage
* One loadout featuring Evade as the armor ability
* Quick Shield Recharge Rate
* No Jumping
The result of all of these put together is a fast paced slayer gametype that revolves around utilizing evade to out maneuver and out play your opponent. You are rewarded for taking cover to recharge your shields or just plain being good at not getting hit. You are able to traverse the map very quickly in order to hunt down your pray. There will be no shortcuts available to you and the only height advantage that you can achieve is by natural landscape height. Some of you may feel that infinite Evade is going to make it to easy to avoid shots and stay alive. If this is true I may be upping weapon damage.
The Uniqueness
The reason this gametype is going to play uniquely is because it forces you to use paths that you may never have used before because you can no longer jump. Railings can no longer be jumped over but they can still be shot over. Rocks now act as if they are massive columns that you can't just jump over. Imagine maneuvering around Swordbase with no jump and no jetpack. While that seems frightening at first remember moving around it as an elite with evade... now imagine moving through it much faster. Swordbase now becomes a pretty small map. Players are now more predictable in their paths making the gameplay not much about flanking and tricking your opponent, but now a game of who can out maneuver and out shoot who. I look forward to fully playtesting this on every map imaginable. It requires no special maps so not only will it play on default maps, but it will play on any map that you make that is designed to play Slayer. Maybe together we can find out what level design aspects really make this gametype shine. Imagine the possibilities of a low to the ground ramp that you can't just jump over because of the railing there. It makes you move different, it makes you play different. It is a whole new game for us to play within the Halo: Reach engine.
See you guys tomorrow with Forge Lesson 14.