Staredit Network

Staredit Network -> UMS Production -> Halo3- Activation
Report, edit, etc...Posted by Sie_Sayoka on 2005-11-11 at 06:37:27
Updates

Post created- Nov 11
No Current Updates

Statistics of Completion

Idea- 70%
Terrain- 0%
Triggers- 0%
Unit Placement- 0%
Unit Stats- 0%

Story Line

This will pick up at the end of Halo 2. Where the master chief is aboard the forerunner ship heading to earth. You must battle your way to the profiets quarters and dispose of them. The other halos must not be activated! You will also play as the Arbiter cleaning up the Brutes and flood.

Objectives

Kill
Blow stuff up
Have fun

Map Specifications

Dimensions- More the 256x256(have to test)
Terrain- Undecided
Players- 4
Sounds- Yes
Computers- 4

Gameplay Features

Shielding System-
Your shield will be a burrowed zergling. When it dies you will turn uninvincible. You will be vulnerable for a few seconds untill your shields recharge.

Ammo System-
You will have infinite ammo but you will have a vulnerable point when you are reloading.

Gernade System-
I will attempt to create a Gernade system using Scarabs

Primary Weapons-
You may choose your primary weapon; SR, SG, SMG, BR, Plasma Rifle

Secondary Weapons-
You may choose your Secondary weapon; Rocket, Fusion
(The Secondary weapon will fire 1 shot. It does have limited ammo)

Campain-
There will be several levels(depending on how big i make the map) I will try to make each one as Bungie would of.

Multiplayer-
There will also be a multiplayer mode With Deathmatch, CTF, and a new Defence mode where you defend against waves of Covenant, Flood and Humans.

Additional Information

I might add so that you can play as any unit this includes; Flood, Hunters, Brutes, Marines, Profeits, and Grunts smile.gif

This will be a very complicated map and i am looking for people willing to help me with triggers, terrain and systems.

Report, edit, etc...Posted by dumbducky on 2005-11-11 at 08:11:29
Sounds good.
Will you be able to stop playing regular levels and just go and play multiplayer?
Report, edit, etc...Posted by WoodenFire on 2005-11-11 at 10:34:15
Shielding system would work... burrowed lings splatter blood everywhere... not very shield-like.

I would recogmend having hyper triggers detect the ling's absence, and repeatedly create and kill a large hallusinated unit for a period of time using a timer (unit moving across a piece of terrain).

Scarab Grenade system won't work as far as I know, Scarabs are not controllable in direction after you move them from the point of attack. However, maybe you can move 1 reaver around a target for direction and maybe you might get some angels when it leaves your unit. Not a good idea.

I had an idea a long time ago that I recogmended to someones jail break map... I forget who it was... It was for weapon changing, ammo system, and melee.

Your unit would be a detectable convertant, zergling with burrow, hydra with burrow and lurker evolve, defiler with burrow, siegetank with siege, hero siege tank with siege, mutalisk with guardian and devourerer, hero ling with burrow, hero hydra with burrow, and can be units that use minerals to be detected, reaver with scarab, carrier with intercepters, scv with an air unit to repair above it.

After you picked your detectable convertant with being burrowed, changing form, or using minerals for detection, you can apply this system.

Ammo for enemy virtual HP hits/ kills.

Burrowing, changing form, or using minerals can activate your unit to toggle between weapons your unit has picked up. Each time you toggle, it will move a cloaked unit for the attack effect near your hero using mobile grid to see where your hero's side is. You can use double toggles to activate manual reload, toggle either hand's weapon, use healing pack, etc...

You select the weapon you have, the ammo it has left is displayed with gas or minerals if you choose not you use mineral detection for your detectable convertant and you have the weapon active while in long range battles or medium range battles where your hero is allyed to enemy, but your weapon is not (computer for each human player to detect kills/HP deaths) and if you engage next to an enemy with your hero, your weapon is switched off (sound effect for weapon removal) and you melee your enemy. Your enemy hits virtual HP on your hero which provents your hero from running away. This can be added with Shielding by making the first # of Virtual HP Deaths display hyper triggered events of hallusinations and a sound effect to cover the Zergling's death undernieth you.

This is a good weapon system, but the sacrifice is of not using non-detectable convertant units.

I hope you understand this concept, if applyed correctly, you could have a good system going. You could switch it to non-virutal HP for enemys but ammo would be based off of a kill, meaning all weapons would be single hit kills. Not very realistic unless your hero has tons of life/shielding.

Anyways, good luck on this map, I hope this idea help you with your own ideas.
Report, edit, etc...Posted by RedNara on 2005-11-11 at 11:26:03
sounds good smile.gif

Scarab Grenade system can work... just get more then 1 scarab... a few of them hit if they are unallied...
Report, edit, etc...Posted by Sie_Sayoka on 2005-11-11 at 14:35:21
Yeah im considering about spider mines and infested terrains... but i would need the infested terrains for suicide flood and the mines do not have that much range.
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