Halo 2: Coagulation Map Version 2

Rinpun

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Halo 2: Coagulation Map Version 3

Here it is! Let me know what you all think.
 
Alright, in case you're wondering why I've taken the old attachment down, it's because I've made a new version!!

This has quite a lot of changes. I shall note them here.

Abilities & Leveling -- You may no longer level and you will no longer be able to allocate skill points. All abilities are already in place.

Note: I have yet to turn XP gain off (can't find the constant...is this in the trigger editor or gameplay constants?) So, you'll find that your bar is empty at level one and that with your first kill with fill up all the way to the max--200 xp.

Overshield -- HP is now ridiculously low (someone tell me if I can make it unseeable like Halo 2) but this ability is now available. I suggest you turn it on at the start since it doesn't cost mana to maintain, doesn't cost mana to turn on, and absorbs one damage point per mana point. I don't think you'll survive a tank shot (realistically), but you'll survive at least one shotgun blast.

Jump -- Now covers a VERY small amount of distance to keep people from blinking to places they shouldn't. You can jump down elevations, but I suggest you are right near the edge or you'll blink towards the point but will stay on the ledge, wasting the ten second cooldown (to prevent tank shot dodging).

Scope -- Doesn't create a bird anymore but rather a Far Sight. It now sees farther to make up for original ability to have an invisibility-seeing bird that you could set to follow you around for the amount of its life.

Board -- "Dummy ability" that you cast on a vehicle to convert it to your own color. Check "Boarding" farther down these notes.

Pick Up Weapon -- Same as ye olde version.

*()*()*

Your Pillbox -- For your team pillbox, you can use Jump to drop down that ledge to that crystal with the words "Jump Down" above it. You will instantly warp inside your pillbox (the camera will pan as well). Here you will have access to the three new weapons: Pistol, Plasma Pistol, and Plasma Rifle. To go back to your pillbox, simply walk onto the little outcropping to the left of the base marker (crystal in socket) with the words "Up" above it. Camera will pan as you leap out of the pillbox inside.

Boarding -- You can now change a unit to your color so that you may enter it. I have yet to make it so that the people in it are thrown out and that you automatically enter it when you use the skill. Loading and Unloading at the moment is manual--you can do with with the casual right click and such.

Note: There are errors that seem to occur at times when you're casting Board. Please alert me if this happens and suggest a thought as to why. I think it has something to do with the fact that it is "unit begins casting an ability" and not "unit finishes casting an ability".

Note: Vehicles don't revive.

And that is all for version 3.

You may pass this map around in battle.net but please don't change my name. I made sure to give credit to the inspirer who created a cruddy simple game that is a mere piece of my game-- with cheap stun effects, cheap items, messed up units, messed up items, et cetera. In this version, it is especially easy to kill someone (and not in sprees unless you have skill--unlike when stun was available), since the weapons are all free--just wander the map.

Please don't change the map either. If you want to add things to the game, simply suggest in this topic. I will also add new versions of the game as they get more units. I'm figuring how I want the selection between Elite and Spartan to be, as I have both of them in their weapon variations.

And last of all, let me know if there is an English spelling mistake. I'm not very keen on incorrect English, ESPECIALLY when I've made the mistake. Whilst I do look rapidly at texts over and over again for spelling errors, there are some I miss, like when I post at this forum.
 
Hero - Disable experience gain for (Triggering unit)

Hero - Make Player 1 (Red) Heroes gain 0.00% experience from future kills


Those should work.
 
Alright, the second one should work nicely :)

(The units spawn via Create, so "Triggering unit" is invalid--not to mention that the event is Map Initialization)
 
Yeah I knew triggering unit wouldn't work... I can't do the whole thing for you since I don't know how your stuff works. ;)
 
Alright, I've noticed a few graphical errors with some floating text not showing up and whatnot.

Expect those to be fixed, along with the addition of Battle Rifle and Needler (the only remaining weapons that appear on Coagulation in the Real Game). I also expect to complete the boarding system and the vehicle revive.

And that will all be in version 4.

Version 5 and Version 6 will take an indeterminable amount of time to release.

Predicted Version 5 -- Graphics Redone

Models, attacking, and movement graphics/sound will all be done with custom models/sound designed to actually be whatever (Banshee will have a Banshee custom model either made by me or someone else; Ghost when it moves may sound like a Halo Ghost when it moves).

The other two vehicles (Spectre and Wraith) will be added as well.

Predicted Version 6 -- Finish up for Version 7 ~Golden~

All of the rest of the promised stuff. Choice between Human and Covenant and both can hold all weapons.

Add Overshield item.

Add Gametypes.

Slayer -- Free-for-all. Person with the most kills at the end of fifteen minutes wins.

Team Slayer -- What it is at the moment. Team with most kills at the end of fifteen minutes wins.

Capture the Flag -- Flag placed at each base marker as an item. Flag slows down unit, changes its attack to melee, and adds 750 damage (so as to kill the unit in two smacks like Xbox Halo). Team with most flag captures at the end of fifteen minutes or the first one to reach 3 captures first wins.

Assault -- Bomb is placed in center of map next to Rocket Launcher. Bomb gives same effects as Flag. When bomb is placed in the Base Marker region inside the pillbox, a timer will start. If the bomb holder is still alive at the end, the bombing team will get a point and every team hero (including the enemy) will die and automatically be revived and the bomb returned to its spot next to rocket launcher. Team with most bombings at the end of fifteen minutes or the first one to reach 3 bombings first wins.

Team Ball -- Ball is placed in center of map next to Rocket Launcher. Ball gives same effects as Flag but also constantly pings the map to everyone to show where the ball holder is. It won't say, however, if anyone is guarding him. When held, a timer starts and minutes start adding. The team who holds the ball for either five total minutes or the most minutes after fifteen minutes wins.

Predicted Version 7 ~Golden~

I'm getting ahead of myself here, but basically I'll refine everything to make as little lag as possible through testing. No more changes will be added until either I decide to add vehicles and weapons that don't exist in Halo or there is a small change I want to make.
 
Originally posted by Hell-Pleaque
Yeah I knew triggering unit wouldn't work... I can't do the whole thing for you since I don't know how your stuff works. ;)

And I'm too lazy to put all the triggers up :D

The Map is unprotected for now, so you can download it and edit it in your editor :P

But please, don't change the loading screen first paragraph with its credits to me and the person who created the simple version...:)
 
bump
 
hey what up with the bumps? whats it about and why so many people do it?
:confused:
 
Bumps bump the thread to the very top so people don't forget about it. Rinpun, may I suggest adding more features to your map and working on the terrain? Maybe like a forest or something? I'm trying to be critising but honestly your terraining looks a little plain and boring and that's what got me down about it. I also suggest adding sniper spots and other stuff like that for better use of strategy and the like.
 
a couple of things...
1) id make the weapons items so that you can dual wield as well (possibly) but also so if you pick up a weapon your opponent cannot pick it up too... (the rocket launcher comes to mind...)
2) the vehicles stay on your side after you get out so you can send them away to kill things even while you are on the other side of the map which is kinda cheap. maybe if you use the jacking ability it makes you get in and when you get out it become neutral hostile again? i dunno

i think thats it
 
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