Friday, September 02, 2005

CTF: Swarm

Idea:
A single person or a very small team must defend the flag against overwhelming odds. The attackers have to move on foot across a large map with only short range weapons. Defenders have long range weapons. Attackers must capture three flags in 10 minutes. Defenders must simply prevent capture of the flag.

Rules:
Set up the teams so that there is one or two people on the defending team and
everyone else on the attacking team. The attacking team may only use the shotgun. The defending team may use anything they can get their hands on.

Match Options:
  • Number of Rounds: 1
  • Score to Win Round: 3
  • Round Time Limit: 10 minutes
  • Rounds Reset Map: Off
  • Resolve Ties: On
Player Options:
  • Max Active Players: 16
  • Lives Per Round: Unlimited
  • Respawn Timer: 5 seconds
  • Suicide Penalty: 5 seconds
  • Shield Type: No shields
  • Motion Sensor: On
  • Active Camo: Off
  • Extra Damage: Off
  • Damage Resistance: On
Team Options:
  • Team Changing: On
  • Friendly Fire: On
  • Respawn Time Modifier: None
  • Betrayal Penalty: 10 seconds
  • Force Even Teams: Off
Equipment Options:
  • Starting Weapons: Shotgun
  • Secondary Weapons: None
  • Starting Grenades: Off
  • Weapons On Map: Rifles
  • Weapon Respawn Time: Map Default
  • Grenades on Map: Off
  • Overshields: Off
  • Active Camouflage: Off
Capture the Flag Options:
  • Flag Type: 1 Flag CTF
  • Sudden Death: On
  • Flag At Home To Score: Off
  • Flag Touch Return: On
  • Flag Reset Time: 10 seconds
  • Slow With Flag: Off
  • Flag Hit Damage: Massive
  • Damage Resistance: Off
  • Active Camouflage: Off
  • Vehicle Operation: Off
  • Flag Indicator: Always On
No vehicles, turrets, etc

Maps
  • coagulation
  • containment
  • relic
  • burial mounds
  • waterworks
Values
  • Stealth
  • Ranged Weapons
  • Map Knowledge

Monday, August 29, 2005

Juggernaut : Predator

ChromeRatt: Modified the style of this post to match the others.

The idea is to promote teamwork and be as true to the first movie as possible: a hairy-scary invisible monster from hell with superior firepower easily slaughtering ill-equipped humans with style. Too bad there's no way to rip out spines in Halo2. ;-)


Match Options

  • Number of Rounds: First to 2
  • Score to Win Round: 25 or 50
  • Round Time Limit: 10 minutes
  • Rounds Reset Map: Yes
  • Resolve Ties: Yes
Player Options
  • Max Active Players:16
  • Lives Per Round:Unlimited
  • Respawn Timer: 5 seconds
  • Suicide Penalty: 10 seconds
  • Shield Type: None
  • Motion Sensor: Off
  • Active Camo: Off
  • Extra Damage: Off
  • Damage Resistance: On
Team Options
  • Team Play: N/A
  • Team Scoring: N/A
  • Team Changing:
  • Friendly Fire:
  • Respawn Time Modifier: N/A
  • Betrayal Penalty: N/A
  • Force Even Teams: N/A
Vehicle Options
  • Vehicle Respawn Time: Default
  • Primary Light Vehicle: None
  • Secondary Light Vehicle: None
  • Primary Heavy Vehicle: None
  • Banshee: None
  • Primary Turret: None
  • Secondary Turret: None
Equipment Options
  • Starting Weapons: Energy Sword
  • Secondary Weapons: Rocket Launcher
  • Starting Grenades: On
  • Weapons On Map: Human
  • Weapon Respawn Time: Normal
  • Grenades on Map: Off
  • Overshields: Off
  • Active Camouflage: Off
Juggernaut Options
  • Betrayal Point Loss: On
  • Juggernaut Extra Damage: On
  • Juggernaut Infinate Ammo: On
  • Juggernaut Overshield: On
  • Juggernaut Active Camo: On
  • Juggernaut Motion Sensor: On
  • Juggernaut Movement: Fast
  • Juggernaut Damage Resistence: On
Maps: Small

Favorite Taunts: "Kill me! I'm here!" and "Want some candy?"

If the players don't work together they will have NO chance at all. You could play this on a large map, but it will be harder for the players to get together to make a team effort/take a stand against the predator because they'll be spread out.

I also like the players using brute shots (grenade launcher) for this, but that makes it a little too easy IMHO.

Friday, August 26, 2005

Slayer: 1v1 and 2v2 Tournaments

This variant uses the Max Active Players option, which I've never seen used before in other games. It works as a throttle on the number of people actually in play at one time. In FFA games, it is the total number of active players. For Team Slayer games, it is the number of people on each team that are active.

It works similar to the Force Even Teams option. Anyone who is not active sits out and watches the game as a spectator. The same way you'd watch in an elimination game after you've been killed.

The lowest setting is 2. So there are actually two game types here. In FFA it would be 1v1 and for team slayer you get a 2v2 game. You can of course increase the number to somehting other than two. But the in and out nature of this game type introduces a kind of enthusiasm I haven't seen in other team slayer games.

I tried this last night with a group of 8 people in 2 teams of 4 on Warlock. It played pretty well and was generally accepted by everyone.

To set up the games, I just selected the standard Team Slayer game type, renamed it 2v2 Tournament and changed the Max Active Players to 2. I also created a 1v1 Tournament based on FFA Slayer in the same way.

As a possible tweak, I want to experiment with the cycling choice on the Team Options : Respawn Time Modifier option. This is supposed to make players "respawn together at fixed intervals". Don't know exactly what that means, but I'd like to how it effects game play.