Hey guys, just giving a rundown on my first (almost) complete Halo 4 Map and Gametype combo.
This one is called Augmentation II, and is based heavily on the gametype Conquest from Halo 3 and Reach.
Objective: Control the middle room of the space station.
Players spawn in a 'spawning hall', in which they fall for 5 seconds and then are teleported to the main area. The reason I did this, is to counter-act the 'Quick Respawn' making dying actually mean something in regards to team pushing to the middle.
Once teleported in, players run through their teams hallway, through the door jam and into the central room, where most of the battle takes place. On either sides transition hallways, there is one initial drop of DMR and two random drops. Also, there are 8 random drop locations in the central room.
Loadouts
Assault
Primary weapon: Assault Rifle
No secondary
Grenades: 1x Frag
AA: Regeneration Field
Tactical Package: Shielding
Support Upgrade: Explosives
The assault class is the main softener class. The AR can easily pop shields, and with the slow recharge rate, having a couple of assault class guys will go a long way in helping clear out the room
Scout
Primary weapon: Magnum
No secondary
Grenades: 1x Plasma
AA: Auto Sentry
Tactical Package: AA Efficiency
Support Upgrade: Ammo
The scout class works very well with the assault class because it's the finisher. When the assault class guys take down shields, the scout guys are there to clean them up. With the Autosentry, scouts are able to defend the other teams door and will often find that the sentries soften targets as well, giving more opportunity for scouts to rack up kills.
Operator
Primary weapon: Shotgun
No secondary
Grenades: 1x Pulse
AA: Thruster Pack
Tactical Package: Resupply
Support Upgrade: Dexterity
The operator class is the be-all, end-all CQC class. The shotgun, alongside the Dexterity Support Upgrade, allow for multiple kills and fast reloads. With the Thruster pack, operators are able to get to the hill first, thus securing the room from other players.
The players initial loadouts consist of weapon and loadout combos that need to be discussed while spawning. If you have too many scouts but not enough assault, you'll be helpless once in the hill. Every loadout works together, in the sense that there's no 'Lone Wolf' style classes, forcing teamplay and communication.
Scoring
The scoring in this game is basic KOTH: Hold the hill, get points. There is a power surge every 30 seconds of hill control that makes anyone in the hill lose all shields, which means assault class users need to be quick with the regeneration shields if you want to stay in the hill much longer than that.
There are three rounds up to 100 points each, and the time limits for each round is 12 minutes.
Playtesting
I need help refining this gametype. If there's anyone here willing to hop on and help me test, that would mean a lot to me! My gamertag is: Pyrotrancer
Thanks dudes, stay solid!