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Found 2 results

  1. Gamertag: Choot at OGGC Map: [PB]_Snakehead_Castle Gametype: [PB]_Purple_Bunker_DV_(Destructible_Vehicles_Enabled) I would like to start off by saying this is my very first invasion gametype map I've created and only my fourth completed map. It is also the first map I created that used the entire budget in Forge. It was originally meant to be submitted in the THFE Forge Contest but because of my schedule and other time constraints, I didn't get it completed in time. I actually learned alot about the Invasion gametype while creating Snakehead Castle and want to personally thank THFE for initially offering the contest to 343iCF's community. Complete overview of map from start to finish. Elites begin attack from right side of map. Map located on "The Island" area of Forge World. Description: This map is meant to be played with a custom variant of the Purple Bunker gametype >>> [PB]_Purple_Bunker_DV with 8 - 16 players in mind. I really wanted to use the vehicle explosive effect in Phase 3 so I enabled "destructable vehicles". Will probably play well with less than 8 players, but haven't fully tested with low player count. Attacking team consists of Elite's with Energy Sword, invulnerability, and reduced movement speed. The defending team consists of Spartans with Concussion Rifles and Needlers only, invulnerability, and reduced movement speed. Three respawn zones are selectable at each phase. All labels and spawns are working correctly. Phase 1: Charge the Towers Time to complete: 2:00 minutes Zone capture time: 5 seconds Elites begin at their campground and attempt to capture the zone between the initial Guard Towers being protected by the Spartans from above to progress to the next phase. Charging area has scattered cover with explosive plasma batteries that attempt to slow your progression. Capturing the zone initiates the first teleporter near the rear of the capture zone. Spartans attempt to alleviate any threats from atop the Guard Towers. **Warning** - To show my love of teabaggers, I am offering a free dose of "CDS"! (crouching death syndrome) Also, any attempt to wander off of the platforms will result in DEATH!! Tested extensively! :crazy: Phase 2: Breech the Passageway Time to complete: 2:00 minutes Zone capture time: 5 seconds In the second phase, the Elites attempt to capture the zone located just below the second defense platform to unlock the door that leads to Snakehead Castle. Like in phase one, the path to the capture zone has scattered cover with explosive plasma batteries that attempt to slow your progression. The passageway is blocked by a locked door. Capturing the zone unlocks the door leading to the final phase. The second teleporter leading to phase three can be found beyond the doorway entry. Defending Spartans are now located atop the second defense platform above the capture zone. **Warning** Any attempt by the Spartans to wander from the platform will result in death, as well as any attempt by the Elites to climb the rock surface to reach the platform. Spartans should not pass RED COLORED posts. Phase 3: Seize Snakehead Castle Time to complete: 2:00 minutes Zone capture time: 5 seconds The third phase is the one I had the most fun creating and the main reason I decided to enable destructible vehicles in the [PB] Purple Bunker gametype. Once entering phase three, Elites attempt to seize the castle with the added difficulty of avoiding random exploding vehicles. Final objective lies at the base of Snakehead Castle. Spartans now attempt to defend from inside the castle walls on the second level of Snakehead Castle. **Warning** Attempting to drop down from defense postition will result in death. The path leading to the final objective has more explosives for the Elites to contend with. Snakehead Castle. I hope you enjoy playing the map as much as I enjoyed creating it. Any feedback and constructive criticism would be greatly appreciated! I would also like to thank Absolute Dog for the patience and time it took to get me involved in Forge World. - Choot
  2. Intro: Hello 343iCF, I'm here once again today to share with you all a map that I've been keeping under my cap for a few weeks. As most of you know, I'd imagine, TheHaloForgeEpidemic had announced their first contest about... I would say almost five weeks ago... and it's goal was to find the best map made to fit the gametype [PB] Purple Bunker. Well, since the two week submission period has already passed and it's been nearly three weeks since, I've grown a little restless of waiting for the video that will announce the winners of the contest, so therefore, I have come to the decision to reveal my map before the contest ends. So, I'll get right to it then! Gamertag: Robius5991 Map: [PB] Assassin's Creed Gametype: [PB] Purple Bunker The map ([PB] Assassin's Creed): Before I start the description, I would like to give you guys a little backstory to explain my choice in theme. When Oakley opened the contest, I had a few ideas in mind, such as Star Wars or LOTR, however my hopes were dashed when I heard him mention these themes, since I knew there would definitely be a few other people following those themes. Therefore, with my main ideas taken, I was trying to come up with something original, that no other players would think of making. That's when it dawned on me to make the map as an Assassin's Creed theme. I knew it would be challenging to convey such a theme, but I hope that when you all see my pictures and descriptions, you'll be able to notice the specific areas created. Starting here, there are spoilers to all Assassin's Creed games mentioned, if you don't want anything ruined, skip all the writing up to the conclusion. To begin, as you all should know, every Purple Bunker map is broken in three areas. I decided to theme each after a different Assassin's Creed game. You'll notice in the pictures that I also tried to slip in some easter eggs within each phase. -My first phase takes place in the context of Assassin's Creed 1. In the year 1191, within the deserts of Syria, Altair Ibn-La'Ahad is sent after who I think was his fourth target, Abu'l Nuquod, also known as the Merchant King of Damascus. For any other fans of the series, perhaps you'll remember how the mission makes you walk into his palace, where he is seen on his balcony, addressing his crowd as they drink from a wine fountain. Soon after, the wine is revealed to be poison and chaos breaks out. In my map, the Elites represent Altair as they charge their way up the rather open plaza, with only the fountain and some pillars (certain ones broken) to work their way up. The defenders (Abu'l Nuqoud's Bodyguards) are on three separate balconies, giving them each different angles to attack. The center position has the widest angle, and the most direct, however they cannot see directly below them. Therefore, the task of knocking people out of the capture zone falls to the players in the angled balconies, who can fire into that area. -My second phase takes place in the context of Assassin's Creed 2. In the year 1486, on the docks of Venice, Italy, following the events of Il Carnevale, Ezio Auditore da Firenze begins his march towards Marco Barbarigo, the Doge of Venice. I had to change quite a few aspects of this map to make it more playable, but the theme remains. As in the game, Marco and his bodyguards (defenders) are found on a Venetian Warship, at the back of the docks. The Elites (attackers) represent Ezio, as they must push forward. This is the hardest phase because the players must cross a canal, which will kill them if they fall inside. They have three options, either they climb a ladder to a tower and cross a clothes-line (fasted way - but easy to be knocked off of), they may cross a plank of woof (a little further - but wider than the clothes-line), or they can use the large bridge (farthest away - offers the best cover). Once they get past the canal, players can use crates as cover to protect themselves as they try to take the ship. Defenders are all grouped together here are placed where the cannons would be found in a warship. -My third, and final phase, is in the context of the upcoming game, Assassin's Creed 3. In the year 1775, within the wilds of the frontier, near Bunker Hill, in the land that will eventually be known as the United-States, Connor Kenway, under the orders of General Israel Putnam, is sent to kill the British marine John Pitcairn. The defenders (British forces) are held up in a bunker, uphill from the defenders (Americans) position. The Elites spawn near a few graves and the fallen flag of the Thirteen Colonies, while the Spartans fire from their flag-adorned bunker, with a limited view of the attackers. The attackers may use a cave, two hill pathways or a small rock formation to move up, while the defenders must use communication to hold them at bay. I know this game has yet to come out, but I tried to give the natural feel the trailers portrayed when I built this map. The gametype ([PB] Purple Bunker): As I've said before, the gametype is not my own, but I feel it my duty to explain it, should there be any players who have not heard of this before. The original version of Purple Bunker was created by Mr Pokephile on Halo 3, however, it was with the help of Oakley Hidef that it was adapted and brought over to Halo: Reach. The way it works is that in every scenario, the defenders (Spartans) are given Concussion Rifles and Needlers. They will always find themselves on an elevated structure and it is their job to push the Elites (attackers) who are invincible, away from the objective. On that topic, the objective is always territories. The Elites are forced to walk extremely slow, but as I've said, are invulnerable to damage. They have swords, but cannot use them. Their sole goal is to reach the territories and to hold them for what I believe is 5 seconds. Each phase lasts 2 minutes, so a full round will never go over 6 minutes, therefore a full game cannot be more than 12 minutes. With that all explained, I'll give you guys an average on how long it took to finish each of my phases: Phase #1 (Damascus): 1:00 minute - 1:20 minutes Phase #2 (Venice): 1:30 minutes - 1:58 minutes Phase #3 (Bunker Hill): 1:00 minute - 1:30 minutes Screenshots: Finally, onto the pictures. I apologise for the length of my text, but I just love to write on the forums and share all the information I can about my maps. PHASE #1 (DAMASCUS): Here is the view from the Elites' initial spawn. I tried to come up with one original construct for each phase, so for this one, it was the muslim-architecture tower with the pointed top. Here we can see the small garden-adorned fountain along with the large entry-gate, which was shut when the killing began. This is a small overview of this phase - do not pay attention to the pieces sticking out from the side, players do not see them from their points of view. The triple position of the defenders offers them varied angles with which to attack. We also see in the back part of the Castle. An angle from the central balcony. A stated above, I have an easter egg in each map. They are a small leap-of-faith area, with a custom built "eagle" on each one. The one on this phase is found at the top of the castle, overlooking the battle. PHASE #2 (VENICE): An overview of the Venice phase, the attackers spawning in the far back, while the defenders spawn inside the Warship. This angle shows the three different options to cross the canal, from closest to furthest they are: the clothes-line, the plank of wood and the bridge. Another easter egg added was the Assassin's symbol, found on the side of the cathedral. It also has the small skull-switch that Ezio would pull, opening a man-hole beneath him and allowing him to enter the catacombs below. (purely aesthetic) The Venetian Warship was my original construct for this map. I will admit, it was very hard to build. From within the defenders fire their shots like cannon-balls. Once again we find an eagle overviewing the battle, but this time it is hidden on the Cathedral. PHASE #3 (BUNKER HILL): An overview of the uphill battle the attackers face. The Elites begin at the bottom of the hill, near the graves of their fallen comrades. Behind them lies my next original construct, the broken-down flag of the Thirteen Colonies. Battling their way uphill, the Elites had multiple options with which to reach their dual-objectives. The British Bunker houses my last original construct, the Union-Jack flag, used to represent England's control. Finally, atop a rock formation, we find the final eagle, my last homage to my favourite video game series. Conclusion: Well, I've reach the end of what I believe has been my longest thread on this forum. For those of you who found my rambling boring, I apologise, but I've got to say that I really love getting to share my creations with all of you. Thank you all for reading and I hope that you'll all enjoy playing this as much as we did while testing it. Also, if you think I deserve it please wish me luck in the contest, the anticipation is killing me! Thank you for your time and consideration 343iCF users!
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