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 Forum index » Diversions » Console/Video Game Discussion
[Halo 2] Custom Game Types
Moderators: krystyn
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skybruin
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Joined: 27 Aug 2004
Posts: 373
Location: Missoula ,MT

[Halo 2] Custom Game Types

Most, if not all, of us people playing online have played in some custom game types. I would like to get a listing of all the custom game types in this thread with the settings that make them special.

A few that I know of are;
Bumper cars
Facehole
Dead Right There
FU Simmons
but I do not know the specifics of the settings. Please eloborate on these types and add others.
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PostPosted: Fri Dec 17, 2004 12:29 pm
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krystynModerator
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Joined: 26 Sep 2002
Posts: 3651
Location: Is not Chicago

I've been thinking for a couple weeks of making a thread just like this!

That would be great: list your favorite game type, and allll the specific settings you use for it. That way, in case you're not around that night, others can make an identical game type under their profile if they so wish, instead of having to go in and try to remember all the various settings ...

"football with guns" was sorta interesting. We also played "Vintage," which I guess is a Halo I CTF throwback sort of thing, although I wouldn't know from that, personally ...

I'd like to know Facehole's settings, for sure. Even though I think I liked it better when it was named Pistol Whip.

PostPosted: Fri Dec 17, 2004 12:51 pm
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fugitivesoldier
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Joined: 21 Sep 2004
Posts: 513
Location: MI

Bruteball:

Oddball, 2 minutes to win.

No shields, damage resistance ON (for everyone)

Brute Shots, Brute PRs as starting weaps. Map weaps. can be whatever or nonexistant.

Player w/ Ball is movement speed = fast, a la Brute Rampage Mode.


Dead Right There:

King of the Hill, non-moving hill.

BEST MAPS: Midship, Lockout

Starting Weapon: Sword.
Starting Grenades: Yes please.

Best played as FFA with 10+ players. Stir occasionally, adding frag grenades as needed. Be glad your average life time is not recorded in KotH matches.
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PostPosted: Fri Dec 17, 2004 1:51 pm
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krystynModerator
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Joined: 26 Sep 2002
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Iron FugitiveChef!

You so have a poofy chef's hat, filled with extra stickies.

PostPosted: Fri Dec 17, 2004 2:10 pm
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ironchefmike
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Joined: 26 Aug 2004
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Location: Brookline, MA

krystyn wrote:
Iron FugitiveChef!

You so have a poofy chef's hat, filled with extra stickies.


Hmm...that one doesn't sound nearly as fun as the others.... Shocked
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Ironchefmike
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PostPosted: Fri Dec 17, 2004 3:34 pm
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FauxHammer
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Clearly, Neutral Flag CTF (aka Football with guns) has potential. But the problem is it just happens to be a game of taking turns, whoever scores first. SO the question is, how can we mix up the balance a bit to make it more interesting? Anybody have any suggestions? I think that game could be a lot of fun if we could somehow make it a little more unpredictable.
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PostPosted: Fri Dec 17, 2004 5:54 pm
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ThaJinx
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I've discussed this with Krystyn, and it's the inspiration for my next Halo video. It's kind of just for fun because there's no way that the game can account for points, so here we go.

BasketBomb

Assault variant on Foundation
Bomb Type: Neutral
Touch Return: Off
Reset Time: 60 Seconds
Turrets and Vehicles: Off/None (only the turrets are on this map, anyway)

Starting Weapon: Plasma Pistol
Secondary Weapon: None
Starting Grenades: Off
Weapons on map: None
Weapon Respawn time: No Respawn
Grenades on Map: Off
Overshields: Off
Active Camouflage: Off

You'll need two even teams and maybe a pair of referees (or more, if you want). Start by taking the bomb off to someplace away from the central area. Take turns having people charge up their plasma pistol and then pick up the bomb; it results in completely disarming. Be careful, walking over any of the pistols will result in automatically picking them up. Once everyone is appropriately disarmed, pick up the bomb (you'll automatically pick it up when you're nearby), take it back downstairs, and prepare to shoot some hoops.

The referee can take the ball, jump, and toss it in the air at the center of the map for a jumpball, and either team must then grab the ball and put it through the huge metal hoops on the second floor. Dribbling must be strictly enforced. Hitting the attack trigger will cause you to drop the bomb, but since you're nearby where it lands you will automatically pick it back up. Doing this repeatedly results in an effective dribble, and can be done while running forward. Being nearby an opponent while they are dribbling can result in a steal. Referees keep track of points, melees result in a foul. Shots are most easily taken from atop the four pillars surrounding the center of the map.

Man...that was a longer explanation than I anticipated...

PostPosted: Fri Dec 17, 2004 6:06 pm
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Incitatus
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Joined: 01 Oct 2004
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Location: Austin, Texas

of course:

Brutal CTF:
CTF
Weapons: Brute Shots, Brute Rifles
Weapons on Map: Brute Shots
Nades: YES
Shields: No
Overshields: No
Invi: No
Damage resistance: Yes
Best maps: Coagulation, Lockout, waterworks

and the precceding game that came into DRT:
Pious Flea:
Slayer
Weapons: Swords
Weapons on Map: No
Nades: YES
Shields: Yes
Overshields: No
Invi: YES
Damage resistance: NO
Best maps: Midship, ivory tower
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PostPosted: Sat Dec 18, 2004 1:47 am
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FauxHammer
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Joined: 08 Sep 2004
Posts: 141
Location: Arizona

Incitatus wrote:
of course:


[b]Pious Flea
:
Slayer
Weapons: Swords
Weapons on Map: No
Nades: YES
Shields: Yes
Overshields: No
Invi: YES
Damage resistance: NO
Best maps: Midship, ivory tower


This gametype comes with halo already. Its called "phantoms"
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PostPosted: Sat Dec 18, 2004 3:22 am
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fugitivesoldier
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They just are too lazy to go to Quick Options under Phantoms and change the starting weap.

Rainbow Six:

Team Slayer
First to 3 rounds
5 minute round limit
Score to Win Round: Unlimited

1 Life to Live (per round)
No Shields
No Motion Tracker

Starting Weap: Battle Rifle
Secondary: Magnum
Weaps. on map: None
Starting Nades: Yes. Love them.

Nades on Map: NONE.
Vehicles: NONE
Turrets: NONE


Rainbow Six 2:
(Unlike RS, RS2 forces exact spawn points. To be more fair.)

Multi Flag CTF
First to 3 rounds
5 minute round limit
Score to Win Round: Unlimited (Makes flag-capping pointless. The idea here is to ignore the flags)

1 Life to Live (per round)
No Shields
No Motion Tracker

Starting Weap: Battle Rifle
Secondary: Magnum
Weaps. on map: None
Starting Nades: Yes. Love them.

Nades on Map: NONE.
Vehicles: NONE
Turrets: NONE
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PostPosted: Sat Dec 18, 2004 1:23 pm
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Nova
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Location: Frog blasting the vent core

Facehole aka Pistol Whip
1 Round
First to 50 wins
No time limit
16 Player max
No Shields
No Motion Sensor
No Active Camo
No Extra Damage
No Damage Resistance
No Teams
No Vehicles
No Turrets
No Banshee
Starting Weapon: Magnum
No Secondary Weapon
No Grenades
No Weapons on Map
No Grenades on Map
No Overshields on Map
No Active Camo on Map

(personal experience suggests this one plays best on Foundation)

Near and Far
1 Round
First to 25 wins
No time limit
16 Player max
Normal Shields
Normal Motion Sensor
No Active Camo
No Extra Damage
No Damage Resistance
No Teams
No Vehicles
No Turrets
No Banshee
Starting Weapon: Energy Sword
Secondary Weapon: Sniper Rifle
Normal Grenades
No Weapons on Map
Grenades on Map
Overshields on Map
Active Camo on Map

(this one is well suited for Headlong)
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PostPosted: Sat Dec 18, 2004 5:18 pm
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Clayfoot
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Joined: 19 Aug 2004
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Location: Warner Robins, Georgia, USA

Spartan Olympics

I have a few events in mind, and I could use some help with the specifics. Here's the first one:

100 metter dash
map: foundation, ascension, or lockout
weapons: none or default (follow suggests for basketball to disarm players)
runners line up at starting line
referee starts race ( 'on your mark, set, <bang>' )
runners run around outside of map
referee calls the winner at the finish line
pure race; attacking another runner or going out of bounds disqualifies runner
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PostPosted: Sat Dec 18, 2004 9:20 pm
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Clayfoot
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Joined: 19 Aug 2004
Posts: 785
Location: Warner Robins, Georgia, USA

Spartan Olympics

Shot Put

map: the flattest one; foundation?
game variant: oddball
weapons: none or default
player takes a short run (up to a referee or other boundary) and throws the ball as far as possible
referee records distance of each throw
variation: throw a bomb instead of a ball

Javelin
Same as Shotput, but with a CTF flag
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PostPosted: Sat Dec 18, 2004 9:22 pm
Last edited by Clayfoot on Sat Dec 18, 2004 9:32 pm; edited 1 time in total
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Clayfoot
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Spartan Olympics

Marathon

Players run a circuit around the outside edge of a large map (Coagulation? Burial Mounds?)
Referee calls the winning runner
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PostPosted: Sat Dec 18, 2004 9:24 pm
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Clayfoot
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Joined: 19 Aug 2004
Posts: 785
Location: Warner Robins, Georgia, USA

Spartan Olympics

High Jump

Use map with some sufficiently high jump point, that you can just barely make by jumping and crouching; Blood Gulch, maybe
Players get in single line.
Each player in turn attempts the jump.
If the player makes the jump, the player goes to the end of the line.
If the player misses the jump, the player is eliminated.
The winner is the player who sucessfully makes the jump the most number of times (i.e., the most turns through the line).

Variation: 2-man teams wraith-lunge to a high point on Headlong. Each 2 man team (one lunging, one dring the wraith) gets 3 tries to make the jump. The winning team makes the most successful turns through the line.

Long jump
Use a nice, flat map.
In turn, players takes a running leap.
Referee marks the distance.
Players who step across the starting line are disqualified.
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PostPosted: Sat Dec 18, 2004 9:25 pm
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