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 Forum index » Diversions » Console/Video Game Discussion
[Halo 2] Custom Game Types
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CoffeeJedi
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Joined: 27 Jul 2004
Posts: 1327
Location: Charlotte NC, USA

Grifter_7 wrote:

TRUE SWAT


sounds a bit like Counter-Strike due to the realism
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PostPosted: Tue Feb 01, 2005 11:36 am
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Grifter_7
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Joined: 19 Oct 2004
Posts: 536
Location: I could tell you, but I'd have to kill you.

Wild West

Primary Weapon: Shotgun
Secondary Weapon: Magnum
Sheild: NONE
Damage Resistance: ON
Weapons on Map: Shotgun
Radar: Off
Gernades: ON (In the old days it was called TNT)
Gernades on Map: On

Suggested Boards: Beaver creek

My roommates and I used to play this all the time in Halo 1.
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PostPosted: Tue Feb 01, 2005 5:29 pm
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Clayfoot
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Joined: 19 Aug 2004
Posts: 785
Location: Warner Robins, Georgia, USA

Nuke the Zombies

Gametype: Neutral bomb assault
Shields: None
Primary Weapon: Shotgun
Secondary Weapon: Sword
Motion Sensor: No
Damage Resistance: No
Vehicles: None
Turrets: Human
Grenades: No
Weapons on map: Magnum
Weapons respawn: never
Score to win: 3+
Time limit: none

Red team: humans
Green or Blue team: zombies
Play starts with 1 zombie (green/blue) and the rest human (red).
When a zombie kills a human, the human must change to the zombie team (green/blue).
Players stay on the same teams between rounds.
Humans may use shotguns, and pistols.
Zombies may use energy swords only.
The humans must plant the bomb in the zombies' base 3+ times to win. Humans caught in the blast radius do not switch teams.
The zombies must strike down every human to win.
At the end of the match, the next lone zombie can be chosen in one of the following ways:
  • the last human to carry the bomb
  • the player with the most kills on either team
  • the human with the most bomb carries/plants
  • the zombie with the most carrier kills
EDIT: vehicles removed to give the zombies a chance.
EDIT: turrets, too.
EDIT: allowed multiple options for choosing the next zombie
EDIT: disabled weapon respawn, so the pistols are more scarce
EDIT: added blue as a zombie team color
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PostPosted: Thu Feb 03, 2005 3:22 pm
Last edited by Clayfoot on Thu Feb 03, 2005 4:05 pm; edited 4 times in total
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INCyr
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Joined: 17 Aug 2004
Posts: 589
Location: Front Range of the Rockies!

The LAST thing you want in Zombie Assault is vehicles. That'll make the zombie job IMPOSSIBLE, unless you're playing on a non-vehicle map.

I'd also ban turrets as well. But that's just me.
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PostPosted: Thu Feb 03, 2005 3:24 pm
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Clayfoot
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Joined: 19 Aug 2004
Posts: 785
Location: Warner Robins, Georgia, USA

Cure the Zombies

Gametype: 2 flag CTF
Shields: None
Primary Weapon: Shotgun
Secondary Weapon: Sword
Motion Sensor: No
Damage Resistance: No
Vehicles: Hogs Only
Turrets: Human
Grenades: No
Weapons on map: Magnum
Weapons respawn: Never
Score to win: 3+
Time limit: none

Red team: humans
Green or Blue team: zombies
Play starts with 1 zombie (green/blue) and the rest human (red).
When a zombie kills a human, the human must change to the zombie team (green/blue).
Players stay on the same teams between rounds.
Humans may use shotguns, and pistols.
Zombies may use energy swords only.

The humans must capture the cure for zombification (the flag) from the zombie base 3+ times to win.
The zombies must strike down every human to win.
At the end of the match, the next lone zombie can be chosen in one of the following ways:
  • the last human to carry the bomb
  • the player with the most kills on either team
  • the human with the most flag carries/plants
  • the zombie with the most carrier kills or flag saves
EDIT: vehicles removed to give the zombies a chance.
EDIT: turrets, too.
EDIT: allowed multiple options for choosing the next zombie
EDIT: disabled weapon respawn, so the pistols are more scarce
EDIT: added blue as a zombie team color
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PostPosted: Thu Feb 03, 2005 3:25 pm
Last edited by Clayfoot on Thu Feb 03, 2005 4:07 pm; edited 1 time in total
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Fenwicked
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Joined: 15 Oct 2004
Posts: 221
Location: Phoenix, AZ

Interesting. I wouldn't mind trying some of these Zombie variants. I think one small detail that's been overlooked though, is that the Zombie team in most objective games would acutally have to be blue.
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PostPosted: Thu Feb 03, 2005 3:46 pm
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Grifter_7
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Joined: 19 Oct 2004
Posts: 536
Location: I could tell you, but I'd have to kill you.

Red and Blue are only specified in Matchmade games. You should be able to pick whatever colors you want in a custom game match.
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PostPosted: Thu Feb 03, 2005 3:47 pm
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Fenwicked
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Joined: 15 Oct 2004
Posts: 221
Location: Phoenix, AZ

It depends on the gametype, options, and sometimes the map. Some objective games force you to chose between only red and blue.
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PostPosted: Thu Feb 03, 2005 3:57 pm
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INCyr
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Joined: 17 Aug 2004
Posts: 589
Location: Front Range of the Rockies!

Fenwicked wrote:
It depends on the gametype, options, and sometimes the map. Some objective games force you to chose between only red and blue.


I think that's only when you're using a Bungie-built variant. Once you start building your own, I think you can do whatever you want.

But I could be wrong, I'm at work and Halo2 is at home.
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PostPosted: Thu Feb 03, 2005 4:02 pm
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water10
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Joined: 31 Aug 2004
Posts: 712
Location: EvadeEvadeEvade

Blue zombies! I'd kill them anyway! Cool
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PostPosted: Thu Feb 03, 2005 4:07 pm
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twiztedmatt1007
Decorated


Joined: 05 Oct 2004
Posts: 240
Location: Las Vegas, NV

12 Gauge Baller

Oddball
Weapons on map: Shotguns
Starting Weapon: Shotgun
Starting Grenades: On
Grenades on map: On
Score to Win: 3 Minutes
Radar: Off
No Shields
Ball Indicator: Always On
Vehicles/Turrets: None
Friendly Fire: Off
Speed with Ball: Fast
Camo: Off
Weapon Respawn: Half Time
Respawn Time: 3 Seconds

Awesome for Grenade training because it's your only range weapon.


Rainbow Six 3/Team Rainbow

One Life
No Shields
Battle Rifle/Magnum/Grenades Start
No Weapons/Grenades on Map
Radar: Off
Round Time Limit: 5 Minutes
Score to Win: First to Three Rounds
Friendly Fire: Off
Team Changing: On
Vehicles/Turrets: None
Camo: Off

Great for team work, the FFA version is more of a lucky spawn.


Commando/Team Commando/Commando CTF

Starting Weapons: Battle Rifle/Shotgun/Grenades
Weapons on map: None
Grenades on map: On
Radar: Off
Shields: None
Weapon Respawn: Half Time
Respawn Time: 3 Seconds/CTF 5 Seconds
Vehicles/Turrets: None
Camo: Off
Friendly Fire: Off
Score to Win: FFA 25 kills/Team 50 kills/CTF 3 Captures

CTF Rules
Touch Return: On
Flag at home to score: On
Flag rest time: 30 Seconds

Also great for team work, FFA is fun.


Invasion (Terratories)/Homeland(Terratories)/Invasion CTF

Terratory: 1
Shields: None
Damage Resistance: Undetermined
Score to Win: 5 Minutes
Respawn Time: 3 Seconds
Starting Weapons: Battle Rifle/Shotgun/Grenades
Weapons on Map: Pistols
Grenades on Map: On
Weapon Respawn Time: Half Time
Vechicals:
Scorpion Tank
Warthog
Gause Hog
Primairy Turret: Large Mechine Gun
Secondary Turret: None
Camo: Off

Homeland: Same as Invasion except there's two Terratories

Invasion CTF

Same Rules as Invasion Except;
Secondary Turret: Large Mechine Gun
Flag at Home to Score: On
Flag Touch Return: On
Score to Win: 3 Captures
Respawn Time: 5 Seconds


Combo Mombo/Team Mombo

Starting Weapons: Plasma Pistol/Battle Rifle
Weapons on Map: None
Over Shield: On
Camo: Off
Shields: Normal
Grenades: Off
Weapon Respawn (for Over Shield): Half Time
Vehicles/Turrets: None
Radar: On
Score to Win: FFA 25/Team 50
Respawn Time: 3 Seconds

Great for Combo Training.


Human/Covenant Snipers

Starting Weapons: Human; Sniper Rifle/Battle Rifle, Covenant; Beam Rifle/Covenant Carbine
Shields: Normal
Respawn Time: 3 Seconds
Weapons on Map: Sniping
Weapon Respawn: Half Time
Vehicles: None
Turrets: Large Machine Gun
Score to Win: 25 or 50 (Depending on how much time you have)
Camo/Over Shield: None

Great for sniper training.


Rifles

Starting Weapon: Battle Rifle or Covenant Carbine
Weapons on Map: None
Grenades: None
Camo: Off
Shields: None
Damage Resistance: On
Score to Win: 25
Vehicles/Turrets: None
Respawn Time: 3 Seconds

Great for Battle Rifle or Covenant Carbine training.
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Gamertag: TwiztedMatt1007


PostPosted: Tue Feb 08, 2005 12:07 pm
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SuperJerms
Unfettered


Joined: 21 Aug 2004
Posts: 537
Location: indiana

About vehicles in those zombie variants...

I don't think that vehicles should be outlawed, at least for the Nuke the Zombies. In assult matchmaking, one sword can lock down a base with an iron fist. Now you want a whole team of swords? Against shottys! Sure, humans rushing will only lose a couple of folks in the first round, but by round three it's gonna be neigh impossible to survive for five seconds to plant, especially if you have less than five humans (and one plants, one drives...you would have a gunner who is ridiculously slow to turn around, and only two shotties to cover, plus an unweildly vehicle in the plant site). Secondly, think about the places you are planting this mug. Zanzibar, Headlong...the sorts of maps filled with hiding spots for protecting the plant site. I can imagine it now:

Zombie 1: They're bringing a hog into the base.
Zombie 2: But we have six zombies surrounding the bomb site!
**snicker snicker snicker**
Marine 1: Mah head asplode!


So, no turrents, hogs only, and bomb can't go into vehicles on Zanzibar & Headlong?

(Can't you just taste the excitement of three gunners trying to protect the bomb against 11 zombies?)
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PostPosted: Tue Feb 08, 2005 4:22 pm
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Clayfoot
Entrenched


Joined: 19 Aug 2004
Posts: 785
Location: Warner Robins, Georgia, USA

SuperJerms wrote:
About vehicles in those zombie variants...

I don't think that vehicles should be outlawed, at least for the Nuke the Zombies.
So, no turrents, hogs only, and bomb can't go into vehicles on Zanzibar & Headlong?

(Can't you just taste the excitement of three gunners trying to protect the bomb against 11 zombies?)
Interesting. Wll that even things up, so the humans have a fighting chance? What if arming the bomb is as brief as the game will allow? Would that give a humans to sneak into the base and make the plant? What about grenades? Do the humans already have grenades? Could they use grenades to clear the room, then arm?
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PostPosted: Tue Feb 08, 2005 6:26 pm
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SuperJerms
Unfettered


Joined: 21 Aug 2004
Posts: 537
Location: indiana

Well, I'm thinking that nades won't help much. For example, Zanzibar...zombies hiding at the gate switch, ramps, on the generator or behind windows are almost impervious to nades.

There would be more than one way to balance it, though...adjusting the zombie respawn time, pistols (not sure how this would affect things in close quarters, actually), bomb time (I think the minimum is...what? 3 seconds? plenty of time for five zombies to shred a small team of humans indoors).

Mainly, my point is that hogs are much less useful in tight quarters. The turret either swivels too slowly, takes too long to position, or can't aim low (fires over close people's heads). I don't see that as a bad thing...I think it would actually make things waaaay more intense, for both sides.

It's just a totally different dynamic to park a couple of hogs in the corner of the beach and mow zombies down vs. actually engaging the zombies (and giving them the luxury of camping for a change). In normal zombie, the excitement comes from zombies having to overcome a terribly difficult rush, lending itself to a very horror-movie-survival feeling.


In assault mode, the excitement is because each side has a necessarily evolving strategy. Zombies have to start out with a full court press to increase their numbers (and likely will lose a couple of plants before they have the strength to defend), and halfway through will have to switch to a zone defense (with high stakes b/c they can only afford one more bomb plant before losing).

Humans will start with a huge strategic advantage but quickly lose it as zombies increase in numbers. Their goal will be to get three bomb plantings as quickly as possible (hopefully before the zombies get too many teammates, because 3 humans vs. 15 defending zombies would be sure defeat). However, once the zombies have around 5-7 people, the game will get really interesting because the bombsite becomes a slaughterhouse. If the humans only have one plant so far, they have to get very careful because they can't afford to lose half thier members in getting the second plant. If the humans have two plants, the zombies have to pull of an intense combination of attacking and defending.

That's where the hog becomes a real wildcard. Practically useless indoors, but a lifesaver from the onslaught outdoors. It could turn the tide of the game against the zombies, or it could be a deathtrap for the humans.

I'm not sure what to think about with turrets. On the one hand, they are certain death for the gunner as soon as a zombie gets past them. On the other hand, zombies only stand a chance if they can lock down the bomb site, so gunning humans could certainly run the dynamic. Of course, humans will be hard pressed to lock down the site with shotties only, since three zombifications would turn the human strategy upside down almost instantly.

Oooh, this game sounds really exciting to me right now. Can't wait to try it out. Here's what I propose:

Slaughterhouse / Nuke the Zombies
Assault
Shields: None
Primary Weapon: Shotgun
Secondary Weapon: Sword
Zombie Rules
Motion Sensor: No
Damage Resistance: No
Vehicles: Warthogs
Turrets: Not sure yet
Grenades: No
Weapons on map: Not sure yet
Weapons respawn: never
Score to win: 3+
Time limit: none
Maps: Headlong & Zanzibar
Bomber can't ride in vehicles
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PostPosted: Wed Feb 09, 2005 3:46 am
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fugitivesoldier
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Joined: 21 Sep 2004
Posts: 513
Location: MI

Marathon:

Basic Slayer, score to win: unlimited.

Everyone has 99 Lives.

Change the secondary weapon to something appropriate to speed things up.

Brute Shots are perfect.


Team Marathon

Same as above, with Teams. Force even teams is needed.

Closing the game is better, as a late addition with 99 fresh lives is brutal.

If it takes too long, lower the Lives to 50, or perhaps 77.
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PostPosted: Wed Feb 09, 2005 11:55 am
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