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Black Knight
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Improving Hemorrhage in BTB

Fri Dec 17, 2010 9:38 am

This is for various projects I've taken on.

Hemorrhage
* remove portal spawns.
* put soft kill barriers in spots that are obviously not intended.
* put flag spawn point on top of the base, right at frag/Halo PC Banshee spawn.
* reduce sniper clips to 1
* Increase runtimemax of snipers to 3
* Increase runtimemax of plasmalauncher to 2
* add 2 DMR's in the middle regions of the map were the ridges are located.
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DOM
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Re: Improving Hemorrage in BTB

Fri Dec 17, 2010 9:58 am

Not bad adjustments. I totally agree with the top flag spawn as this will help cut down on massive shotgun camping. Also I think some additional cover about the map would help as well...
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Re: Improving Hemorrage in BTB

Fri Dec 17, 2010 10:05 am

I'd honestly like to play a game of Hemorrhage with AR starts and Focus Rifles instead of snipers. I think we'd see a lot more vehicular action.

Also, lrn2spell, BK. Aren't you a med student?
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DOM
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Re: Improving Hemorrhage in BTB

Fri Dec 17, 2010 10:35 am

Deaf Smith wrote:
BK, go work for bungie and show them a thing or two.


NOOOOOOOOOOOOOOOOOOO!!!!!!!
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OboeCrazy
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Re: Improving Hemorrage in BTB

Fri Dec 17, 2010 11:44 am

Sarge wrote:
I'd honestly like to play a game of Hemorrhage with AR starts and Focus Rifles instead of snipers. I think we'd see a lot more vehicular action.

Also, lrn2spell, BK. Aren't you a med student?


And when the other team runs 2 hogs and manages to destroy ours how exactly would we take them out?
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Black Knight
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Re: Improving Hemorrage in BTB

Fri Dec 17, 2010 11:58 am

OboeCrazy wrote:
Sarge wrote:
I'd honestly like to play a game of Hemorrhage with AR starts and Focus Rifles instead of snipers. I think we'd see a lot more vehicular action.

Also, lrn2spell, BK. Aren't you a med student?


And when the other team runs 2 hogs and manages to destroy ours how exactly would we take them out?


I think what sarge is saying is that the DMR is so long range that it can shoot across Hemorrhage before the warthog can be a threat. Having pistols would help to close this gap as it would allow the warthog to get closer to your base easier but it will still take the same amount of damage inside it's effective range.

If there was a gametype for Ar + pistol starts I would like to see a 8 shot sniper.
Lots more DMR's around spawns/at the base and various other locations.
Small rocks around the spawns to block the warthogs line of sight.

It could actually work and work well and it's not too hard to teamshoot turret guys.
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Re: Improving Hemorrhage in BTB

Fri Dec 17, 2010 12:02 pm

My point about AR starts is that every match turns into a stalemate. The perfect range of the DMR makes extremely hard to push out from your base if the other team controls mid with a good sniper, a smart wraith, and conservative ground pounders. All of my games of Hemorrhage turn into everyone sitting around waiting for enemies to get bored and put themselves in a bad position, or us getting bored and putting ourselves in a bad position.

If people had to move around to pick up DMRs, I think it would encourage people to move around the map more.
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DOM
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Re: Improving Hemorrhage in BTB

Fri Dec 17, 2010 12:20 pm

Sarge wrote:
If people had to move around to pick up DMRs, I think it would encourage people to move around the map more.


I remember Audley saying this very same thing on day 1. lol... :)
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Re: Improving Hemorrage in BTB

Fri Dec 17, 2010 12:23 pm

Sarge wrote:
I'd honestly like to play a game of Hemorrhage with AR starts and Focus Rifles instead of snipers. I think we'd see a lot more vehicular action.

Also, lrn2spell, BK. Aren't you a med student?


That sounds fun. I think you can improve it greatly though by simply adding a rocket hog.
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Re: Improving Hemorrage in BTB

Fri Dec 17, 2010 1:35 pm

HWM DOMIN8 wrote:
Also I think some additional cover about the map would help as well...

Honestly, I hope Bungie don't do this.
We wanted Blood Gulch, they gave us Blood Gulch. It is literally a high-res version of the CE one. Whenever Bungie try to do sort-of-remakes, they seem to mess up the map(e.g Blackout). Of course, the exception to this would be Avalanche.
I think one of Blood Gulch's defining features is the lack of cover. Changing it would change quite a lot about the map.
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Re: Improving Hemorrhage in BTB

Fri Dec 17, 2010 2:15 pm

It makes no sense for a team of spartans to be sent out on an open battle field such as hemorrhage without being properly equipped with long range wepons.
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Re: Improving Hemorrhage in BTB

Fri Dec 17, 2010 6:47 pm

Criporc wrote:
It makes no sense for a team of spartans to be sent out on an open battle field such as hemorrhage without being properly equipped with long range wepons.


Too right. We should have slazers instead
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Re: Improving Hemorrhage in BTB

Sun Dec 19, 2010 1:26 pm

Replace the sniper with the Focus Rifle. Limit the DMR to weapon spawns. Grow a pair

The sniper vehicle damage needs to be nerfed
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Re: Improving Hemorrhage in BTB

Sun Dec 19, 2010 3:26 pm

Hemorrhage - Map v1 download

Changes from the matchmaking version:
* Portal spawns removed.
* Soft kill barriers added in various spots.
* Flag spawn added ontop of base.
* Sniper reduced to 1 clip.
* Shotgun reduced to 1clip.
* Run time max of sniper 3.
* Run time max of plasmalauncher 2.
* DMR added to each team ridge (1clip - 45sec)
* Portal receivers moved to Halo 2 locations.
* PlasmaLauncher added to Halo 2 rocket location.
* 2 Plasma grenades added to old plasmalauncher spawn.
* Invis as pickups added to Halo 2 powerup locations.
* Neutral Assault added.
* Lights added to each base.
* Rock field more like Halo 2.
* Shotgun rocks more like Halo 2.
* Rocks used to block of the canyon instead of the grey wall.

All gametypes have:
*No team changing.
*No points lost for betrayals or suicides.
*No increased spawn times for betrayals or suicides.
*Camo removed
*Movement - 110%
*Jump Height - 110%
*Beat down damage - 75%
*3second delay off spawn before u can use equipment.

Slayer:
Download Link - Slayer BTB v1
*Respawn - 5 seconds.
*Increased to 100 kills.
Loadouts:
Sprint, ArmourLock, Evade, Hologram, Jetpack

CTF:
Download Link - CTF BTB
*Respawn 10 seconds
*45 second return.
*1 minute reset.
*1 minute sudden death.
*No cool down traits.
*Flag doesn't have to be at home to score.
Loadouts:
Sprint, ArmourLock, Hologram, Drop Shield.

Neutral Assault:
Download Link - Neutral Assault v1
*Respawn 10 seconds.
*3 seconds arm time
*10 seconds fuse time.
*5 seconds disarm time.
*1 minute reset time.
*Reset on disarm disabled.
Loadouts:
Sprint, ArmourLock, Hologram



Note: These are only v1 settings and things will need to be refined with testing.
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Valkyrion
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Re: Improving Hemorrhage in BTB

Mon Dec 20, 2010 7:09 pm

Black Knight wrote:
*3second delay off spawn before u can use equipment.


icwatudidthar, Black Knight. For the most part, these changes seem solid. Be careful with lights, as they mess with the framerate (as you probably already know). I don't think the 3-second delay for equipment is necessary, but then again I haven't played as much BTB as the rest of you all.

Anyway, if you need help testing, let me know. I'll do near anything to make some of Bungie's BTB maps playable. :P

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