The following piece is a culmination of the Invasion knowledge gathered by the Wheelmen over the course of Halo: Reach’s lifespan. This Conceptualization details common elements across the Invasion maps in an attempt to distill for the forgers what makes Invasion what it is.
Note: This was originally posted here on the Wheelmen forums. The transition to Waypoint forums may be a bit awkward, so you might want to read it there instead where the images show up and the parts aren’t split in half.
Part 1: Points to Invasion Awesomeness
Originally posted: 10/30/2010
- Spartans vs. Elites
- Story and Theme
- 12 Players; 6 pairs
- Expansion, not Progression
- Weapon and Vehicle Practicality
1. Spartans vs. Elites
If your map fails to maintain the Spartans vs. Elites theme, then IMO it is not an Invasion map.
Invasion is a gametype about Spartans and Elites fighting each other in some sort of assault or slayer-style gametype. That being said, Elites should not spawn and get a Warthog. It immediately kills the Invasion feel for me. Yes, I love Warthogs to death, and I will steal the Spartan Warthog any day in an Invasion game and drive a Road Rage against them, and then listen to them rage in post-game. However, the idea of Invasion is for these two species to go toe-to-toe with each other. The Elites should not have human vehicles or weaponry on their side of them map. Yes, they can steal them, but they should not be spawning with them.
Boneyard: Elites pick up needle rifles at tier 1; Spartans pick up DMRs. At Tier 2, Elites get a focus rifle and a plasma launcher that the Spartans can steal; Spartans get laser, rockets, sniper, and shotgun in the refinery. Also, Elties get a Wraith and a Ghost; Spartans get a hog. Tier 3: Elites get a banshee, and another plasma launcher and focus rifle; Spartans get a Scorpion.
Spire: Elites get Needle rifles at Tier 1. Spartans get a sniper, rockets, shotgun, and a hog at tier 2; Elites get a plasma launcher and focus rifle. Tier 3: Spartans get a Falcon; Elites get a Banshee.
In both of these gametypes, The Elites get Covenant weaponry, and the Spartans get human weaponry. This is IMO the most important aspect of Invasion that gets lost on a lot of the Invasion maps I’ve played.
2. Story and Theme
The biggest thing people who forge invasion need to do is come up with a story and mission first.
This point originally came first, but the Spartans vs. Elites point had to come before this to segue properly.
Invasion’s true awesomeness to me is the feeling that a player is in a sort of campaign-style mission in matchmaking. Both Invasion maps play out a story.
Boneyard: The Elites must take a core containing valuable information from the Spartans. The Spartans set up a forward position in a shipyard to create a large shield that the elites must take down. Once the shield is down, the Spartans must fall back to the refinery, where they have Warthog waiting to help hold off the Elites, as well as some powerful weapons. The Elites deploy their power weapons, and launch their Wraith and Ghost. They must now take down the shields protecting the core. Once the core is down, the Elites push into the refinery to take it out to a waiting Phantom, but the Spartans have finally gotten their Scorpion up. However, the Elites have brought some air support.
Spire: The Spartans must take a core containing valuable information from the Elites. The Elites set up a forward position in a rock field to create a large shield that the elites must take down. Once the shield is down, the Elites must fall back to the Spire, where they have some powerful weapons. The Spartans deploy their power weapons, and launch their Warthog. They must now take down the shields protecting the core. Once the core is down, the Spartans lift into the Spire to take it out to a waiting Pelican, but the Elites have finally gotten their Banshee up. However, the Spartans have brought some air support as well.
Notice how the story for both Spire and Boneyard is essentially the same. This is what makes Invasion awesome, and what makes it different from the rest of Reach multiplayer. The biggest problem with many of the custom Invasion maps is that they don’t flow well, and don’t create the story feeling of the gametype. In both Spire and Boneyard, the goal is to get the core, but we have to take down shields twice before we can reach it.
3. 12 players; 6 pairs
3 pairs per team is optimal for Invasion.
In continuation with the idea of Invasion having a story. the Battle Buddy Relationship is also an important part of the gametype that is rarely reflected in most custom Invasion maps. Notice that on Spire and Boneyard, none of the pairs have line of sight on each other when they spawn. Players spawn with one other person, their battle buddy. Players also don’t have waypoints for everyone else, so they must rely on communication instead of “my X.” Players in Invasion should feel like it’s them and their buddy trying to get their job done as part of a larger unit, instead of herpin and derpin by themselves.
That being said, the fact that there are 3 pairs is another important aspect of Invasion. At first glance, it doesn’t make sense for such a large gametype as Invasion to not incorporate the 16 players like BTB does. However, remember the fact that it’s 3 units working together toward a larger goal. With there being an odd number of pairs, a big part of Invasion is determining where you want to push heavy. If you had 4 pairs, you could always break up 4 and 4, and then every Invasion game would stagnate if the teams were even. A huge part of the strategy of Invasion is confusing the enemy so that you have a numbers advantage on one side of the map to take the territory.
Also, with there only being six teammates, players should feel like they HAVE to do more, because there aren’t enough people to just spread out. It makes the gametype harder, and that much more fun because it feels like players do so much more.
Continued in the next post…