Let's make FireFight maps dynamic.

Halo ODST took maps from campaign, which was understandable. They were pretty cool, areas that seemed like firefight at some times, or just random places. As the same with Reach.

Yet the maps are just maps. They may as well just be multiplayer maps, there’s no real dynamic structure in these maps. In fact I could say this about multiplayer maps but that’s another ball game.

Now look at Gears 3. Horde (2?) was a huge success, it’s a blast, and the maps are pretty dynamic. [Forgot map names so sorry] For example one map has brief moment of a sandstorm. Another map literally “sinks” and water flows through some areas. I think a few others do little cool things like this as well.

Well lets make Halo 4 FF maps even more dynamic.

Some ideas I have

>How about a city map where a random building(s) will collapse. Which would totally change the flow, look and feel of the map. Such a map could be at night and when this happens it could knock out lights. Totally changing the map.

>A map that takes place on some moving platform. Remember Halo 2, the gondolas? Something like that with better graphics and set up. The “platform” could move around some area. Dropships would drop off troops or could just jump on.

>A large water based FF map. There could be a number of small Island which the player(s) would need a boat vehicle or flying vehicle. This map could be used for a special "protect “X” gametype.

>More Allies: Have an option to put in allies (of any type?) in a few, if not ALL maps.

>Weather effects. Optional or dynamic.

>Day and Night effects. Optional or dynamic

>Have Forge please. And more options with ways to change these maps by one self [creating an infinite amount of these dynamic possible maps]

People agree?

Love the ideas, though the collapsing buildings would have to give the player fair warning to get out quick.

i agree and also what i want is

a 12 to 8 player coop where each players are placed into groups of 4.

These squads will have to carry out objective either against each other or in cooperation with each other.

Example is in an opposing game each squad must take out certain objectives and after each objective another objective is created. But the problem is that the opposing team can reverse one of your objectives.

Ex. you take out the comms array but if you do not take out the next objective in the next 5 min then the enemy can fix their comm array and you have to take out the comm array again and then move back on.

Example for co-operation is to have each squad given different objectives, one to defend one to take out a certain objective one to neutralize enemy or all could get a job of taking out certain objective or take out one objectives. Spawn at different points on the map and the map can be linear sandbox style like a bridge or a huge circle.

Linear sandbox mainly means each group moves parrellel with the other groups and enemies can spawn in between your squads if an enemy can survive in between for quite a long time.

Circle kind of map can be done by forcing groups to stay together to survive, make them move and separate ways, or one squad stays in one spot while the other group must take out an objective for you to go to your next objective. Example if one squad is in defense to protect something the other squad has to go to activate the AA guns and this allows the defending squad to move to their next objective.

What each type of game mode allows a constant wave of enemies. Also i do not know if it should use ODST as your character or Spartan. I want ODST to increase the challenge.

Also their could be some mission based games with cutscenes and many with the objectives changing again and again till you lose your life.

Can you add my idea to the OP so people can see it. It also makes it dynamic in gameplay style mainly making you move and keep changing your way of playing.

Thanks

Great idea i would like this so much,

That would be really cool, now that you mention it. And since Halo 4 is going to have destructible environments, that would add another new dimension to Firefight on top of what you’ve mentioned. I could really see this stuff happening :slight_smile:

i also agree

Reach does feel too “fish in a barrel”-like compared to even ODST in map design.

I’ve said, I’d like to be able to have infinite ammo caches AND weapon lockers as separate options.

I’d also like some claustrophobia (map name anyone?) thrown in. Like Chasm Ten, its catwalk and corridor nature made early rounds a cake. Once the hurt came and enemies were tougher, the tables had turned, I was the fodder. Beachhead is a great FF map example but with the caches where they are, doesn’t have to be used.

I’d also like places of interest away from ammo depots/lockers where there are a couple turrets or such.
Places that can be held with great teamwork, timing and luck or be completely overrun by the enemy because it’s a choke-point/corner. Ya know, if you’re good enough to use the enemies’ weapons against them and coordinate your fire as a team, RIKKI TIKKI!!!

A FF map like H3’s Rats Nest would be nice too. But 2 layers and operable vehicle lifts to go between.

And that’s something else that would be nice to be in FF. Environment pieces for 1 time or multiple use. I can’t repeat enough, I love turning off the bridge in HW and want to do it FPS-Halo. MP or FF, give me a bridge that is very helpful, both ways, and can be turned off (both ways).
Imagine the enemy taking the control tower and decides to hit the switch because you’re on it?
Or say 2 bridges, only 1 can be activated at a time. As said, the AI and player can operate the controls. If players don’t mind the bridge and control its use, at some point, if the AI manages to get there, they too can operate the bridges to get their kind across (if intelligent enough) and/or strand/kill the player(s).
Why are bridges needed? Say vehicles spawn out of a location and you need to get them by holding the control room, crossing the bridge, grabbing the vehicle(s) and then get back across and not care till the next time you want/need something.

i agree, it should feel like you are trying to fight for your life. Some passage way should feel squished with many passage entrances with enemies coming from anywhere. With grunts or energy sword enemies coming out of little hallways right in front of you.

The gondolas segment from Halo 2 is one of my all time set pieces from any Halo game, and that’s saying alot considering I absolutely hate Halo 2.

Firefight needs to be dynamic. Putting skulls on and giving enemies more health does not make it fun. It is not fun to sit in one spot putting 20 bullets in an Elite trying to kill him. It needs to be very challenging and very difficult, but not difficult by simply increasing the enemies health…

More enemies and less ammo, which is also scattered around, forcing you to move around rather than camp the ammo crates. What else? “Boss” encounters. Let me go up against a squadron of Mythic (all skulls on Elites) rather than forcing me to fight them after I have killed a certain amount. Drop a couple of scarabs, drop a couple of phantoms, a couple new bosses.

Let there be rewards. After a certain number of waves, allow for a drop of ammo supply, or weapons of your choosing.

Finally, it should not be a numbers game. Racking up points is no fun. It needs to be objective, whether it is survive, or destroy object X, or defend object X.

Reach has a terrible firefight that needs to forever be forgotten.

I like the collapsing building. The building should be random too, not the same one every game. There should be an explosion on the bottom floor but will not hurt the player. (out of reach?) This gives them a two minute head-start to get the hell out of there!

I love the idea, and also a sorta Battlefield feeling of completely destroying a building filled with enemies, or busting in the door and being able to scream into your mic “HERE’S JOHNNY!” That would also add the ability to stop that tank/horde of enemies that’s chasing you with an epic moment of a building collapsing on your foe.

Oh and I forgot the fact of having Advanced Boss Battles

These happen every 2 bonus rounds [or sooner with custom options]. These include

Phantom/Spirit bomb: A huge number of phantoms and spirits fly by, shooting plasma [heavy and light] at the players. It takes an average of 3 rockets to kill each one, and about 5-25 can attack at one time.

Concentrated Glassing This is one you can not fight. Instead it’s one you need to hide and wait, one of the most terrifiying things you will ever see.

It goes against canon and such. This attack literally “glasses” a part of the map. A covenant cruiser/warship starts off in one area and slowly laser bombs a line of the map, destroying literally everything, leaving a line of destruction. The heat from this is enough to kill within 15 meters of the center line

NOTE: ONLY WORKS ON VERY LARGE MAPS

Flood Infection Alpha: : Dummy flood attack the players. Huge amounts. They don’t use weapons, can’t drive, always rush, are a little stronger and come in HIGH numbers

Flood infection Zulu: The flood in there “highest” (known) level. These come in at high numbers as well but can use weapons, vehicles, not only that the entire map will become a flood hive over time. Very scary.

Scarab Heavy A heavy (halo 2 style) Scarab comes into the map. It will ignore the players most of the time, yet will hold tons of troops and destroy vechiles, bases, and at times even attack the players.

The only way to destroy it is to board it, kill the passengers, and have all players (in the game) go in the thing.

Scarab Light Halo 3 era scarabs attack. Anywhere from 1-3 of them. The weapons are much weaker, and it’s easier to destroy however will not ignore the players and will be more agile and harder to hit and board.

Yeah those maps in Gears 3 are pretty neat with those effects. But too bad each horde map are the same as the ones in MP. But for Halo, I wanna see things like Glassing going on in the background just like Highlands but for FF. Or maybe a Scarab fight every 3 bonus rounds.

I’d like to have customizable wave types, including settings like what bipeds would be present, what weapons/vehicles they use, their tactics, and their numbers.

collapsing building is a great idea :smiley: also how about rock-slides and pelican crashes?

> Oh and I forgot the fact of having Advanced Boss Battles
>
> These happen every 2 bonus rounds [or sooner with custom options]. These include
>
> Phantom/Spirit bomb: A huge number of phantoms and spirits fly by, shooting plasma [heavy and light] at the players. It takes an average of 3 rockets to kill each one, and about 5-25 can attack at one time.
>
> Concentrated Glassing This is one you can not fight. Instead it’s one you need to hide and wait, one of the most terrifiying things you will ever see.
>
> It goes against canon and such. This attack literally “glasses” a part of the map. A covenant cruiser/warship starts off in one area and slowly laser bombs a line of the map, destroying literally everything, leaving a line of destruction. The heat from this is enough to kill within 15 meters of the center line
>
> NOTE: ONLY WORKS ON VERY LARGE MAPS
>
> Flood Infection Alpha: : Dummy flood attack the players. Huge amounts. They don’t use weapons, can’t drive, always rush, are a little stronger and come in HIGH numbers
>
> Flood infection Zulu: The flood in there “highest” (known) level. These come in at high numbers as well but can use weapons, vehicles, not only that the entire map will become a flood hive over time. Very scary.
>
> Scarab Heavy A heavy (halo 2 style) Scarab comes into the map. It will ignore the players most of the time, yet will hold tons of troops and destroy vechiles, bases, and at times even attack the players.
>
> The only way to destroy it is to board it, kill the passengers, and have all players (in the game) go in the thing.
>
> Scarab Light Halo 3 era scarabs attack. Anywhere from 1-3 of them. The weapons are much weaker, and it’s easier to destroy however will not ignore the players and will be more agile and harder to hit and board.

Yeah

Map Rewards
These are rewards given for hard work, that can be unlocked by getting a large number of points or beating boss battles. They are meant to help the player and have tiers.

Tier 1: Weapon Drop, Ammo Drop, Health Drop, 2 placeable turrets (once planted they can’t be picked up again) [Unlocked at 1000 points on normal]

TIer 2: Tier 1 again, Plus a warthog drop with 3 marines [Unlocked at 3000 on normal]

Tier 3: Pelican full of marines. Weaker weapons [Unlocked at 5000 on normal]

Tier 4: Pelican full of marines. Stronger weapons [Unlocked at 8000 on normal]

Tier 6: ODST drop. Several ODST’s drop down in the map [unlocked at 10,000 on normal]

Tier 7: Pelican drop with ODST and Marines and a warthog [Unlocked at 20,000 on normal]

Tier 8: Pelican drops off a tank. [Unlocked at 25,000]

Tier 9: A base is dropped off. 10 marines, 10 ODST and weapons [Unlocked at 30,000]

Last Tier: 10 turrets, 10 second “break” two pelicans, two warthogs, a tank and an ODST drop. [unlocked at 50,000]

Anyone like the idea of getting help. On top of having dynamic maps and bigger boss battles?