KEY:
★ – Playlist Idea
☆ – Gametype Idea
★ Conversion ~ " Convert your enemies. Convert your friends’ enemies. Convert your friends."
Description:
This can relate to Team Infection, but is mostly known as Team Switch.
⇛ Similar between the Infection and Slayer gametypes, each team competes by forcefully taking members off the enemy team and into theirs while scoring points. Each kill will represent a set # of points (1pt. by default). However, anytime a member of a team is converted, all points from that player are reset to 0, and are then deducted from the team’s score (can be edited). Once a team loses all members, that team becomes eliminated for the rest of the game (can’t join into an eliminated team). Whoever becomes the “Last Team Standing” or has the highest score within the time limit is declared the winner.
⇛ This gametype can support multiple teams (not just two).
Custom Variants:
☆ Leader Conversion:
Plays exactly like “Conversion”, except only the Leader of the team may Convert players.
⇛ Leaders are granted Leader Traits to make them stronger than normal players. A Leader is assigned to the player with the most points in their team. When a Leader is converted, the next best player will become the new one. Be warned that Leader roles can change during combat if another player gains the lead.
★ Onslaught ~ " Control more territories, invade your enemy’s stronghold, and destroy their Core!"
Description:
This was inspired by the game mode, “Warfare” from Unreal Tournament 3. This similar idea was also suggested HERE.
⇛ Each team has a Shield Core at their base. Shield Cores have TONS of health and are protected by an indestructible Bubble Shield. Players must capture more territories than their enemy, exposing the enemy’s Core. Once a Core is exposed, it becomes vulnerable to damage. First one to destroy their enemy’s Shield Core wins.
⇛ At the start of the game, both Cores are already shielded. Depending on the map size, there are 3 territories by default, or 1 (for those very small maps). If your Core’s shields is dispersed (exposed), your objective should be to capture an enemy territory(s) to not only expose the enemy’s Core, but to also re-establish your Core’s shields again, protecting it from damage.
★ Armorer ~ “Kill an enemy, cycle a new weapon, complete all tiers.”
Description:
This game is also known as “Gun Game” or “Gun Master”.
⇛ As a free-for-all gametype, all players start out with the same weapon (Magnum by default). Each kill will render a new weapon in the tier, which becomes stronger than the previous tier. Complete all tiered weapons before your opponents to win.
⇛ Weapons can be modified in the Gametype Options, allowing players to set the order in which they wish to play. The word “Armorer” is also another word for Weapon Specialist or Weapon Master.
Custom Variants:
☆ Re-Cycle:
⇛ Plays exactly as “Armorer”, however weapons are stronger, at first, but get weaker each tier.
★ V.I.P. ~ “One Player on each team is Very Important. Take down the enemy VIP for points, but take care of your own.”
Description:
This gametype was introduced in the Halo 3 Beta and Halo 3, but did not make it into Halo: Reach. A thread I created can be found HERE.
⇛ Every team has a VIP. When your VIP dies, the next player to die becomes the new one. Kill an enemy VIP to score points.
Custom Variants:
☆ Asset:
⇛ The gametype is explained HERE.
☆ Team Axess:
This follows the gametype “O.M.S.” that I created long ago, however changes will be made.
⇛ Each team has a VIP, also known as the Medic. Every kill is worth a point, except for VIPs, who are worth 2. Kill the enemy team to score points.
⇛ All players are ODSTs, but whoever picks-up a Custom Power-up, they are known as Spartans. If a VIP becomes a Spartan, they are known as Medical Spartans. The map must have Custom Power-ups for players to become Spartans. This gametype can either be free-for-all or team based.
☆ Sabotage ~ “Arm the bomb at the enemy bomb site, defend it until it detonates, proceed to the next bomb site.”
Description:
This game is also known as “Demolition”.
⇛ Attackers have two bomb sites to destroy. Once a bomb site is destroyed, that objective disappears. Attackers must then proceed towards the next available bomb site. Defenders are to prevent the destruction of their bomb sites.
This gametype is played on the “Assault” playlist.
⇛ Bombs are not located at the Attacker’s base, but are at the bomb sites instead. Once a bomb is picked up, planting immediately starts. Carrier Traits will apply to prevent any running away or fighting change against enemies.
☆ Kill Confirmed ~ “Collect colored skulls, confirm your kills, deny your enemy’s kills.”
Description:
This follows the “Kill Confirmed” gametype variant from several modern shooters.
⇛ Basically it’s Headhunter and Team Slayer combined with no deposit zones, however you won’t get points just for killing. Players must kill and retrieve enemy skulls to score points. Players can deny an enemy’s kill by retrieving a friendly’s skull.
This gametype variant is played on the “Headhunter” playlist.
⇛ Skulls collected are immediately scored to the team. Friendly skulls retrieved will disappear, preventing the enemy from scoring, in addition of a text saying “denied”. Players will drop one skull per death.
☆ Resurrection Slayer ~ “One life, kill to resurrect dead allies, eliminate the enemy team.”
Description:
⇛ Players start with a preset # of lives (can change) and plays normally under Slayer rules. Once lives are depleted, they are remained dead until queued for resurrection. The Last Man Standing on the team will receive waypoints on enemies, until an ally is resurrected. Eliminate the enemy team to win.