New Flood Gametype Ideas for Flood Playlist

I’ve posted this in the Flood Feedback Forum, but I’ve also decided to put this here to let more people see it.

I’ve remade gametypes in Flood from the Living Dead playlist in Halo 3, while also making a few new ones. I’m posting this to see what you guys think about new gametypes in the Flood playlist.

So, here’s what I’ve posted in the Flood Feedback Forum:

> I’m not saying 343i has to use these gametypes. I’m just posting these to just give 343i an idea of what to do with the Flood playlist, in terms of gametypes. If you look at Halo 3’s Living Dead, it had multiple gametypes that were all unique somehow, someway. This allowed for the playlist to have much replay value, with a good amount of variety and fun.
>
> These remakes have been remade as close to Halo 3’s versions, while also keeping them as new gametypes for Halo 4 (Example: In Halo 3, Speed Demons had no AA’s while this remake gives both sides Promethean Vision; Creeping Death gave Survivors Shotguns while this remake gives them Scattershots).
>
> Please note that I have not tested these gametypes… yet. When I do, I’ll update this post on how they work.
> EDIT: I was able to get these gametypes tested! I’ll give my notes in another post, as this one is losing amount of characters left. Also, I can’t put the films on my FS because it is full due to me submitting a map for Matchmaking.
>
> If you have your own recommendations on these gametypes, please post your ideas/reasoning.
>
> Without further delay, here’s the gametypes, with their name, download link, gametype description, and an overview of what each are about:
>
>
> Classic
> Description: The classic Living Dead experience!
> About: As the Description says, this is the classic Living Dead experience. Recreated as close as possible to the very popular Braaaains gametype in Halo 3. Survivors get Shotguns, Boltshots (Halo 3 Magnum basically since it doesn’t have a scope but can still get headshots), and 10 meter Motion Sensors while Flood get no shields. No AA’s.
> Current Version: 1.1
>
> Horde
> Description: The horde of the Flood is inbound!
> About: Basically the current default Flood gametype in Matchmaking with a few exceptions. Survivors gets Boltshots instead of Magnums and Hologram replaces Active Camo while Flood get no shields.
> Current Version: 1.0
>
> Speed Demons
> Description: The Flood are coming fast towards the feast! Survivors need to get their Shotguns, BR’s, and transportation ready!
> About: Remake from the Speed Demons gametype from Halo 3’s Living Dead. Survivors get Shotguns and BR’s. Flood run very fast (300%), get high damage, and have low shields (2sk from a BR). Both sides get Promethean Vision. Light Ground Vehicles are on the map when possible.
> Current Version: 1.2
>
> Gametype: Creeping Death
> Description: The Flood are invisible! Survivors must rely on their Motion Sensors and Scattershots.
> About: Another gametype remake from Halo 3’s Living Dead. Survivors gets Scattershots and Dexterity while Flood get very good Active Camo (and no shields).
> Current Version: 1.0
>
> Creeping Rockets
> Description: Humans have Rockets and unlimited ammo. Flood get Camo and are tougher. Hilarity ensues.
> This was another gametype that was in Halo 3’s Living Dead, and is the same as Creeping Death with a few exceptions. Survivors get Rocket Launchers and infinite ammo while Flood get very good Camo and are tougher (150% damage resistance).
> Current Version: 1.0
>
> Gametype: Holo Flood
> Description: Some things are not as they seem.
> About: Survivors get Shotguns (and no Motion Sensors). Both get Holograms.
> Current Version: 1.0
>
>
> If you’re wondering where Save One Bullet is, I didn’t remake it. The reason is because I consider the current default Flood gametype in Matchmaking to be Save One Bullet.
>
> Classic and Horde are nearly the same. The only reason I put both is for an overall decision of what the players would rather have: The classic version, or the Halo 4 version.
> EDIT: When we playtested both versions, majority of the players (8 out of 10) preferred Classic; 1 preferred Horde; And 1 had mixed feelings.
>
> Speed Demons is highly recommended for bigger maps (i.e. Ragnarok, Exile). If using the default maps, Ragarok is the most recommended due to the vehicles that appear/amount, the size and space.
>
>
> Like I’ve said in earlier and in another post, 343i does not need to use any of these (of course), but at the least they can give them ideas for what can be done with the Flood playlist, in terms of variety, replayability, and fun (gametype-wise, at the least).
>
>
> If you believe that, at the least, 343i should consider these gametypes, gametypes similar to them, etc…, please say so! 343i needs to hear from their community on what they want, and if you guys want more gametypes for Flood (other than one other gametype where Flood get no shields, as you guys have said), then they need to know!
>
> Flood is, after all, a community playlist. Made by the community, for the community.

And here’s what I posted when I was able to get these gametypes tested:

> So I was able to get great playtesting for those gametypes (with a lobby of 10 players, the amount the Flood playlist has) that I recommended for 343i. Here’s what a run down of the gametypes, and the maps we played them on.
>
>
> First off though, I’m going to talk about replacing the Magnum with the Boltshot when having the Flood being 1sk. Our playtestings of both Classic and Horde showed that the Boltshot was great for gameplay. Pistol-sniping did not happen, but headshots were easy from close-mid range. Due to the small reticle, no scope, and 6 shots in the body for a kill, while shooting fast and headshot-capable, made the Boltshot a great replacement. We played Classic on Haven, and Horde on Complex, and both played great with the Boltshot as secondary. Definitely played like Halo 3’s Braaains.
> At the least, 343i, when you have a Flood gametype where the Flood get no shields, definitely replace the Magnum with a Boltshot. Gameplay is great and well paced.
>
>
> Now onto the playtesting. First, I’ll say what gametype we played, and the map it was played on, and then how it went.
>
>
> Classic on Haven
> Survivors could set up well, while the Flood weren’t completely screwed thanks to their long lunge and the Survivors getting balanced Boltshots. The pace was really good. Definitely got that Halo 3’s Braaains feeling, which was great.
>
> Speed Demons on Ragnarok
> The first playtest was very clear: Flood ran too slow, and the Warthog was overpowered. The Flood’s speed was at 180%; Our only options were 200% or 300%; We decided to go with 300%. This turned out to work out very well. Though we’re still debating if we should get rid of the Flood’s shields. Gameplay was still very fun, and was one of the most favorited gametypes. Vehicles work out really well; They were not overpowered, and were actually balanced and fun; Survivors on foot had a relatively good chance if they set up well; Shotgun worked well when set up, and the BR was good while not overpowered.
> EDIT: I’ve edited the gametype. The Flood’s speed is now at 200%. I changed this because Speed Demons is intended for big maps. While 300% works on Ragnarok, it does not work on Exile or Meltdown. This also makes it a bit easier for players to react at incoming Flood while they’re on foot. My recommendation for Ragnarok for this gametype is add cover onto the map; i.e., crates randomly placed around the open fields.
>
> Creeping Death on Abandon
> Playtesters enjoyed this. Since the Flood have the Flood-effect, it leaves that Pestilence Armor Effect look while the Flood still get Camo, allowing players to look for that effect. Gameplay was fun, and scary. Communication and teamwork helped Survivors, so it was encouraged due to the Flood getting Camo. LMS gets that great impending doom feeling.
>
> Creeping Rockets on Solace
> If playtesters enjoyed Creeping Death, then they would really enjoyed this one, and they definitely did. Everything that I wrote about the Creeping Death playtesting applies here, except for the teamwork part. This gametype played Action Sack like. Gameplay was fun. Rockets weren’t overpowered, but neither were the Flood; Great balance here. Playtesters really enjoyed this gametype.
>
> Horde on Complex
> Gameplay for this was good. Hologram was a great replacement for Active Camo, and the Boltshot worked great in terms of balance on this map. Like I said in the other post when I edited it, when we playtested both this gametype and Classic, majority of the players (8 out of 10) preferred Classic; 1 preferred Horde; And 1 had mixed feelings. It works with the Thruster Pack while the default Flood gametype in Matchmaking doesn’t, at the least).
>
> Flood Pro (Holo Flood) on Adrift
> Flood Pro is now called Holo Flood. The reason is because, the gametype did not feel pro, and the playtesters said the Survivors should also get Holograms. Once I did that, playtesters had more fun with that. Gameplay was fun, good paced, and scary when you see 10 Flood coming around when there’s actually only 5.
>
>
> Well, there’s my summary of how they played. I would put the films on my FS and put their links here, but I’m out of space because I submitted a map for Matchmaking.
>
>
> Once again, 343i does not need to use these gametypes. These are simply to let 343i know what they can do in terms of variety and to just give ideas on what can work, gametype-wise at the least.

So, do you guys like these gametypes? Want to see them in? Don’t want them in? Something similar to these? Or do you have an idea of a new gametype for the Flood playlist?