The Community DRIVE!!!
Hello fellow forgers, Halo players, and vehicle enthusiasts.
Recently, after much play testing, I’ve uploaded a community centred game-mode called ‘WarHogs’ with the map ‘Wallow’ to my file-share.
‘WarHogs’ is a mode where teams of 8-12 players use their team’s 4 warthogs to kill the other team’s 4 warthogs while additionally attempting to capture territories for better passenger weapons (such as covenant and human sniper rifles and rocket/plasma launchers). It is a mode designed to cater for halo motor heads, tacticians, and people just looking to have fun with vehicles with likeminded people.
Please download, share, and recommend if you like what you play. More maps are to come but currently I am play testing and ironing out kinks so to make the gameplay better, and avoid as many foreseeable game wrecking issues as I can. Feedback is much appreciated.
Please message and respond to this post if interested in the game mode. I’m trying to get a community established so that (the dream) this might get its own playlist in matchmaking: allowing players more opportunities to utilise Halo’s many and extremely fun co-op vehicles, and play with players whom also want to do so; instead of competing against players who just want to snipe and walk and are deaf to a driver’s honking for a gunner, or a gunner’s shooting for a driver.
The following sections detail the game mode and map logic required to build WarHog game types and maps. If you have any questions please message me, or reply to this post.
GET DIRTY (The WarHog’s motto)
SO HOW DOES IT WORK?
Map Logic
The game maps work by exploiting the invasion slayer game type and logic. Warthogs serve as team re-spawn points (set shape to cylinder with top and radius = 1.5) and are spawned rapidly (1 sec) after being destroyed. Warthogs are spawned within a team’s ‘Garage’ (an off map area) where players must drive through a vehicle only sender teleporter, to 4 receiver nodes that comprise the team’s spawning location (using channels alpha and bravo for red and blue).
From here the maps themselves are just race/rally tracks, with four territories set as invasion slayer drop zones that teams can capture for the sniper and rocket launchers. I suggest using a decorative ‘large satellite’ for the territories to make them visually distinct as well as offering passengers some protection when they exit the warthog to capture the zones and collect the weapons they earn.
Additionally make four copies of each map, 3 for each type of warthog, and 1 for mongooses.
I am currently working on designing more objective orient maps like CTF & Assault; and other party modes like Soccer and UFOs (elites get banshees while Spartans try to cap territories) and Zombies. So I’ll do updates when I get stuff that works well.
Game-type logic
The WarHog game mode is invasion slayer where all load outs are disabled, and all players get vehicle related weapons depending upon the mode type (SWAT, sprockets, etc.). The reason why invasion slayer is used is so that fire team spawning allows players to spawn with team-mates and potentially spawn within empty seats in the warthogs. This is not essential but is a nice touch, since the re-spawn points are the warthogs themselves.
For WarHogs slayer, players get a plasma pistol and grenade launcher as these are the only weapons in the game that have EMP properties, making passengers very tactical assets for disabling enemies but are not required. For other modes, staple weapons are rocket launchers, Spartan lasers, human sniper rifles, and other vehicle damaging weapons. Weapons have unlimited ammo but do require reloading.
Player traits are additionally modified. Players have a 1.5 over-shield with shield and health recharge rates increased to 200%. This is done so that passenger weapons and mounted guns are not as effective at kill players but still maintain decent damage to the actual vehicle. Therefore, it is beneficial to target the vehicle and make it explode than to try to kill the players in the vehicle and not destroy it.
Additionally, to discourage passenger camping where passengers pick off unaware vehicles, movement speed is decreased to 25% with sprint enabled to unlimited use, additionally, players are immune to headshots and assassinations.
Players are also spawned with 15 seconds of invulnerability, so that, if they spawn in front of a moving warthog, they don’t get killed. If the enemy does kill the players within a vehicle and does not destroy the vehicle (or hijacks it), this gives players the opportunity to reclaim their vehicle by disabling it, hijacking it, destroying it and then suiciding (no points deducted), or disabling the enemy’s own warthog. Melee is also increased to 200% so that if the enemy tries to hijack, passengers can instant kill them.
Other parameters that are optional include the re-spawn option to synchronise with team-mates, and enabling team waypoints so that players can always get a ride.
FINAL WORDS
Thanks for reading, and hope you enjoy.