SnipeFlag
Gametype: SnipeFlag v3 | Map: SF Epilogue | Map: SF Guardian
SnipeFlag is a long-time custom game classic in my parties. It varies greatly from the default CTF. Power weapons are removed from the map, and you will find an abundance of Carbines, BRs, Duals, and the occasional Mauler. You spawn with a Sniper Rifle, with infinite ammunition, and 110% speed.
Normally, CTF on small maps like Epilogue and more-so Guardian are extremely easy to capture. SnipeFlag encourages this fast-paced tempo by having no score restriction in a four minute round. There are four rounds, and your team tries to score as many caps as possible as the defence must demonstrate quick triggers. To make it harder on the defence, there is no flag returning or resetting. Unless a flag falls off the edge, if it's dropped, it's staying where it is.
The maps do not vary greatly, except for the weapon set. Each map has a custom powerup, which gives you 125% speed, active camo, and makes you resistant to headshots. They spawn every two minutes to help either force that last capture or to help the defence sneak up on the offense.
Finally, there is no radar, unless you have the flag. When you are the flag carrier, you have a one-hit beatdown, and allies-only radar. It is very normal for these games to end with a score of somewhere around 15-13.
Both maps play differently. Getting to the flag may be easier in Epilogue, considering the attackers can much more easily get to the custom powerup. However, the route back to the cap point is longer. In these ways, it is a bit more like "standard" CTF. Guardian is a bit for the more experienced players, and is a group favorite. It is a very difficult task to reach the flag in bottom blue, but once you have it, pass it up the lift and run to elbow for the capture. However, the custom powerup at Gold 3, plus multiple routes, makes battle spread throughout the map nicely.
Infiltrate
Gametype: Infiltrate | Map: Inf. High Ground
Infiltrate is a unique Stronghold-type infection that will have you leaping out of your seat. It was intended to revive classic, pure infection, and rival the old, repetitive Fat Kid and 300% speed, 1-shot zombies. The High Ground map gives you a network of connected buildings to hold down against the zombies, who intend to sabotage and infect you. There are many useful hidden weapons, such as a Fuel Rod gun, Power Drain (Which proves to be the best offensive weapon), Bubble Shield, Firebombs, and more. Nothing respawns except equipment.
Two zombies start each round by entering their ghosts (Otherwise they are slow). They are incredibly hard to kill, and will circle the bases looking for unfortunate prey. The zombies sometimes are known by their class, in which these are the hunters. It is advised to avoid these versatile tanks, and find safe ground. However, when infected, you are faster and weaker than normal (By a fair amount, 150% speed). These are the infiltrators who will flush out the campers. Pick your poison, because they are both coming for you. if you survive to be the last man, you deal much more damage than normal, however you have a waypoint.
Zombies do not have radar. It is a three-minute game. Having problems flushing out a camper? At 2:30, a single custom powerup will deploy. Picking it up gives you a three-second ability to pick up weapons. Specifically, the bubble shield and grenades at your feet. Use those to help your zombie brethren to seek out the campers.
Frontlines
Gametype: Frontlines | Map: FL Center Mound | Map: FL Junkyard
This gametype and two maps were created with testing help from several members of the Forge Union. Big thanks to:
IrishRebelA07
Golfer43815
Furry x Furry
arrrghSAM
And big thanks to Crusty Inferno (Non-Union) for testing help as well.
Frontlines is an intense, unique Non-Foundry game that brings King of the Hill to a new, literal meaning. Teams spawn in separate lobbies, or armories, and choose their power weapons. Everyone has 300% health and normal damage inside the hill. After picking their weapons, they head through a teleporter and onto the hill. Once you're on the hill, you cannot pick up weapons, so be satisfied with your choice. There are four receiver nodes per team on Junkyard (High Ground) and three per team on Center Mound (Valhalla). This system effectively creates a spawn system after players get to choose their weapons.
Each player has infinite ammo, grenade regeneration and cannot pick up weapons once on the hill.
The hill is large and takes up a spacious, open part of each map. There is sufficient enough cover to possibly evade an enemy for a while, but not enough to run away from him for good. Team firing is a huge key to success in this game; every player has a power weapon and 300 percent health, so focus fire to take out a player one at a time.
There are three rounds, and in each one, every player has seven lives. Don't play conservatively, because it doesn't help to be the last one left on your team, getting slammed by power weapons by yourself.
Running outside the hill will make you very weak and unable to do damage. The reason this isn't just a slayer game with weapon lobbies is to eliminate areas like the base-side of High Ground and the majority of Valhalla, leaving one smaller arena.
Junkyard, taking place on High Ground, is best played with 4 to 6 players, while Center Mound on Valhalla is a bit larger and can support 6 to 10.
The lobbies are a huge part of the maps. The weapons inside them vary based on the maps, but each team has the same weapons. All of them have a very quick respawn time. Most have a ten second respawn time, some have 30, and one power weapon per map has a 45 second respawn time. This may sound rediculous, but the maps are based around power weapons. One weapon, the laser on Valhalla and the Rockets on High Ground, only spawn once per round. Keeping in mind you have infinite ammo but cannot pick up weapons on the hill, one player will have a chance at using those power weapons per round. Use them wisely.
Per base - one team's weapons
Spartan Laser*
Needler*
Machine Gun Turret*
Missile Pod
Sniper Rifle
Deployable Cover
Bubble Shield
Per base - one team's weapons
Rocket Launcher*
Plasma Cannon*
Deployable Cover
Bubble Shield
Sentinel Beam*
Fuel Rod Gun
Brute Shot
Covenant Carbine
*Indicates second-rate power weapon - 45 second respawn.
*Indicates first-rate power weapon - never respawns.
*Indicates "default-choice" weapon - instant respawn.
Because Center Mound's lobbies are symmetrical, screenshots were only taken of one.
Frontlines also has a few more advanced techniques in spite of the limits of Non-DLC maps. No interlocking, but a timed event and a save and quit, precise mechanism.
On the start of every round on Junkyard, two fusion coils will drop. One will open the hatch on the only high-tech part of High Ground reachable. The second drops through the hatch and destroys the aesthetic vehicles. That explains the name, huh? It produces a few nice destroyed vehicles for aesthetics.
On Center Mound, because elevation is such a huge part of gameplay, and controlling the high ground means you are dominating the map, there are a few saved-and-quit grav lifts for additional ways up the hill. One of which is slanted to act as a man-cannon, precisely launching you up to a floating crate and you can jump onto the hill.
Thank you for reading about Frontlines. It is an addictive, fun game where details matter, which is why the post is so long. Hills have been reformatted, teleporters have been moved, and they have even been rotated. Every detail has improved this into a very fun, competitive game.
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