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Tue, Sep 30 2008 05:39:54 EST Halo Gladiators Update

Just a quick update for you guys on the current status of the Halo Gladiators series. First of all, map building is proving a lot more time-consuming that I first expected, so things aren’t coming along as quickly as I would have liked. Still, there are now 2 games nearing completion.

Assault

The general layout of the Assault map has been completed. Contender starts at one end of the arena, behind a shield door (so no being taken out half a second into the game!). The Gladiator is situated on a double box platform at the opposite end of the arena, and is armed with 2 Beam Rifles (for a total of 20 shots). Behind a protective shield and wall is the target - a single fusion coil being held aloft by a Gravity Lift. Contender scores 10 points for destroying the coil, or making it to the Gladiator’s platform within 60 seconds. If the Contender fails, they score 1 point for each station completed.

Station 1, is a barrier in the centre with a stack of wire spools either side. Contender must pick up and throw the spike grenade before advancing.

Station 2 has fence walls coated with shield doors at 90 degrees to each other with a gap in the middle. Two stacks of small barrels provide basic cover. Contender gets one no-scope shot with a Sniper Rifle. A dumpster is available for cover en route to Station 3.

Station 3 has a truck for cover. Contender gets one shot with a Brute Shot. There is also a Bubble Shield that can be used for cover between Stations 3 and 4, but cannot be used for cover anywhere else.

Station 4 has low barriers and signs for cover. Contender gets one three-round burst from a Battle Rifle. Barrels provide cover en route to Station 5.

Station 5 has a pair of crates for cover. Contender must throw all three Firebomb grenades before advancing. If the time hasn’t expired or the target still hasn’t been destroyed, Contender gets a run for the bottom of the Gladiator’s platform for the full 10 points.

  • Neither the Contender or the Gladiator may zoom when using any weapon.
  • The Gladiator may not deliberatly attempt to kill the Contender by ricocheting the Beam Rifle shot. If the Contender is accidentally killed in this way, the game is restarted from the last completed station.

There are still a few teething problems with the target - although the fusion coil doesn’t spawn until after the Grav Lift is fully operational, sometimes it doesn’t settle in place and bounces up and down. In that case, the game will just be restarted and tried again. Only once the coil settles will the rest of the preparation continue. Plus, since custom powerups can only be active for 90 seconds, the Gladiator has to take care not to grab it too early.

Pyramid

This one was a nightmare to get right. Due to height limitations, it was eventually built with a 3×3 box base, then 2×2 and 1×1. To make a total of 6 “levels”, crates and dumpsters are used. Contenders have to make it to the top of the Pyramid and grab the powerup within 60 seconds for 10 points. 5 points if they can make it to the second box level at any time during the game. Gladiators are armed with Gravity Hammers to knock the Contenders back (since Energy Swords don’t provide any knockback).

  • Contenders may not jump 2 levels at once.
  • Gladiators may not swing the Hammer deliberatly while the Contender is jumping to knock them back further, they must lunge at the Contender when the reticle is red.
  • Gladiators may not simply stand in one place and wait for the Contender, they must actively seek them out as far down as the third level.
  • Since 0% damage doesn’t stop assassination kills, Gladiators may not lunge with the Hammer if they are behind the Contender, and must be at least alongside them before swinging.

Hopefully these maps and games can be fully completed very soon, and then it’s a case of building more sets for more games (Powerball, Gauntlet and others to come)

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