Hey, fellow Forgers, welcome to Forge Life!

You can use either the Site Navigation Bar to the left or the Site Index link right above here.

Look around, find what you need, and (PLEASE) let me know if it was helpful. Also, if you can't find the answer, ask!

Big Point: Leave TONS of Comments, I really want to know what you think of the site and Handbook.

Don't ask about tagging, I wrote a guide for that, you can get there from the sidebar on the left.

Saturday, November 13, 2010

Moar Stuffs 4 Chu! Invasion Slayer stuffs too!

I told you guys I've been working on some new stuff, and I have, I just haven't been able to post it. I'll take some time out of the schedule for this one for yas though, which is pretty fair. So yeah, here goes, first post from the iPhone.

To start things off, I've actually been looking for more ways to make this site interactive to the viewer, to make is so that things are easier to find, easier to comment on, and for the viewer to have ways to ask questions to me directly. What I've found is that you viewers, as a whole are much more comfortable talking to me directly via this Meebo chat function than actually posting your questions. The chat boxes purpose is not to replace the Request Help section, otherwise I would have titled it as such and removed the other one. The chat box is for having conversations with me, asking about sections of the site, getting help with the site itself, stuff like that. So many of the questions I am asked are covered in this Handbook, many of those, quite explicitly. I have made this guide as easy to navigate as possible, I can't do much more. So yeah. chat me up, but if you ask me a question not related to navigating the site, expect to be directed to the request help page.

NOTE: This will be appended to the Invasion Experiences guide.

When crafting games for Invasion Slayer, both in the map design and game type editing, you are actually doing something rather peculiar. The game is best explained as a team King of the Hill game, where points are earned via kills and where hill captures lead to bonuses that assist in the gathering of kills. On top of that, you have to consider the fact that your map and game type will have to be able to cope with three different sets of weapons and abilities that are available to the player, at all times; you don't have the luxury of leaving the jet pack areas near the end of a game inaccessible, players should be able to traverse the entirety of the map for the entirety of the game. They should also WANT to use the whole map, much unlike during games on Boneyard where the regular Invasion start point is basically never seen. You can't make the map super huge and expect it to just play well, you have to make it so that players can traverse it from nearly every start point in a timely fashion; this is further assisted by the players ability to choose their spawns.

Setting up a map for Invasion Slayer is actually quite simple. Your Spawn System will be very similar to regular Invasion, save that it wont have to have a linear progression, it could simply adjust itself for the addition of Jetpacks, rotate spawn locations around the map, or push players to spawn closer and closer together as the Tiers are unlocked. The rest of the map should be set up to play well as a BTB slayer map, as well as having  accommodations for the vehicles you will likely have spawn in during the later rounds. You will then need to place your hills, which don't need to be placed equidistant (equally far) from each team, but do need to be at least a certain length away, so that it is not extremely easy for any one team to control them; think of this bit as being akin to Stockpile, making it so that some territories are easier for some teams to get, some are rather equal, and the rest are favoring the other team. Just remember not to give too much favoritism at any given point. 

Something to consider would be making it so that areas of the map become available with the new Tiers being unlocked, just like in regular Invasion, things like this will really open up your map and make playing on it interesting, removing any feeling of the game being too long or drawn out.

Game Type Settings will be discussed in further detail in the future, just remember that you get to choose the rewards for hill captures for both sides, as well as 3 sets of Loadouts for both sides.

Stay 1337.

Thursday, November 11, 2010

Well... THAT took forever...

Sorry it's been so long, I've had a long week myself. Finals were approaching (which finally ended last night) and I had quite a few issues on the family front. Anywho, now that I have A WHOLE FRIGGIN' DAY off of work, and have no homework to speak of, or child to deal with, for that matter (Yay Grandparents!), I can get some work done here, for all of you. Be grateful my slaves (O.o).

But seriously, I've been pouring loads of time into my maps recently, and have a couple to add to the mix, as well as update a few that are there. Trifecta, one of the first maps I announced, is in progress at the moment, and looks gorgeous. I even discovered an Anti-Gravity trick last week that I've implemented  into the map, and will be using extensively for my Super-Grifball variant; I hope to make a special Game Type specifically for this anomaly, but that will wait.

Basically, you guys sit tight, I can't update as often as I used to, but I still do, and still will. I'll be spending this morning wrapping up some work on some maps, taking screen shots, and then, as soon as I am able, coming here to post them. Forgive me if they format badly, I'll be testing an app for my iPhone to see if it truly is a viable option for posting on the go.

So yeah, head back here later tonight and tomorrow and be looking for Stickler, Trifecta, a couple others (if I remember correctly), and some additions to the various guides.