1. Conquest

      written by Ray Benefield


      By: GodlyPerfection, Bartoge, and GunnerGrunt


      Conquest is a territories team based gametype focused on pushing your opponents out of territories that rightfully belong to you creating a reverse tug-of-war effect. It is played on linear maps that remove all attempts to flank and the maps enforce a brute force style of gameplay with all opposition focused on only the path ahead allowing players to place all their concentration in front of them. All power weapons and explosives are removed from maps focusing on damage over time weaponry to enforce teamwork tactics like double teaming, shield popping, head shotting, and covering teammates to allow them to recharge their shields.





      Conquest basics


      The objective of Conquest is to score more points than the opposing team by taking over territories to score points over time. Each team scores one point every second for every territory they own. They do not earn points for contested territories (territories with enemies in them). Territories take 10 seconds of uncontested time to capture. There are 4 rounds of 2 minutes and the team with the most points at the end wins.

      Conquest is played on specially built maps that consists of 7 rooms placed in a linear fashion with 1 spawn hive, 1 transition territory, and 1 holdout territory for each team and then a center territory for teams to fight over. If you would like to build a map for Conquest or just read the details on how and why Conquest maps are made a specific way, please read the Official Conquest Map Guide. Teams push forward through the rooms attempting to push the other team back into their own territories by utilizing effective teamwork strategies like double teaming, providing cover fire for teammates, shield popping, headshotting, etc.

      There are three types of weapons in Conquest; Softeners, Damagers, and Headshotters. Softeners are weapons that remove a player's shields quickly. Damagers are weapons that deal damage quickly after a player's shields are popped. Headshotters are precision weapons that quickly eliminate a player who has no shields, but require accuracy to use effectively. A good balance of these types of weapons are important. Too many softeners means that player's will not die quickly when their shields are down. Too many damagers means a lack of quick headshot elimination and longer amount of time to take out shields. Too many headshotters means a long time to take out shields as well as a long time to damage a player unless players have good accuracy for headshots with shields down. Communicate with your team what roles each player is taking to maximize your teams effectiveness.

      An almost full game of Conquest on The Cellars...


      Conquest Weaponry


      At start player's have access to three basic weapons, one of each type:

      • Assault Rifle - Acts as a spraying damaging weapon for when player's have no shields; Damager
      • Plasma Repeater - Acts as a shield reducer in order to remove player's of their shields quickly; Softener
      • Magnum - Acts as a quick elimination weapon since it can kill player's in one headshot when they have no shields; Headshotter

      There are several weapons that may be found on a Conquest map that can enhance a player's effectiveness or versatility:

      • DMR - This is an upgrade of the starting Magnum and acts as the supreme headshotter in Conquest. It retains more range and more accuracy than the starting headshotter.
      • Needle Rifle - This weapon is a combination of a headshotter and a damager. It holds the ability to headshot while still being able to place only 3 shots to the body of an opposing player with no shields to trigger a kill
      • Plasma Rifle - This covenant weapon is the upgrade to the starting Plasma Repeater. It does not require venting like the Plasma Repeater does and strips players of shields faster than the starting softener.
      • Spiker - This weapon is a mix of a softener and a damager. It gives the player the power of a Plasma Repeater mixed with some of the power of the Assault Rifle.
      • Plasma Pistol - This covenant weapon is the supreme softener. It requires a charge, but delivers a shot that completely removes a player of their shields allowing damagers and headshotters to instantly be effective.


      Comparing to Halo 3's Conquest


      Conquest is a remake of one of the most popular community gametypes of Halo 3. It has gone through a significant amount of changes to perfect it for Halo: Reach's new gameplay.

      The first major difference is the new scoring system. In Halo 3 teams earned one point for each territory they owned at the end of every round. In Halo: Reach teams earn one point for every second and for every territory that they own. For example if red team owns 3 territories they earn one point for each territory every second so while they own those territories they gain 3 points per second. This new scoring system rewards teams for holding territories for a longer amount of time. In Halo 3 a team could be doing poorly through out the whole round and then grab the center at the last second, making the opposing teams effort for the whole round useless.

      The next major change is the change to the weaponry. Explosive weapons and power weapons have been removed from the Conquest weaponry. This means that there are no grenades, sniper rifles, focus rifles, concussion rifles, etc. All weaponry is focused around damage over time weaponry to encourage a team focus for gameplay. Explosives prove to be too powerful for Conquest due to the linear nature of maps allowing a single grenade to quickly dispose of the opposition. For this they have been removed from gameplay. Players have the choice of 3 layouts on spawn that give them the basic powers of softening shields, damaging players, and headshotting players. Weapons on the map serve to upgrade or diversify the player's capabilities.

      The damage system has also slightly been tweaked from Halo 3. Weapon damage is set to only 90% damage and the damage resistance of players is set to 110%. This increased damage is necessary when a player is being shot by the whole opposite team at the same time to allow players the time to react and take cover. In a normal team slayer game a player only gets shot at by like 1-3 people at a time. In Conquest players are constantly shot by 2-4 players at the same time making increased damage resistance crucial to surviving long enough to make tactical decisions. Also melee now deals less damage. It takes a full 3 hits to kill a player with melee only. The reason for this was because of the linear nature of Conquest maps and the close quarters combat that happens often and persuades players to shoot their weapons more than using their fists. If the melee damage is too high player's are more encouraged to beatdown over firing their weapon. Assassinations have also been removed from the game as it allows players to bypass the higher damage resistance. Finally Shield/Health recharge rate is set to as high as it can possibly go to reward those who take cover. The gametype is spartan only and with the new Halo: Reach mechanics this means that health packs are now built into Conquest maps.

      Conquest territories are now built with corners that allow players to hide in them while still contesting the territory. This was added into the map guidelines to be built into the Center territory and sometimes the adjacent Holdout territories. The reason for this addition is due to the new points over time scoring system. Teams do not gain points from territories that are contested. This allows a team to not get too far ahead and allows the opposing team to stop the opposing teams from getting points from the territory while they fight for it.

      The number of rounds and round time limit has also been tweaked from the original gametype. It used to be 3 rounds of 3 minutes a piece, now it is 4 rounds of 2 mins a piece. This works best for the new scoring system and gives teams a chance to see how far behind they are every two minutes and gauge how hard they have to push the next round. It also stops one team from getting two far ahead. The 4 rounds was done because in the new territories teams switch sides every round. Setting up 4 rounds allows each team to spend 4 minutes total on each side to utilize its advantages. This allows map designers to design asymmetric maps without too much worry for balance because each team gets an equal amount of time on both sides.



      Wanna see some of my other works? Check the My Creations page...

      41 comments:

      Anonymous said...

      Hey, I can't view your site properly within Opera, I actually hope you look into fixing this.

      GodlyPerfection said...

      Actually I have been planning out Conquest v2 for a while now. Stay tuned. Actually I think I am going to make that today's post. I'll go write it out now. ;)

      SmartAlec13 said...

      Trust me, it is awesome ;]

      So are tehre any possible updates to conquest? Like weapons being added/removed, new concepts introduced/retired?

      St0n3DxAs545siN said...

      This game seems awesome!

      Legolum said...

      First download! woot,

      I am the first downloader of reach conquest, i iz legend? anyway, great gametype, now get on some customs m8!

      Legolum said...

      by the way, the link, it leads to flatline, fix it.

      GodlyPerfection said...

      Fixed ;)

      DriedMoss said...

      Nice work GodlyPerfection, Bartoge, adn GunnerGrunt. Let the conquest begin!

      DriedMoss said...

      Downloaded all.

      Qs x IReCoiLz said...

      Hey Godly! It's Qs x IReCoiLz. I saw your site, and thought I would make you a better banner <3 Lemme know what you think :) I can make changes... http://i52.tinypic.com/s44zth.png

      Sotha said...

      I like the post. It is very detailed, and is easy to follow, etc. I downloaded both, as well as the Cellars. Of course you know my opinion about most things, but I have to say that the weapon set is so much better, though I could see it getting a little drab sometimes with the lack of variety, especially because the weapon set is most likely forced, which would prevent innovative map makers from attempting to use weapons outside the norm. Aside from that minor hindrance may cause for some people, I do really like the weapon set. It seems very balanced, with each weapon playing a seemingly distinct role; and with its being forced, it should prevent many maps from being bad because their makers did not know which weapons to put on them.

      I do really like the spawn hives though. They fix essentially everything else that was kind of wrong in the transition. They allow a good number of rooms. They fix the extraneous points each team would earn in the new scoring system from having a spawn territory anyway (if there could be were seven). And they make it even more impossible for a team to ever loose their first room, as well as being the perfect spot to place a weapon or two.

      Just wonderful, but you already know I love it.

      Noklu said...

      What exactly is 'armorquest' ?

      Bartoge said...

      Armorquest is Conquest combined with Armor Lock. Basically everyone has armor lock instead of the normal no armor ability in regular Conquest.

      GodlyPerfection said...

      Exactly what Bart said. The armor lock acts as a sort of portable cover system. It is especially effective in teaching new players how to play Conquest as a team first and then introducing them to regular Conquest. The Armor Lock teaches them the importance of cover in Conquest and enforces teamwork naturally. It is also good for those who enjoy going lone wolf as well. Conquest is for the more hardcore while Armorquest is definitely a relaxed casual game.

      GodlyPerfection said...

      I am glad you love it Sotha. I agree that it plays much smoother than Halo 3 did. While the new version does restrict creativity, it does stop new map builders from making amateur mistakes. If players really want to they can make their own custom variant of Conquest. I will not stop them lol...

      GodlyPerfection said...

      And Recoilz while that is a very awesome banner and I completely appreciate it, I don't think it matches the whole color scheme of the site. Also this site isn't just for Halo it is for level/game design in general. And for the most part the banner shouldn't really have the words in it. Those words are built into the site and overlap the banner. I can remove it though, so don't let that restrict you if you try again.

      Prod said...

      I know you said you wouldn't promote your content outside RP. But this is more of a public service. You should definately get someone to post this over at FH and post it yourself at XF and TCE.

      Noklu said...

      Forgehub staffers are all like "HURGH! NO BANNED MEMBERS ALLOWED!"
      That's why I couldn't advertise too much. I still don't understand the level of animosity present towards you, Godly.

      SmartAlec13 said...

      Nice! I was about to go try to contact all the old Conquest people to get it up and running and then I found this! I am glad to see Conquest is back and better than ever.

      Bartoge said...

      Hey, Godly, you wouldn't mind if I posted this on XF would you, unless someone else is already going to do it.

      GodlyPerfection said...

      Go for it Bart. Noxy is taking care of Forgehub and I don't see a problem with anyone bringing it to other sites. Anyone can feel free to post it at any of the communities.

      SmartAlec13 said...

      For anyone reading this, make sure you have CORNERS! Corners are basically peices of Cover along the sides of the center, close to the Holdout. I cannot stress enough how important this is ;]

      Johny1337 said...

      Naming the gamemode "Conquest" is a great disrespect to The Great, The One and Only, BATTLEFIELD 2. This mode should had been called tug-o-war. Conquest is a team-based mode where 2 teams attempt to seize control of locations on the map, where vehicles, and other advantages spawn at, if one team controls more points, then the other team will start to lose points, dieing loses 1 point, first team to 0 points loses. Obviously this has had to be changed for my Conquest remake for reach.

      GodlyPerfection said...

      This was named Conquest long before I knew about Battlefield 2's Conquest. And they are completely separate games. Just because one game uses Deathmatch to name their slayer based gametype, doesn't mean that other games can't use it. It is just a gametype after all. Same with Capture the Flag. So :P. lol... and I'm sorry for disrespecting the great Battlefield 2. ;)

      Noklu said...

      Apparently somebody thinks that the Conquest gametype actually has 110% damage, not 90%. Can somebody verify this?

      GodlyPerfection said...

      I don't have the ability to check right now. Next time I get online I will check it. Thanks for the update Noklu. I read twistedmatt's reply.

      Karmastocracy said...

      I'm an editor over at TCE and I'll post this on the front page. Conquest is one of my favorite custom games for Halo, and I'm thrilled the gametype is getting a whole new renovation for Reach. I've been hearing constant complaints about the new scoring system (points per territory) being different than Halo 3's oh so "perfect" system, however I actually believe the change could make Reach's conquest games more balanced and exciting.

      Thanks for the article

      GodlyPerfection said...

      No problem. It is up to you, but you may want to hold up on the front page on TCE bro. We are working on making tweaks to the gametype to make it better than it is now. Hopefully the v2 will be out shortly. Is Karmastocracy your username on TCE? I can come hunt you down and let you know when it is ready. It should take us too long. I just want to make sure that it is tested before we make the changes official.

      What we are looking at right now is giving everyone armor lock as an armor ability, but have it completely disabled. Then we would have custom powerups (the same amount on each side) that would "unlock" the armor lock for use. Also we plan on re-adding grenades on map as well as giving faster movement speed as a respawn trait for a like 5 seconds on spawn so that way you can get to the territory quicker.

      Reidrum said...

      Seems like a pretty groovy idea. I'll try it out sometime.

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      Noklu said...

      Godly has become rather fixated on standard competitive maps. It has not been sufficiently advertised on the big forge sites, so it's kinda died off, yeah.

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