So I'm pretty sure this is just a temp name but whatever. This first gametype is focused around Headhunter. Headhunter is a crazy game of collecting skulls and returning them to the drop point to score points. Well people can easily just run around collect skulls, dodge fire, and then drop them off. This made sprint more useful then most AAs. Well what if it took some skill to actually get the skull to the drop point and all armor abilities were equal? What if you didn't just straight grab skulls, but you had to pick them up at opportune times? How do I create this new strategical aspect for headhunter? Well skull carriers have their own specific traits. In order to disuade players from carelessly picking them up I'm going to weaken you in some way when you are carrying a skull, most likely taking away your shields. Also when you are a skull carrier your armor abilities will be disabled. So no more everyone choosing sprint as your AA for headhunter. Now your AAs only matter when you are collecting skulls. One more twist I am going to add is based around an interesting setting for headhunter. You can set it so that players only drop skulls when they get headshotted... I'm turning that on. But even more so, skull carriers will be immune to headshots. So anyone already carrying a skull will never drop skulls. Players will spawn with a pistol main and AR secondary. Headshot weapons will be used to get skull from players, while rapid fire weapons will be used to quickly kill skull carriers. Use your pistol for non skull carriers and your AR for skull carriers. Skull carriers will also be colored black to show they are "infected". This gametype will be playable on all maps made for Headhunter. There are several more details I'm leaving out since this is getting kinda long lol...
So ever since Halo 1 we have had a custom game setting called Respawn Time Growth that says whenever you die your respawn timer increases. I've been trying to come up with a good gametype to utilize it for a while now and I finally came up with something good. Imagine one territory that encompasses the whole map that you are playing on. It is instantly contested by the other team. You only gain points by controlling the territory uncontested. Hmmm... what this creates is the scenario that whenever someone on the opposing team is alive you are unable to gain points. With respawn time growth as you kill the opposing team each of their respawn timers grow. The goal is to kill each person on the opposing team enough so that their whole team is in respawn at the same time, allowing you to control the territory uncontested and gain points. The gametype is named because the requirement of getting an extermination in regular gameplay is to have the whole opposing team spawning at the same time because you killed them so fast. You have to work with your team to ensure that there is always one player alive at all times and this gets harder and harder to do as players die and have longer respawn times. All of the armor abilities will be available except for Camo and Jetpack because these two allow you to hide in some way or another. You will also have enhanced radar and possibly a bigger radar so players cannot hide. It is all about out playing and out strategizing the opposing team. This gametype will be playable on all maps that are built with one territory covering the whole map. Again there are more smaller details, but this is getting long.
In Halo 3 I created a gametype called Hot Potato that utilized auto pickup and weakened settings for the oddball carrier to encourage players to only pick up the ball when it was time to kill someone. You were able to throw it at people to make them weak and grenade the ball to people to make them a target. With the lack of kill scoring for oddball I am unable to create this. So I am remaking the feel of the gametype in a different way. Imagine every player on the map being invincible (and immune to assassinations of course). The oddball is set to automatically pickup when someone touches it. The oddball carrier is now vulnerable with no shields, no health recharge, and a certain amount of damage resistance to allow them to stay alive only for a short amount of time. The only way for you to get points is to have that oddball and suffer the consequences. Typically this would be kind of boring since once you pickup the ball you are pretty much a sitting duck and target of everyone. So when you have the oddball you also have infinite evade in order to run around and out maneuver players for as long as you can before it is time to throw the ball at someone, die or just plain drop it. Players have no health recharge so in order to heal your health to pick up the ball safely you have to find a medpack. This will stop players from dropping the ball just to gain their health back and then repicking up the ball to gain more points. This will be playable on all maps that can play oddball. Again small details are missing, but I've got them figured out.
This is just a small dose of some of the crazy innovative gametypes that I have planned. All three gametypes as well as my other gametype preview Flatline are all competitive gametypes with a new gameplay feeling attached to them and new strategies revolving around them that make them play completely differently than the conventional default gametypes. I hope you enjoyed this little preview and if you have any nitpicky questions feel free to ask them. If you have a suggestion, feel free to throw it out there and I'll tell you if I already thought about it or not and whether it is a good idea that I might add. Oh and I'm taking new names for each of them if you think you have a good clever and catchy name for any of them. Remember to check out the Forge Lessons I have been writing to improve your map design skills. Anyone can make a map in Halo: Reach, but not everyone can make fun, balanced, and great maps that can get into matchmaking. Some examples of topics that I cover are smooth spawning, perspectives, eye catching, incentives, deterrents, color contrast, innovation, etc. Tomorrow I release lesson 19 and a new one every other day after that.