The Invaders Map Pack (Conversion/Invasion)

Ladies and Gentlefish...​
My hard work and effort has led to this.​
I, AbandonedCashew, Present to the public...​
The Invaders Map Pack​
______________________________________________________​
:: Updated! ::​
Having discovered first-hand all the possibilities with Halo 4's Extraction, I decided to get to work and make something of it. I have made a gametype similar to Conversion, with the same concept, but a more down-to-earth feeling. I am proud to release three maps for all who have wished for something like Invasion from Halo: Reach.​
The Invaders Map Pack Summary
Many people complain about not having Invasion from Halo: Reach, but that can't stop you from having a blast with what we have in Halo 4! The Invaders Map pack is 3 maps that are made for Halo 4 Invasion or Conversion. With dynamic spawns, one-team objectives, and progressive weapon and vehicle spawning, Forbidden, Incursion, and Breach bring back the great experiences from Invasion!

Starting it off with Forbidden, this abandoned Forerunner site is the placeholder for an uphill battle to control the Satellite. With a Rockethog and a few power weapons, action will surely be taking place in every instance, outdoor or in.

Moving on to Incursion, this play-space has its spot on the control campus for Requiem's largest dam. Have at the havoc and play to override and crash the crane, extract the security keys, and defend a beacon from 2 angles for rescue. All taking place on Ravine. Presenting an offensive Mantis for first phase and a defensive Warthog, Incursion makes for a great combo of on-foot combat with a dash of vehicle brawls.

Now with Breach, the heavily fortified structure taking full of advantage of Erosion's landscape arouses some questions as to what the Mineral Testing Grounds has been up to… breach the walls, move into the campus, and hold off the defensive forces to see what's going on in there. Second phase boasts 2 Warthogs for a full firefight from beyond the walls, and to keep the battle new and original, third phase takes the fight into the Grifball court, with a new landscape purely for closer quarters and a new experience.

|Video Showcase!
|Tutorial :: Forge Conversion!

Play these maps with my "Invasion" gametype I have made, or use "Conversion" if you wish.

Invasion:
DL: http://www.halowaypoint.com/en-us/p...&details=39897c71-d32a-4bdf-b7da-db7449c24667


Forbidden: Version 2.3
DL: http://www.halowaypoint.com/en-us/p...&details=df9d17bc-2027-4f60-901b-e57345cc3804
Pictures:
http://www.flickr.com/photos/99588645@N02/9403062464/lightbox/
http://www.flickr.com/photos/99588645@N02/9400319591/in/photostream/lightbox/


Incursion: Version 1.6
DL: http://www.halowaypoint.com/en-us/p...&details=224ee3e2-14b0-4ce5-a456-6abc5fbc9674
Pictures:
http://www.flickr.com/photos/99588645@N02/9400300943/in/photostream/lightbox/
http://www.flickr.com/photos/99588645@N02/9403062234/in/photostream/lightbox/


Breach: Version 1.6
DL: http://www.halowaypoint.com/en-us/p...&details=06c14ad2-8904-4d6d-8dc0-43e1582175ca
Pictures:
http://www.flickr.com/photos/99588645@N02/9400301207/in/photostream/lightbox/
http://www.flickr.com/photos/99588645@N02/9403062658/in/photostream/lightbox/
http://www.flickr.com/photos/99588645@N02/9400301033/in/photostream/lightbox/
 
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0IAH

Expert
Jan 12, 2013
441
266
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What's the difference between the 'Invasion' and 'Conversion' game-type? From the game-play that I saw they look almost exactly the same.

The only differences between Conversion and Invasion are in Invasion, only attackers can score, no interceptions. Next... the loadouts are tweaked.
 

ChangeLog!
Gametype update:
-Respawn time now 7 seconds
-Ordinance markers are now hidden
-While arming a site, you have 110% resistance to explosions

Version 2.0 Incursion:

-Railgun attacking spawn area is now available to all phases
-Balanced all spawning options
-Added Sticky Detonator to first phase defenders
-Moved crate on first phase main ground to prevent head glitch-shots on extraction site and to promote movement
-Modified Mantis spawn time longer
-Aesthetic improvements throughout whole map
-Sniper for second phase attackers
-Added large amounts of cover leading to second phase, much less cross-mapping
-Added line of sight blocker from second phase defenders to second phase extraction site
-Strategically moved crate to prevent quick shots on second phase extraction site from a jump up
Added weapons around!
•1st phase
Defenders: Battle Rifle
Offenders: 2x DMRs
•2nd phase
Neutral placement: 3x Battle Rifles
•3rd phase
Offenders: 2x Assault Rifles

Version 2.0 Breach:

-Added large pieces of rock and tunnel cover to left second phase attackers
-Balanced spawning possibilities
-Minor capture plate movements
-Aesthetic improvements
-Removed superfluous cover to first phase defenders
-Slight framerate improvements
-Added jump-up to second story of second phase defenders building
-Added sniper to second phase attackers
-Reduced shotgun ammo on second phase defenders
-Lowered cover near third phase site
Added weapons around as well…
•1st phase
Defenders: Battle Rifle
Offenders: 2x DMRs
•2nd phase
Neutral placement: 3x Battle Rifles
•3rd phase
Offenders: 2x Assault Rifles

Version 2.1 Forbidden

-Modified Rockethog spawn time
-Fixed invincible Rockethog
-Widening of map around second phase
-Budget reduction
 

Psychoduck

Round Objects™
Dec 23, 2012
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I would like to make a correction. Neither your "Invasion" mode or Conversion supports dynamic spawning. Both support progressive spawning. Dynamic spawning implies that all spawns are neutral and players on both teams can spawn anywhere. Static spawning (which is generally required for objective play to function properly) is where players are limited to spawn points belonging to their team. Progressive spawning is the same as static, but with the spawns moving up after an objective is captured.

Also, I find it a bit misleading that your mode is being called "Invasion". Invasion had several integral elements such as Spartan vs Elite combat, fire teams, and unique objectives which can't even be recreated in Halo 4's game settings. I also don't see application of much of the invasion design theory here.
 

0IAH

Expert
Jan 12, 2013
441
266
71
STL
Also, I find it a bit misleading that your mode is being called "Invasion". Invasion had several integral elements such as Spartan vs Elite combat, fire teams, and unique objectives which can't even be recreated in Halo 4's game settings. I also don't see application of much of the invasion design theory here.


I think he was going for something more so of "Halo 4's Invasion" -- Because 343i did not bring Invasion into Halo 4, he was just calling it "Invasion" because that is as close to Invasion as Halo 4 can get unless some modders can bring Invasion back to Halo 4 somehow. (which is highly unlikely)
 
I would like to make a correction. Neither your "Invasion" mode or Conversion supports dynamic spawning. Both support progressive spawning. Dynamic spawning implies that all spawns are neutral and players on both teams can spawn anywhere. Static spawning (which is generally required for objective play to function properly) is where players are limited to spawn points belonging to their team. Progressive spawning is the same as static, but with the spawns moving up after an objective is captured.

Also, I find it a bit misleading that your mode is being called "Invasion". Invasion had several integral elements such as Spartan vs Elite combat, fire teams, and unique objectives which can't even be recreated in Halo 4's game settings. I also don't see application of much of the invasion design theory here.

I would like to tell you that its funny that you think I'm calling my gametype the "real" Invasion. But I will say that I am completely humble about what my gametype really is, and you should know that the "real" Invasion wont be here for a long time, because if Bungie had a very hard time making Invasion, then modders would have almost an impossible challenge to face. I want you to be aware of the fact that my gametype is NOT supposed to be "real" Invasion, its simply a name. When/if the actual modded gametype is made, I will be sure to let you know :)
 

Psychoduck

Round Objects™
Dec 23, 2012
1,582
1,781
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Greater Seattle Area
Oh, I'm not accusing you of falsely considering something that isn't Invasion to be Invasion. It's just misleading, as I said. I highly doubt that even a modded mode could recreate Invasion in Halo 4. What I find to be a bit odd, however, is the fact that your mode doesn't really follow many of the guidelines that Invasion set forth which can be followed with the available options in Halo 4. You haven't really applied much Invasion design theory, is all I was pointing out. it just seems to be much more its own mode, so calling it Invasion just doesn't make a ton of sense to me. You say that your game mode is intentionally not Invasion, but "Invasion" is the name you've given it. Again, it's just a bit misleading. I'm not saying it's a bad thing that your mode isn't Invasion, it's just that I would have thought you'd give it a different name as it is something different.