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Introduction Opening Statement "Pro 'Sketball" is a Basketball map by BuddhaCrane and Mander A1. This map has been designed and built to be a unique experience that merges the game of Basketball with the mechanics of Halo 3. One of the first things we'd like to say is that our Basketball game is nothing like Grifball and nothing like any previous Basketball variants you may have played in Halo 3 before. We've designed it from the ground up to be something different and it's taken us over a year (yes a year) to finally realise our vision. We're not saying that makes our map better, or even good, just that it's unique! If you'd like to know exactly 'how' our map is unique then read on squire! ------------------------------------------------------------------ A Look At The Court ![]() -------------------------------------------------------------------------------- Gameplay The Basics The game is played with two teams and works best if each side consists of five or less players. The objective is simple - get the bomb into the enemy's hoop. There are many ways to go about this, and two separate ways of scoring. So if you want to learn the tips and tricks that'll give you a head start then pay attention. ![]() ![]() Regenerator Use Every 2 minutes, which is twice a round, a regenerator will spawn in each team's spawn room. "What are they for?" you ask. One of the more obvious uses of the regenerator is survivability. The best time to use one is at your opponent's net to give yourself extra time to score without being killed. It is important to note, however, that you do not regain shields while holding the bomb! A better use for the regenerator is to take advantage of the passing mancannons. You see, normally the mancannons only affect the bomb but if you throw a regenerator near them then they will also affect you. Use this tactic to travel from your end of the court over to the enemy's in a flash, possibly allowing you to assist a teammate in need! Grav Lift Use Once a round a deployable grav lift spawns in the centre of the court, where the bomb spawns. It will appear 2 mins 30 secs into the game. The grav lift gives you a chance to solo slam dunk for two points. Normally a slam dunk requires two people, to get the extra height required to jump into the hoop, but with a grav lift you can get the extra height alone; just throw it in front of the hoop! More crafty players may choose to place the grav lift near the scenery grav lifts, positioned at the sides of the hoop, to solo slam dunk instead! ------------------------------------------------------------------ Scoring There are two main scoring methods, which are detailed below. ![]() To score you need to jump up against the hoop and let go of the bomb at the very peak of your jump. If you do it right then the bomb will land in the hoop. After that it's a simple process to earn your point. ![]() After throwing the bomb into your opponent's hoop, it will roll down a shaft and land near your spawn room. To get the point you just kill yourself (there are killballs near each hoop) and pick up the bomb in your spawn room. As soon as you pick it up it will automatically score you a point. Voila! ![]() The slam dunk is the second scoring method at your disposal. To make things interesting, this scoring method gets you two points; that's right TWO points! To balance out the risk/reward of this scoring method you require two people to pull it off. A slam dunk is achieved by getting yourself into the hoop, along with the bomb. You are unable to jump into the hoop on your own though, you will not be able to reach high enough, this is where your partner comes in! If you jump on another player's head you can get the extra boost needed to land inside. Once you make it in the net, it's a simple process to earn your two points. ![]() The moment you land in your opponent's hoop you will be teleported into a small enclosure we lovingly dub "The Genius Box". Provided you have jumped into the correct hoop (no jumping into your own hoop, cheater!) and you're carrying the bomb, then you will automatically get your first point; this will blow up the pallet in front of you and automatically teleport you into the next room. If you're not holding the bomb, or have attempted to cheat the system in any way then the genius box will not give you any points, it will not allow you to proceed, and it will promptly kill you. Naughty naughty! The second point is awarded in the next room; this room is directly under the bomb spawn point in the centre of the court. To get your second point simply pick up the bomb; it will then automatically plant, blow up, and make you respawn back in your spawn room. Voila, 2 points for your slam dunk sir! ![]() The distance shot is a twist on the single point scoring method. Instead of going right up against the hoop everytime, directly in the line of fire of the defending opposition, you can choose to throw the bomb into the grav lifts, positioned to the sides of the hoop. Some obvious advantages of this method are as follows: - It will take the enemy longer to reach you and they will be back to normal strength by the time they get up to you. You see when the enemy spawns they are slow but strong for the first few seconds, making them a very credible threat when trying to score from the hoops, but much less of a threat at the grav lifts. - When trying to score at the hoop, enemies can jump you from both sides, but when trying to score from a grav lift they can only attack from one direction (you'll be able to see them coming from either teleporter). - One of the side mancannons will pass the bomb very close to one of the enemy's lifts, making it the quickest way to score in the game, given proper coordination. To balance out these advantages it is harder to get a point from the lifts and, even when the bomb does make it into the lift, it is not guaranteed to land in the hoop. Feeling lucky? ------------------------------------------------------------------ Player Traits We will not be listing the different gametype traits just to show off meaningless numbers. Instead we'll describe how the different traits affect gameplay. Base Traits The most notable details of your basic traits are as follows: - You are only equipped with a shotgun, this means you have a very short damage range. - One clean shotgun blast plus a beatdown is enough to take out other regular players, as well as yourself! - You have a low jumping height. - You have no radar. Bomb Carrier Traits The bomb carrier's traits differ from the regular traits as follows: - You move very slowly, which is why it is advisable to dribble the ball if you want to get anywhere! - You can take more damage, approximately 2 to 3 extra shotgun blasts. Bear in mind though that while dribbling you will still be very vunerable everytime you drop the ball. - You can take out regular players in one beatdown and will also regain all your shields (provided their shields were also full) immediately after the kill. This makes you incredibly deadly should a player foolishly get close enough to you...but then, they're fools! - You jump much higher, this is so you can actually score! (It helps!) - Your shields won't regenerate normally, this means a regenerator will not help you unless you drop the bomb. - You get a radar, so you can defend against assassination attempts! Custom Powerup Traits You'll pickup a custom powerup every time you enter the court, so think of these traits more like "starting traits". The traits will only last 4 seconds but they are, for the most part, beneficial. When you read the effects you may think they're overpowering, but bear in mind that 4 seconds is not long and when you respawn with a bunch of enemies at your hoop, chances are you'll be on your own! Add to that it will only take the bomb carrier mere seconds to score and you'll realise you need all the help you can get! Here are their key effects: - You can withstand one extra shotgun blast from an enemy player and the bomb carrier's beatdown will not insta-kill you but will fully deplete your shields instead. - You deal more damage, so you can one hit kill regular players as long as you are within range and it will take one less shotgun blast than normal to kill the bomb carrier. - You get a radar, to help against spawn camping. - You move slightly slower, be warned that you will not be able to outrun the bomb carrier if he is good at dribbling! - Your colour will temporarily be white, so others can identify whether you still have the starting traits or not. ------------------------------------------------------------------ Advanced Tactics As well as the gameplay details mentioned earlier, there are more advanced tactics that can give you the edge over your enemy should you choose to raise your game! These are minor nuances that can give you a small tactical advantage, maybe just when you need it most. It is not imperative that you learn these straight away, I would advise playing a few games first. Advanced Dribbling You've hopefully got a grasp of the basic form of dribbling; picking up the bomb, dropping it, picking it up, dropping it, e.t.c. The reason you do this is to move the bomb while keeping your speed (you move slower when holding the bomb remember?). The more advanced form of dribbling is the MLG Pro tactic way, like they do in CTF games. This method involves jumping just before you grab the bomb, so that you are in mid-air when the bomb's traits take effect; this stops you losing as much speed. Drop the bomb the instant you've picked it up, while in mid-air, and you'll throw it forwards while you retain your momentum. This method will allow you to travel with the bomb faster than you can the regular way, just be careful you don't throw it forward right into the enemy's hands! Advanced Slam Dunk The more traditional method of a slam dunk, the one that feels most intuitive, is for the player to be holding the bomb while jumping onto his partner's head when reaching for the hoop. This method is a bit slow though, because you jump so high it takes a long time for you to fall back down onto your partner's head; this is valuable time unnecessarily wasted! Here's a better way: Have your partner jump onto your head instead! While you hold the bomb, let your partner jump on top of you; it will be a much quicker hop than one with the bomb. Once they're on your head, let go of the bomb so they can pick it up. As soon as your partner has the bomb he can jump straight up into the hoop. If you're coordinated and have a reliable partner to setup with then this way is better. Advanced Regenerator-Mancannon Throwing the regenerator near one of the mancannons allows you to be affected by them, as well as the bomb. A great tactic to pull off is to hold the bomb at your end of the court and wait for the enemy to get at least half way across the playing field. Next you throw the regenerator near one of your back mancannons and jump in while still holding the bomb. You will be catapulted to the centre of the court, but if you immediately jump again you will retain your momentum and your next landing will put you right next to the enemy's hoop! Since the enemy are still half a court away, you will have a few seconds to take advantage of the situation and score yourself a point! You sneaky bisonskie! -------------------------------------------------------------------------------- Action Screenshots ![]() ![]() -------------------------------------------------------------------------------- Download Links Last edited by buddhacrane; 06-25-2010 at 04:50 AM. |
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So here's a tl;dr version: The map is like basketball! It's not a Grifball clone; you can dribble the bomb, pass to teammates, throw the bomb into the hoop, and even slam dunk for two points. Done! |
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I saw this on Forge Hub. Very well done on an idea that everyone has probly wanted to happen since Halo 3 came out. The scoring system is done amazingly. Not enough people on this site care about playing custom games for fun.
Anyone who does look at this thread download this and try it out. It's a really fun game if you want to take a break from being spr srs. |
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Wow this is awesome!
I have only looked at the map and (died several times in the genius room lol) but it looks really well done and I look forward to getting some friends together to play this.
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1 Question: maybe i didnt read it... how tdo you play defence? weapons/melees?
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Typically you'll just want to kill them with your shotgun! When you pop out of the teleporters and into the court, you'll have 4 seconds of Custom Powerup traits; these traits make you do slightly more damage and make you slightly more resistant to damage. You want to use that brief period of time to try and stop the enemy because chances are you'll be outnumbered. The bomb carrier takes a few hits to go down, so trying to kill him quickly will be difficult. One thing you can do is melee the bomb carrier as he jumps up to the hoop to shoot; if you punch him while in mid-air it will knock him away from the hoop, making him unable to score until he jumps back up. This can buy you some time. You can also try and assasinate him to take him out quick. The other enemies around your hoop are also a threat though and since you have 4 seconds of increased damage you may instead choose to focus your attention on them, so that the ball carrier has no backup. After all, any one of those people could potentially become a new ball carrier threat unless dealt with. One thing to be very wary of is that enemies around your hoop may try to perform a sneaky assasination or spawn kill on you as you come out of the teleporters. This is why you start off with an enhanced radar for those first few moments; make sure to check your radar as you exit the teleporter so that you can deal with any would-be assassins. A single shotgun to the face will deal with them! I hope that helps! Last edited by buddhacrane; 06-22-2010 at 05:30 AM. |
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oh so you can use your shotgun at anytime to kill the opposing team?
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