Dani's HaloGAF Map Variant Challenge Update - Less Pictures More Text Edition =)
StandAlt v0.2 (Was Standoff Alt)
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Suitability: All Game Types and Player Counts already supported by default Standoff.
More here
===Features - Changes from Default Standoff===
*Rockets moved from default position to centre of silo.
*Bubbleshield moved to near base entrance.
*Carbine added outside of main base entrance.
*Power drainer moved from side room in main base to main room in main base.
*Teleporter-Send Only added to AR spawn area in base.
*AR spawn in base moved to main base room.
*BR spawn added to silo entrance to base.
*Spiker near rocks removed.
*Teleporter-Receive Only added behind base.
*Plasma Pistol and Plasma Grenades added behind base.
*Overshield added behind base.
*Warthog moved to base back entrance.
*Mongoose moved to former default Warthog position.
*Two barricades added near invisibility spawn.
*Bruteshot moved from default spawn to behind barricade.
*Tripmine added on base building top
All of the above changes are symmetrical and apply to both bases. Below are asymmetrical changes.
*Laser appearance only after 180 seconds (laser default respawn time).
*Regenerator added at laser spawn, 180 seconds respawn
===Notes===
*Same spawn count as default Standoff however spawn have been adjusted to be
less exposed or clustering in one small area
*All added weapons, including grenades have the same spawn time and ammo count
as existing weapons, no changes were made to the respawn time or ammo of default
weapons whether moved or not
===Explanation===
The changes made are generally subtle, with the exception of the more noticeable changes. The variant is designed to heighten the strengths of the map, namely inter-team combat stretching out over the map and vehicle fun.
Moving the warthog to the back of the base allows players a few moments more to spread out across the map at the start of the game, additionally it is also hard to throw grenades from the entrance of the opposite base to damage the vehicle forcing players to rethink their opening strategies.
Additionally, the warthogs are now lined up to be driven straight down to each one of the silos on the map, where the rockets have been relocated. Driving straight to the rockets is risky because of the barricades and relocated bruteshot at invisibility spawn that overlooks this area. This is countered by the lack of guarantee that the opposite team will have rockets at the beginning of the game and introduces a new risk-reward element at opposite sides of the map at the beginning of the game as teams rush out to either grab rockets with the aid of the Warthog or defend rockets with the aid of the lightly fortified invisibility spawn area.
The introduction of the laser during a game has been delayed until one full respawn time for that item has passed (180 seconds). This brings a sharp halt to the possibility that a team, in the opening minute, gains control of the map with
laser aided vehicle control. The laser will still be present and the delay allows for the laser to make a difference in mid to late game. The regenerator, placed at the laser spawn, provides plenty of incentive for a team to rush out to the middle of the map at the beginning of a game and provides a welcome boost mid game to whatever team that deploys it.
The teleporter within the bases provides more options for objective games such as Multi-Flag with new strategies available to each team, additionally it can used to escape from the base if the opposite team has successfully locked the base down and also allows easy access to a better vantage point, especially helpful when trying to defend a base.
The movement of the power drainer and bubblesheild was made to make these equipment more visually prominent to players and thus increasing their usage. Additionally, the bubbleshield was moved closer to the base entrance to allow for more options for attacking and defending players in Objective gametypes, such as Flag and VIP and also providing an option for teams
that may be locked down inside the base.
The tripmine is a one use only equipment. Teams can use it effectively but it's use also provides a risk of harming one's own team. The one use only prevents possible abuse of this item.
The map contains the same amount of spawn points as default Standoff. The main changes in spawns comes from the fact that some have been adjusted to preventing teams spawning in the open en masse, in particular, the invisible area spawns and the area in which the Warthog has been moved to, on both sides, spawn area has been adjusted and moved so that predictable spawn killing en mass is prevented.
The spawns have been altered to allow for generally more cover when spawning.