Guide to Gametype Functionality

Auburn

#hawt
Jan 11, 2013
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Missouri
"This map is not compatible with the selected game variant" - a phrase that most of us have read at one point. If you are part of the percentile that reads this message and continues to misunderstand its meaning, you have come to the correct thread. With the announcement of War Games and its included features, several returning and new game types were announced. Below is a compiled list of those gametypes and their requirements to funtion with a design correctly.

Infinity Slayer
Slayer_zpsc97e7829.png
A new twist on the traditional Slayer experience that now allows Spartans to earn points during the course of a match which can eventually be leveraged to call in ordnance from overhead. Ordnance drops within Infinity Slayer consist of three selectable but randomly generated weapons or power-ups, the latter which can alter the Spartans speed, shielding, or ability to issue damage.
Requirements
  • Spawning - "INITIAL SPAWN"
1. Team - "ATTACKERS" and "DEFENDERS"
  • Spawning - "RESPAWN POINT"
1. Team - "NEUTRAL"
Variants

Big Team Battle - Big Team Infinity Slayer (BGTIS) is a game mode that is included in Halo 4's matchmaking. Big Team Infinity Slayer can have a maximum of 16 online players, split into two teams: Red and Blue. BGTIS is not as competitive as normal Infinity Slayer and is quite laidback in terms of gameplay. BGTIS normally features big maps like Ragnarok (Valhalla re-make), Vortex and Meltdown, these maps feature a great deal of power weapons and heavy vechiles such as the Warthog Gauss and the Tank. The maps are medium to large sized and usually consist of two opposing bases.

Regicide
Regicide_zps83e0fe7e.png
Regicide is the Free-for-All replacement in War Games for Halo 4. The game is centered around killing other players to become the King and reign as long as possible. Killing the King earns the regicide medal and a rewarded bounty that increases in value the longer a king lives. There are no personal ordinance drops, only random ordinance drops.
Requirements
  • Spawning - "RESPAWN POINT"
1. Team - "NEUTRAL"

Oddball
Oddball_zpsbce49e36.png
Oddball is a multiplayer game-type featured in the Halo series. The objective is to locate the skull(s) on the map and to maintain possession of it for the longest period of time possible. The default settings allow the game to be a free for all with one Skull on the map, which you need to have possession of for two minutes in order to win. This game can be played as a Free-For-All Game or a Team Game where the highest score of the lone player (FFA), or on a team's accumulative score, chooses the victor(s). Normally, a player who has the Oddball is the immediate target for the other players, which is what makes Oddball an extremely fast paced and fun game-type.
Requirements
  • Objective - "CAPTURE PLATE"
1. Spawn Sequence - Varies depending on the amount and order in which the objective spawns during gameplay.
2.Game Specific - "TRUE"

3. Game Type Label - "ODDBALL_BALL"
Variants
  • Fiesta - An odd game of ball with random weapons. Earn 2 minutes control time to win.
  • Swordball - Tense rounds with swords and no motion sensor. Control the ball for 30 seconds to win a round. First to 3 wins, a very deadly game.
  • Capture the Flag
  • CTF_zps9fd6c8d0.png
  • [*]
    Capture the flag is a set of multiplayer rules in Halo: Combat Evolved, Halo 2, Halo 3, Halo: Reach, and Halo 4, where teams compete to bring a flag, often taken from the opposing teams base, to a predetermined area, often your team's flag or base. Many variants of this game type exist, including One Flag CTF, where teams fight for control of one flag, usually centered in the middle of the map from both teams bases, and attempt to move the flag to one base or the other. More variants can be created, using either game's gametype creation system.
    Requirements
  • Objective - "FLAG STAND(2)"
1. Team - "DEFENDER" and "ATTACKER"
2. Game Specific - "TRUE"


3. Game Type Label - "CTF_FLAG_RETURN"
  • Spawning - "RESPAWN ZONE"
1. Game Specific - "TRUE"

2. Game Type Label - "CTF_RES_ZONE"
  • Spawning - "RESPAWN ZONE, AWAY"
1. Game Specific - "TRUE"
2. Game Type Label - "CTF_Res_Zone_Away"
  • Spawning - "INITIAL SPAWN"
1. Team - "ATTACKERS" and "DEFENDERS"
  • Spawning - "RESPAWN POINT"
1. Team - "NEUTRAL"
Variants
One-Flag CTF by DaFlyingShoeDude

Flood
Flood_zpsb0339a32.png
Flood is the new Halo 4 Infection gametype. Flood is the successor of Halo 3 and Halo: Reach Infection gametype. It is the first multiplayer gametype to include the Flood as a player controlled character. To win, the survivors must survive 3 minutes, while the Flood must infect the survivors. Survivors are equipped with a shotgun and magnum. The Infected will use their tentacles and claw to melee the enemy. The Flood are extremely fast and can jump very high. There are three classes for the flood; Hunter (Thruster Pack ability), Stalker (Promethean Vision ability), and Lurker (Active Camo ability). Each class has the same character model and weapons, the only differences is their class names and armor abilities.
Requirements
  • Spawning - "INITIAL SPAWNS"
1. Team - "ATTACKER"(FLOOD) and "DEFENDER"(HUMAN)
2. Game Type Label - "FLOOD"

Dominion
Dominion_zpse121b025.png
Dominion is a objective-based gametype in Halo 4. The objective is to capture and hold three bases like as the Territories gametype, and eliminate the other team. If a team loses all of their bases, the players are granted an overshield and are not able to respawn until a new base is captured. The unique thing about this gametype is the fact that players are able to build cover, turrets and vehicles to help defend their bases. Bases are captured by accessing computer terminals. Once the player has accessed a terminal, a timer will start running, and the base capture is complete after fifteen seconds. If a base is captured, the terminal of that base will change to the color of the team that just captured it. Afterwards, the base will be able to be fortified which allows the construction of turrets, cover, and vehicles. The goal of this game type is for one of the teams to reach 400 points first. This is reached by the resupply counter once a team captures a base. Every 45 seconds, the base will be resupplied with ordnance drops and vehicles spawns and another 30 points will be added to that team's score. A base can always be captured by the opposite team, which takes 15 seconds.
Requirements
  • Spawning - "INITIAL SPAWN"
1. Team - "ATTACKERS" and "DEFENDERS"
  • Spawning - "RESPAWN POINT"
1. Team - "NEUTRAL"
  • Dominion - "BASE TERMINAL"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"


3. Game Type Label - "DOM_BASE"
  • Dominion - "WIRES, JUNCTION BOX, BATTERY"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"


3. Game Type Label - "DOM_DECOR"
  • Dominion - "BASE STATUS MONITORS"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"


3. Game Type Label - "DOM_BIGSCREEN"
  • Dominion - "ANTENNAS, BARRICADES"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"


3. Game Type Label - "DOM_FORTIFY"
  • Dominion - "TURRETS"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"


3. Game Type Label - "DOM_TURRET"
  • Dominion - "TURRET MONITORS"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"


3. Game Type Label - "DOM_SCREEN"
  • Dominion - "VEHICLE PADS"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"


3. Game Type Label - "DOM_VPAD"
  • Dominion - "SHIELDS DOORS"
1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.
2. Game Specific - "TRUE"

3. Game Type Label - "DOM_SHIELDS

• Ordinance - "ORDINANCE DROP"

1. Spawn Sequence - Varies depending on base. Every object within base requires a spawn sequence corresponding to that base.

2. Game Specific - "TRUE"

3. Game Type Label - "ALPHA_RESUPPLY"

Extraction
Extraction_zpsa46ad254.png
Extraction is a new game mode in Halo 4. Extraction is playable only in the Crimson DLC playlist or on custom games. Your objective is to extract more sites than your opponent. When you get into a site you are able to deploy a ball-shaped device which then extracts nearby UNSC devices. When you are deploying a ball you bring up a device, which at this point remains unnamed. It seems to activate the extraction device. The ball is then deployed by giving it an electrical charge to activate it. The extraction device will also make an electrical noise and if you listen closely you will hear a beeping sound.
Requirements
  • Spawning - "INITIAL SPAWN"
1. Team - "ATTACKERS" and "DEFENDERS"
  • Spawning - "RESPAWN POINT"
1. Team - "NEUTRAL"
  • Objective - "HILL MARKER"
1. Spawn Sequence - Varies depending on site. Every object within the extraction site requires a spawn sequence corresponding to that site.
2. Game Specific - "TRUE"


3. Game Type Label - "EXT_SITE"
  • Objective - "EXTRACTION DECAL"
1. Spawn Sequence - Varies depending on the extraction site designated.
2. Game Specific - "TRUE"


3. Game Type Label - "EXT_DECAL"
  • Objective - "EXTRACTION CRATE"
1. Spawn Sequence - Varies depending on the extraction site designated.
2. Game Specific- "TRUE"

3. Game Type Label - "EXT_TARGET"
Tutorial
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King of the Hill
KOTH_zpsa32fa9fa.png
King of the Hill is a multiplayer game-type featured in the Halo series. The point of the game is simple, hold the hill for the longest time or to the time requirement. Depending on if the game has a moving hill, you may need to search for the hill periodically. The hill is either a square or circular holographic which is projected by an indestructible holographic projector which shows neatly the boundaries of the hill. This game type may be played as a FFA or Team based game.
Requirements
  • Spawning - "INITIAL SPAWN"
1. Team - "ATTACKERS" and "DEFENDERS"
  • Spawning - "RESPAWN POINT"
1. Team - "NEUTRAL"
  • Objective - "HILL MARKER"
1. Spawn Sequence - Varies depending on the amount and order in which objectives spawn during gameplay.
2. Game Specific - "TRUE"

3. Game Type Label - "KOTH_HILL"
Tutorial
zcSf2CuIo

Grifball
Grifball_zps2eaec39e.png
Grifball is a community created game-type made by Burnie Burns of Rooster Teeth. The game is played as an Assault variant, on a customized version of the Foundry map using Forge. (Grifbox, the new Sandbox Crypt variant) Players are given infinite usage of the Gravity Hammer and Energy Sword as a means to attack and defend the other players in the game as they help their ball carrier plant the bomb in the opposing team's goal. While the arena lacks any obstacles, the game becomes extremely intense and strategic as the game relies heavily on teamwork and a bit of luck. The game is played like a Rooster Teeth-inspired game of soccer, not rugby, and often results in players getting several multi-kills up to Killionaires and occasionally an Extermination (usually due to exploding Bombs). A well-timed Gravity Hammer strike during the start-of-round bomb rush can also claim four or more lives at once.
Requirements
  • Spawning - "INITIAL SPAWN"
1. Team - "DEFENDERS" and "ATTACKERS"
• Spawning - "RESPAWN POINT"


1. Team - "DEFENDERS" and "ATTACKERS"
  • Ojbective - "CAPTURE PLATE(2)"
1. Team - "DEFENDERS" and "ATTACKERS"
2. Game Specific - "TRUE"


3. Game Type Label - "GRIF_GOAL
  • Objective - "CAPTURE PLATE"
1. Game Specific - "TRUE"
2. Game Type Label - "GRIF_SPAWN"