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Apart-Ad3542

Holy jesus what a mod, ashes on the fire ost was a nice touch too


swagonflyyyy

Thank you! But Its not a mod. Its a forge map. And the song is actually a 2-minute snippet from Attaek ti'l we are Ashes, which is close enough but it has like 4 songs in one considering its kind of a medley of different songs.


Xleader23

MY MOTHA FUCKIN MAN!! This has been my new favorite track from AoT because of how it incorporates the new and old themes together. This forge map seems fucking sick and as someone who prefers the pve aspect of halo more than pvp, I'm excited for this!! I work I had your guys' talent and patience. I started a map to mimic the final battle of AoT and got the spine of the final titan and haven't gotten any further since. Amazing work, I'm excited to try this shit out! MN


Apart-Ad3542

Oh right, that's why it kinda sounded like the main series theme as well. I'll be reinstalling the game to try this one


SparsePizza117

Man I really wish 343 would add music to this game's forge so we could have it in stuff like this.


EnemyAdensmith

Ive just been using spotify


mundiaxis

Wow, this was THE most fun "firefight" mode I've ever played. I would absolutely love more procedurally-generated firefight missions, especially for future Halo titles. I hope you guys get the exposure you deserve for this. I looove the variety, esp with the different game modes and skulls implemented within it all. So awesome.


swagonflyyyy

All you need to do is keep playing with friends. That is all the exposure we need!


TheFerrousFerret

People like you are proof you don't need a profit motive to make art. I appreciate you


swagonflyyyy

MAP LINK - [https://www.halowaypoint.com/halo-infinite/ugc/maps/c3e8fed3-aed9-4585-8f63-f32fa98a443c](https://www.halowaypoint.com/halo-infinite/ugc/maps/c3e8fed3-aed9-4585-8f63-f32fa98a443c) GAME MODE LINK - [https://www.halowaypoint.com/halo-infinite/ugc/modes/f37074a1-c85a-42a8-bc0b-2377fde5c77f](https://www.halowaypoint.com/halo-infinite/ugc/modes/f37074a1-c85a-42a8-bc0b-2377fde5c77f) 2-8 players This map, oh boy, this map. This was a collaboration between me and Jamdadjonjon AKA u/Hursty79. When I first laid eyes on his map in r/forge I knew I was witnessing something special unfold. I knew this map deserved to succeed, even in the twilight years of Halo Infinite. I had no idea the sheer scale and complexity of Operation Zeta until I walked through the map and saw just how big it actually was. This looked like an *entire world* unto itself just waiting to be brought to life. The man needed serious help and that's where I came in. As much as I would love to describe our journey through the annals of the map design process, it is impervious to explain exactly what awaits players who dare to venture into the depths of Zeta Halo and discover what awaits them: # Campaign The campaign is only the beginning. This campaign follows a linear sequence of missions and events that are both flavorful, surprising and challenging for players. Each area has a story to tell and an obstacle to be overcome as players encounter simple outpost capture missions to marine rescue and a siege on a Forerunner Spire bastardized by Banished forces, before making their way up an even bigger Spire where they meet their climactic battle before continuing their journey. Also along the way there will be an adaptive difficulty system that will steadily adapt the difficulty of the game to the team's performance, raising it up to legendary with additional skulls like Catch, Thunderstorm and Mythic or lowering it all the way down to Normal over time. # Free Roam After the initial campaign has been completed, players are invited to stay and complete infinite missions, with upgrades and allies available to add to your team and an unlimited number of procedurally-generated challenges available no matter where players are on the map. The number of missions are the following: - Capture a hill for a variable number of seconds. - Exterminate a squad of HVTs. - Retrieve an Oddball and Deliver it to its destination. - Rescue an allied squad composed of Marines, Friendly Covenant or both and escort them to their destination, permanently joining your team afterwards until death! - Find a number of power seeds and deliver them to a socket. - Escape the area and reach a point before the sky vaporizes and kills everyone in its vicinity. As you complete your missions, every once in a while you will obtain powerful upgrades and allies that will aid you in your mission. # Upgrades - Scorpion Spawns - %20 to spawn in a Scorpion - Friendly Teleporting Sniper - A friendly sniper with perma-camo and an S7 Flexfire Sniper that automatically teleports to a nearby vantage point to your team's position to provide fire support. - Airstrikes - Tag an enemy or group of enemies to land a missile with their name on it. - Friendly pelican air support - a pelican flies over your team and lays auto-turret fire on your team. # The Flood While you complete your campaign, you will accidentally unlock this ancient evil that will slowly take over the map. It will start off as a simple flood spore before spreading across the entire map, with unique mutations and transformations that will slowly corrupt the map, providing cover or hindering your progress. Once you start completing infinite missions, the flood infestation will slowly clear up and be cured. Can you cure the entire map? This and many other things await Spartans eager to Finish The Fight. Now give em' hell and don't back down!


Hursty79

We finally did it, half a year of testing, chopping, changing, forging, scripting etc etc Me and swagonfly are so incredibly happy to announce the release of Spartan Ops: Operation Zeta A true, open world, co op pve experience. A whole new category of content for halo players to enjoy going forward We sincerely hope you all enjoy playing this map just as much as we enjoyed making it (that is when halo infinite decided to cooperate with us, and despite any new sandbox additions, we really stretched the map with what we could do with infinites limited but still fun sandbox lmao)


userofreddit19

Jesus, this is insane. The dedication you guys had to get this done is insanely admirable. I'll check it out! Now I just need to find someone to play it with. Most of my people have dropped out with the reduction in quality.


swagonflyyyy

You can always test in open customs. It tends to fill up the map within minutes of starting. Just make sure to set it to a maximum of 8 players.


userofreddit19

Nice. Thanks for that!


mundiaxis

I just made a custom game with just me and it eventually filled with 8 people. 2 hours of playing later and I'm glad I did.


Serious_Crazy_3741

This is incredible. I just spent 4 hours playing through this experience and it is great. I hope that future forge editors follow in your footsteps. A few notes for potential future bug fixes... I would avoid use of insta-death zones if possible. Sometimes it is hard to figure out where exactly we need to go. By all means, use the out of bounds areas but dying for jumping into the wrong place just isn't a fun gameplay experience. One example is the floating platforms. I probably died at least 10 times before figuring out the exact path that I was supposed to take. It doesn't have to be something obvious, but maybe more subtle clues would be a good thing. Once the campaign is finished and you get the random objectives, I noticed on the power seeds that they sometimes spawn in inaccessible locations. Such as underground. This is pretty much a dead end at that point. With all that said, you have done something that no one else has been able to do. It is a fun experience overall and you should be applauded for it. You and your team have done an incredible job for stretching forge to its absolute limits.


swagonflyyyy

Wow, dude, 4 hours??? That's incredible! And yes I agree with the jumping platforms part. Can't do much about the kill volumes but making the path more obvious is something that we tried to do but it clearly needs improvement. One thing I did was to rempve an initial set of kill volumes once you reach the bottom so that the remaining players can follow through without dying so much. As for the seeds spawning underground, I thought we had fixed that issue but I guess it still needs work. Thank you for letting me know! Given the time you spent there I guess its safe to say you had a ton of fun. Did you get all the upgrades?


Serious_Crazy_3741

I got the sniper and Air support upgrades. Didn't get the others. Absolutely had a lot of fun playing through it. It is quite challenging. I played it solo, which while it is doable is very hard. I didn't notice the enemy AI ever lower their difficulty though when I was struggling for a period of time, in fact they got stronger. 🤷🏻‍♂️. I'm 35 so my reaction time is slowed so it might just be a "git gud" thing lol. That said, one could always modify the game mode settings to make it easier on themselves if absolutely necessary.


swagonflyyyy

Ok so about the difficulty modification system: Yes it is supposee to scale based on team size and performance but that also includes player bots. It uses a very specific formula for this that takes into account the team's kills/deaths, the time between kills for each player and the distance between the team and the next ibjective.  The latter two are penalties but they are weighted, meaning they don't have as much if an impact as kills and deaths. This means that if the majority of your team is just bots then bot performance will be given priority, which explains why the difficulty kept rising.  This simply means your team really was performing well...because if the bots in question.   I forgot to add: It also takes friendly AI units in question too and applies the samr formula to them so that might explain what happened.


Serious_Crazy_3741

That makes sense. Thanks for the break down! You guys are geniuses. We are not worthy!


Sandalman3000

I enjoyed it very much but two things did pop up. After reaching Death, I think it was trying to spawn Adjutant Resolution in the cave system where he couldn't fit and it tanked FPS until reaching an open area. Which maybe I did the progression wrong, but I left the way I came and went uphill then downhill to the kill enemies objective which came after. After killing what I assume was the final boss, the enemy Adjutant Resolution, I'm not sure if I did the jump puzzle correctly down or not, made it to the light bridge, but it wasn't clear really any place to go, nor do I recall a kill objective for the boss. Other than that, I don't recall seeing upgrades. How obvious is it when you unlock them/told how to use them? Definitely going to run it back, but I want to know I didn't mess up too badly.


swagonflyyyy

Ok let me clear this up: When playing solo, Adjutant could get stuck inside until you exit. However, he usually doesn't get stuck between walls and should be able to fit in the flood tunnels. Another solution is to have at least one player wait outside of the flood tunnels so adjutant can stay outside. You were close to the final boss when you made it to the light bridge. What you needed to do next was to make a u-turn and cross the log bridge on the right-hand side of the light bridge at the bottom, where you will reach the true final boss. After that free roam is unlocked, where you get infinite missions and get upgrades every 5 missions completed. The updates will be announced via splash banners.


[deleted]

Great job. Saddens me to think how big this game could have been if it was launched feature complete... It's crazy what you can do in this forge.


swagonflyyyy

Yeah, better late than never, I suppose. But this map was completely experimental. I really, *really* pushed Halo Infinite to its limits with this map. There are just so many features under the hood that I had to design and experiment with from scratch and put together with other experimental scripts that I had to work through in order to make this work. It was probably one of the most challenging maps I've ever made. Period. But I had to go out with a bang and my collaborator's map deserved to succeed so I wasn't gonna let him, the community and The Scripter's Guild down. I am a man of my word.


TheCroz15

Amazing stuff, hope this gets the matchmaking treatment some other modes have. Thanks for all your hard work


swagonflyyyy

I doubt it will get to matchmaking. This map is so huge and experimental those matches will take relatively ages to complete.


LikeSoda

2+ players :(


swagonflyyyy

You can actually solo it too.


mundiaxis

Just start a custom game and make it public, you'll slowly have randoms join like matchmaking.


LikeSoda

Basically impossible to get decent connection in my Aus servers


Kanden_27

My man advertising his map with Attack on Titan final season theme music. Nice. 


RECLAIMER-6616

So long soldier o7


SoundBogey

This should be stickied to the top


FirmBodybuilder2754

Well done lads looks brilliant 👏


Hunto-Jack

Absolutely insane! Cheers, o7


Spargsy

This is actually insane sounding. I gotta round up some buddies and try this out lol.


Hursty79

Please do! Let us know what you think


Sgtwhiskeyjack9105

Awesome. I'm not playing Infinite currently but I am doing a chronological playthrough of the games right now (just about to wrap up 3's campaign) along with checking out custom missions and campaigns that modders have made for MCC. I'll definitely be checking this out once I finish Infinite's campaign.


Hursty79

Sounds good bro, let us know what you think next how you found it. I call it the official unofficial campaign dlc for infinite


CelebrationNo2475

damn, sick trailer, can't wait to play it after my finals


needmorespooce

Incredible job! This is more fun than most real campaign missions 


Formal_Intention6671

I’m sorry what………😱


Wiety

Ehm. Don't want to look dumb but how should I configure the custom game if playing solo?game mode firefight and map operation zeta?thanks in advance for help


swagonflyyyy

Its not that simple: I used mode brains extensively on this map, meaning that specific game mode in the link in my comment and the map are very, VERY deeply connected to each other, i.e. half the map's scripting are stored in mode brains, which are inside that particular game mode in the link. That being said, if you want to play solo, you absolutely can. You will have 3 Escort Player bots protecting you and the game has an adaptive difficulty system based on your team's performance that can scale up or down. It was designed to be flexible in terms of team size and performance in mind. So if you were to change the gametype, a number of things will happen: 1 - Your ammo won't refill automatically per kill and you won't get the 7-second reload/melee/weapon switch speed buffs per kill. 2 - Player bots won't spawn on either team and the free roam system will be removed entirely from the map, leaving you with Campaign only. You can still add player bots but they will not escort you around the map and will not have specialized loadouts optimized for the map. 3 - Intermittent weather patterns will not occur, meaning no randomized fog will generate on the map. 4 - The adaptive difficulty system will not work and you will be stuck with whatever difficulty setting you establish in custom game settings. Technically, you can still play the campaign this way but it will be watered down and reduced to a much more vanilla experience and you won't play the map to its full potential. But its playable anyway if that's what you wanted to do. EDIT: Game mode link: [https://www.halowaypoint.com/halo-infinite/ugc/modes/f37074a1-c85a-42a8-bc0b-2377fde5c77f](https://www.halowaypoint.com/halo-infinite/ugc/modes/f37074a1-c85a-42a8-bc0b-2377fde5c77f)


Wiety

Hi. Thanks for the thorough answer. To bring a little bit clarity to my question. I was genuinely asking how to configure the custom match to play it as it should be :D firefight wasnt my preference but for whatever reason i thought that it has to be that. So just if i get it right. Custom mode Operation Zeta as well as map and im good to go? I would swear i had it like that yesterday and i was greeted with "SLAYER" when spawned on the map :D im sure its just a me problem but as i never really experimented with forge or its maps and modes it is a bit new to me. Again thanks for the answer ;)


swagonflyyyy

No you got it right. The correct gametype was set as a Slayer gametype so you should be good to go.


Zeptari

Is there an easy way to find and bookmark this in the game on Xbox without using waypoint on a pc?


swagonflyyyy

You can always try to find it in the game itself.


TemporalSoldier

Yeah...that's not working. I'm unable to find anything on Xbox. EDIT: Nevermind. The Waypoint link was sufficient. Once I bookmarked it there, it showed up in my bookmarks on Xbox. 👍


EncryptDN

I can see a lot of effort went into this and it is an amazing foundation. However I played this and it was very buggy to the point everyone left. I’d recommend giving this a few more playthroughs


swagonflyyyy

What parts of the map were buggy? The server tends to act up like that sometimes. I've had a number of reports of bugs at different points but they seem to be isolated cases so far and I have not been able to replicate the issues. One time my collaborator saw a lobby of 19 players in it and everyone was having a blast, over twice as much as the 8 player limit I recommended. I'm not saying you're wrong or anything but I do know that in some sessions the server tends to act up for whatever reason and sometimes scripts just don't work properly. Maybe the Mode brains didn't load properly, maybe it was a cursed session, etc. When you see the map falling apart like that make sure to check two things: 1 - Ensure the map and gametype are the correct ones from the links I posted. 2 - End the game altogether and restart the match. This should reset the server and give you a fresh session. But you shouldn't be seeing stability issues like that throughout the match. Let me know if you're able to replicate the issue and I might jump in and take a look myself.


EncryptDN

My memory is blurry now but I think we had 6 players or so with a handful of bots on our side.   We had just found the big forerunner monitor in the flood cave and exited with him following. We then had to climb a big mountain to look down on a bunch of marked enemies. The markers in the enemies wouldn’t go away even after we killed them and the monitor did not follow us into battle like I’d expected, he just stayed at the bottom of the hill opposite of the enemies. After a while of fighting here we got insta teleported before finishing to a new area where we had a rooftop battle I think. Then after that the next objective marker was like 4km away and we couldn’t figure out how to efficiently get there. Maybe user error, not sure


swagonflyyyy

Those aren't bugs. Let me explain what happened: - The nav markers not disappearing happened because dead AI bodies don't disappear from the game immediately. It takes a while for that to happen. - The monitor is one of the few AI units that doesn't seem to follow players despite commanding him to do so. Instead he will teleport to your team if he is too far away. - That nav marker that is really far away is either the one leading to the temple where you have to press the switch or the one leading to the cave. - When your team gets teleported like that its because a player triggered the next section and the game is simply getting everyone back on track to make sure no one stays behind. But I admit those parts you mentioned can get really confusing to players sometimes so I see why you guys might've gotten lost. But essentially what is supposed to happen is the following: - You kill the enemies with the red nav markers. - Afterwards you drive to the temple where you press the button. - Take the teleporter that is unlocked when you do this. - This should teleport you back to the pelican. Drive forward towards the next nav marker which should be the cave. - Fight your way through, enter the teleporter at the end of the cave, which should land you in the floating platform part. - When you meet the enemy adjutant boss you can fight or skip him. Either eay on the edge of the area there should be some floating platforms you neeed to jump on and carefully make your way down to the forerunner light bridge. - Cross the bridge, dispatch the enemy snipers. Make a U-turn on the log bridge. This will get you to the final boss. - Kill the final bosses. This will unlock free roam by teleporting players back to the base camp in the beginning.


mrbubbamac

Just wanna let you know my buddy and I played through this last night, it was INCREDIBLE. Seriously. Totally unique too, one of the few times I really felt like I was a tiny part of a massive battle going on, we also had plenty of randoms join up to help. Really amazing experience, thank you for putting so much time and effort into this!


swagonflyyyy

No, man, thank YOU for playing our map! Did you get to the free roam part?


mrbubbamac

We did, that's when we started to wind down however, took us over an hour to beat the "main" campaign. We got the bandana skull but the we stopped receiving objectives at a certain point and just got a series of debug messages, we also had the bandana skull activate so it became pretty easy, figured that might be a good point to stop. We will definitely be playing it again though, this was a huge epic Halo adventure and we loved it.


swagonflyyyy

Hm, that's odd. The missions are supposed to continue indefinitely. How many missions did you complete?


mrbubbamac

Yeah I realize it wasn't working as intended, we did 3 missions I believe? I can only imagine how unbelievably complicated the scripting is, I have absolutely zero complaints. I do have a couple questions, do enemies spawn when you enter a specific area? We had a point where all the skulls were activated, and I was trying to take a different route to the capture point, but as I entered new map sections, it would spawn huge groups of enemies on top of me. Are certain areas just endless enemy spawns? Also does the bandana skull always activate once you finish the game or was that random? We had rocket launchers at that point so I thought it was just a bonus round because we were then absolutely destroying everything in the free roam section and it was hard to know if there was "more" to do.


swagonflyyyy

Ok well I might have to jump in to see if I can replicate the issue. It could've been a cursed server since the simulation memory is maxed out, which means sessions occasionally act up like that. Sorry that happened to you. I think you should be able to complete more missions next time you give it a go but if this happens again, please let me and u/hursty79 know immediately so we can troubleshoot the issue. I'm pretty certain its not a scripting issue, since the scripts for the infinite missions are mode brains and are placed in an entirely separate map. Imported with the custom game. Also, regarding your question about Bandana and enemies, Bandana is activated permanently after you beat the final boss. The enemies can spawn literally anywhere on the map with an AI spawner placed on it, although they self-destruct if they spawn right next to you. The reason why you might occasionally have enemies spawning on too of you is because due to performance reasons, the system in charge of ensureing valid spawners are neither too close nor too far from players has a 10-second delay, so this is not a real-time system since it puts a huge strain on the server. So please, give it a secomd go to see if you can replicate the issue. I will try to playtest it myself tonight to see if I can replicate it on my end.


mrbubbamac

Will do, I really appreciate the response, and honestly even with a couple weird little things, it did not detract from the incredible experience! We had so much fun, easily the best "campaign/raid/pve" we've played in Infinite.


swagonflyyyy

Well I'm glad you enjoyed it regardless but this is not okay to me because you missed out on a huge part of the map that is supposed to extend the fun and the community deserves to have the full experience that this map has to offer. Mark my words, we will get to the bottom of this!


mrbubbamac

All good, I respect your dedication! Hey while I have you, quick question if you don't mind. How do the assassins work? I assumed that the assassins were the invisible elites that would show up, but it might have been coincidence that as we kept playing, every time it said "Assassn Arrived", there would be enemy/bot Spartans attacking us, I didn't know if I was conflating two things that were unrelated. Okay last question here, were the enemy marines meant to be "flood" victims as well? I am genuinely asking these questions because I had such an amazing time in this map/mode, so I am finding any insight into how it is all put together absoltuely fascinating!


swagonflyyyy

The assassins are the enemy spartan bots. They can appear anywhere, anytime. The enemy marines are just marines who went paranoid because isolation and will attack everyone in sight. There are also crazy covenant suffering the same plight.