EVAC HALO

 Evacuation > World Domination

-Evacuation-

Evacuation is a linear expansive, flood, team based game, were players have five minutes to make it to a pelican to survive the flood outbreak. Players may face traps, locked doors and be tasked with gathering objectives during their escapade to the pelican, all before time runs out. You will escape as a team or die trying, if you’re ready to escape your limitations and go beyond, evac awaits.

Downloading Evacuation Maps & Game Type

How to download the Evac Halo evacuation maps on your Xbox:

 1. Press Start to open your Spartan Hub.

 2. Go down to Settings & Files, and over to File Browser

 3. Select Map Variants.

 4. File Share Search, gamer tag "Vientus".

 5. Select Map Variants to download the Evac Halo evacuation maps

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How to download the Evac Halo evacuation maps to your Xbox, on your computer:

To Download Maps: Click Here

To Download Gametypes: Click Here

-Departure Map Pack-

Plant 510

Plant 510: Map Created by Vientus

One of the many deep inner cannons on the plant of Troy, used by the UNSC for military training exercises and housing of supplies. During the planets invasion in 2537 all of these bases were ordered to evacuate. In the years after the war, teams were deployed to assess the damage from both the battle and time. Recently contact with one of the Prima Vista’s (a UNSC Frigate) fire teams was lost. It’s your job to find out what happened down there. While what lies deep within the caverns and beneath the acid pits is still unknown, find the fire team and get out alive.

Outpost 9

Outpost 9: Map Created by Tdrow (Modified by Vientus)

After the war, deep within one of the outer colonies Outpost 9 was set up by ONI operatives to study Forerunner architecture and act as a staging area for future military operations. Upon activating one of small island structures, an outbreak of monsters flooded the base. While this outbreak is believed to be contained to this small island it’s your job to escape with your team or die trying.

Grid 471

Grid 471: Map Created by Hi Im Berb (Modified by Vientus)

When Troy was attacked in 2537, one of its moons was glassed to bits. Today what remains, is one of Troy’s small moons and an asteroid belt made up of bits from the larger moon. Gird 471 is the last know coordinates of spartan team Saber Tooth. The team was deployed to track a rebel ship that took shelter on the smaller moon's surface. While we are uncertain of the teams current location, our first objective is to reestablish contact and find out what’s going on down there.

Hosting an Evacuation Lobby

Evacuation was created for a 12 player lobby, while the game type can support 16 players. Evacuation offers optimal play with 12 and the game type should never be played in a lobby lower than 10. Evacuation does have a learning curve and because of this we recommend playing maps at least twice before calling it quits. In all honesty most people don't like how the game plays the first go around, because it's not like most linear flood. However don't let the fact that it's different scare you off; if you stick with it, it's a ton of fun! It just has a learning curve, like any other linear map. The biggest challenge is getting use to the damage tables and tactics need to both convert humans and or survive.
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To help prevent any problems while in an evacuation game or lobby for starters, first make sure the lobby size is capped at 12 players before sending out invites. The next thing you will want to do before staring the game is make sure your lobby is set to invite only. If you only have 10 players in the lobby, lower the cap to 10 before start the game. By doing this you prevent extra players from joining midgame. Even if your lobby is invite only we recommend doing this to prevent players from join using “old” invites. When a player joins midgame, all objects and spawn times get reset. This can cause massive problems for both in game spawning logistics and player’s enjoyment.  Cap your lobby before starting and its smooth sailing from there. To make sure you are always playing the most up to date version of the maps and game type, just check Vientus's file share and look for "tag" stating the date it was updated.

-Game Play Features-

Linear Flood vs. Evacuation

Traditional linear flood is only composed of three segments that last no longer than 90 seconds. This creates game play that is short, repetitive and prevents the player from actually getting involved in the map. With linear flood games lasting no more than a maximum time of three to four minutes. To combat these problems evacuation was created.
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Evacuation is a five segment map design where players have to use team work and communication of open doors and overcome obstacles and well as defended off the flood. With the only one classic “locked” door placed in-between segments three and four of the map (Classic referring to automatically opening). This door prevents players from advancing too fast through the map. And often time penalizes players because they are then forced to holdout until the door finally opens. With the door only opening after three minutes and a rounds total time being five minutes. Evacuation offers a longer and more engaged game play. Players are able to get a more breadth and depth out of game play and the overall experience. I have included a diagram to help show the differences between linear flood and evacuation.

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The scoring in evacuation is different from traditional linear flood. Humans do not score points for killing flood; humans can only obtain points by surviving the entire round. For each round they last they will receive 100 points. Humans also can receive 5 points per assist they get. Flood are able to gain 10 points per conversion.  When it comes right down to it, it’s not about your score it’s about evacuating.

Damage Tables

Damage tables:
Humans are two hits and their shields will recharge after 60 seconds, however they must take no damage. (This includes fall damage)

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Humans are invincible when in the pelican, however there is a ten second soft kill bounder preventing them from holding out inside. Once the game time reaches below ten seconds the humans will want to hop into the pelican, in order to “evac”.

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Flood are three shots with DMR, BR, or magnum, one shot with shot gun or sniper rifle, and are just a short burst with an assault rifle. The floods shield recharge rate normal. (The same as traditional matchmaking flood)

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Flood are given both a damage boost and an over shield to pick up and use. With the damage boost spawning every 45 seconds and the over shield spawning every 35 seconds, (spawn times are based on when the object is picked up). Damage boost increases flood damage making, humans a one hit conversion. While over shield increases flood health making them five shots with a DMR, BR, or magnum, two shot with a sniper rifle (this does include head shots) and a longer burst of an assault rifle. However the flood are still a one hit kill with the shot gun even with the use of an over shield

Player Loadouts

In evacuation players can chose from a number of different load outs, offering players the opportunity to make each round their own personal experience. Players can choose from the following load outs at the start of the game. And can equip new weapons and or armor ability’s in game by obtaining personal ordinances. Flood in evacuation use standard Halo 4 load outs those being, Thruster Pack, Active Camouflage, and Promethean Vision. Flood do have the use of motion sensors while humans do not.
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Scout [load out 1]:
Primary Weapon: DMR Primary
Secondary Weapon: Magnum
Grenades: No Grenades
Armor Ability: Hard light Shield
Tactical Package: AA Efficiently
Support Upgrade: Dexterity
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Guard [load out2]:
Primary Weapon: Magnum
Secondary Weapon: None
Grenades: No Grenades
Armor Ability: Regeneration Field
Tactical Package: Shielding
Support Upgrade: Ammo
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Grenadier [load out 3]:
Weapon: Sniper Rifle
Secondary Weapon: Magnum
Grenades: No Grenades
Armor Ability: Auto Sentry
Tactical Package: Resupply
Support Upgrade: Dexterity
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Operator [load out 4]:
Primary Weapon: Shotgun
Secondary Weapon: Magnum
Grenades: No Grenades
Armor Ability: Thruster Pack
Tactical Package: AA Efficiently
Support Upgrade: Ammo
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Assault [load out 5]:
Primary Weapon: BR
Secondary Weapon: DMR
Grenades: No Grenades
Armor Ability: Hologram
Tactical Package: Firepower
Support Upgrade: Ammo

Inital, Personal, & Pelican Ordinance Drops

While evacuation already gives player more diversity and dynamic gameplay than most other flood game type, we feel that was not enough. Players have the ability to personalize their game experience further through the use of initial, personal, & pelican ordinance drops. One each map there’re are initial ordinance drops composed of one shotgun, DMR, sniper rifle, BR and assault rifle. While players can pick up these guns in section two of the map, they can also call upon personal ordinance drops to gain more ammo, or a new weapon. Finally players can pick up one last set of weapons found on map at the base of the pelican. These weapons are a collection of one DMR, shotgun, sniper rifle and BR. All initial and pelican ordinance drops will never resupply.
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We want the player to feel as if their fate is defined by there in game actions not the forger. We feel personal ordinance offer the diversity players need. Players can obtain the following from personal ordinance; we have also included the weighting of each weapon upon drop. personal ordinance drops are obtained when a player scores 150 points in game (these points do not relate to you in game score) with each drop earned the required point rate does not increase.
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Left:
DMR- 5
Sniper Rifle- 5
Magnum- 5
Assault Rifle- 2
Spartan Laser- 2
Sticky Detonator- 1
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Middle:
Thruster Pack- 5
Hologram- 5
Hardlight Shield- 5
Auto Sentry- 2
Regeneration Field- 1
Promethean Vision- 1

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Right:
BR- 5
Shotgun- 5
Magnum- 4
Saw- 2
Rocket Launcher- 1
Frag Grenades- 1

Flood Teleporters & Tactics

Evacuation is all about team work and communication, being a flood is no different. While humans do not have motion sensor, it will still require flood to talk and communicate attacks in order to bring down the humans. While voice chat currently is not split between humans and flood, the flood need to take advantage of teleporters spawn times and maximize their opportunities if they are to prevent the humans from evacuation. While it may sound silly but knowing when what time teleporters spawn can help you make better in game decisions, both as a flood and a human. Flood should always make sure to pick up the damage boost and over shield that will spawn throughout the game. These tools will help give you an advantage on humans. Some basic tactics; use hiding spots to surprise and flank humans. Look for players who are separated from the larger group. Work together to attack the same player, if you get a player down to critical health keep going for them. Also callout who is weak and who is full shields still. This kind of communication is what will help you win the day.

Doors, Traps, & AI Objectives

Unlike traditional linear flood, evacuation feature obstacles and locked doors that both challenge the player and help prevent repetitive game play. These obstacles and doors are limited only by the forger’s imagination. Some may work automatically while others may require players to do things in game. These obstacles should challenge the play and ways work towards improving the player’s experience. There are no universal traps that can be found on the collective maps as a whole, so you will have to learn as you go. Communicate with your team, and watch each other’s back in order to make it out alive.

-Forging an Evacuation Map-

While evacuation is a lot of fun to play it takes a lot of time and energy to make. The following is solely for members who want to build/know anything about evacuation maps and the game mode. While it’s true anyone can forge a map, it might not be true that anyone can forge an evacuation map. We state this not because we don’t want our members to build maps but because; evacuation maps are not easy to forge in nature. They require many hours for forging, test plays and then re-forging to patch breaks or to restart building the map completely from scratch. While you the forger may think your map is done and perfect, gameplay might not feel the say way. As the forger it’s your job to change this, so your map is always fun for both humans and flood. You need to be able to hear that your map bad and not take it personally. You need to be able to take constructive criticism and be able to take negative criticism. In allowing our members to forge evacuation maps, forgers need to realize that there’re something’s that have to be on map and universal with all other evac maps in order for their map to be called an evacuation map.

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We are trying to make a game mode for match making, not a custom game. So what makes an evac map, an evac map? The map will have a pelican, be linear in design, use the official evacuation game mode, it will have numbered flood teleporters ordered from right to left, teleporters will be on a delayed time spawns, (Details on spawn times can be found down below) the flood respawn zone will be made up of all sender teleporters, one overshield and one damage boost (resupply times for the overshield and damage boost can be found below) maps will use the same initial ordinance drops and pelican drops as found on all other evacuation maps. (Details on these drops can be found down below) Lastly maps should look realistic in terms of both aesthetics and scale.

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The following was constructed and is meant to be used as a guide book, for building an evacuation map, not a rule book. If you can make a fun map not using the formula below great, this will hopefully help you in the event you get stuck. 

Download Template Maps

To save time, Vientus has created blank template maps for anyone who wants to forge an evacuation map. Theses maps already have all of the blocks need to build a pelican on them. By using these maps you can save yourself from the headache of trying to come up with the money for a pelican when you’re done forging a map. There are blank templates for every forge pallet, note that if you don’t use these templates you will have to place every block for the pelican yourself. These template maps can be found on Vientus’s file share. You can also find every official evacuation map and game type on Vientus's file share as well.

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How to download the Evac Halo Forge Template maps on your Xbox:

 1. Press Start to open your Spartan Hub.

 2. Go down to Settings & Files, and over to File Browser

 3. Select Map Variants.

 4. File Share Search, gamer tag "Vientus".

 5. Select Map Variants to download the Evac Halo Forge Template maps

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How to download the Evac Halo ForgeTemplet maps to your Xbox, on your computer:

To Download Maps: Click Here

To Download Gametypes: Click Here

Map Visuals

The most important thing about any map above all else is that it’s fun to play. However fun is not enough, your map as to look good too. It’s important that your map both looks realistic, to scale and is fun to play. We want all three aspects because evacuation maps should be phenomenal not average. We are always looking for great quality maps, not quantity. It’s better to have one great map that looks great and plays great than ten poor maps that look thrown together and are somewhat fun to play. If you look over at the image to the left, things that are similar to what is circled should not be visible at all to the player. You don’t want to have edges of shield doors or random objects jetting out from the wall visible to the player. In all honesty it makes it look like your map was rushed. If you’re going to spend the time to make a map, why not make a phenomenal one.

Trait Zones

The Evacuation game type cannot be edited to a per map basis, one game type for all maps. If your map needs any of the game type aspects changed then we recommend you use trait zones. If trait zones cannot solve your problem then your map doesn’t work and you should work on making changes to it. Feel free to use trait zones but, trait zones only will work on Humans. Neutral or Flood trait zones don’t work they mess with human health and damage, which is not acceptable. If you chose to place a trait zone on map, for example to prevent fall damage for humans there are some other traits you will have to edit as well. The following traits should never change regardless of the trait zone’s purpose. Anytime humans enter a trait zone their [shields and health] and their [weapons and damage] must also be edited to match the game type. In the [shields and health] category, damage resistance should be {300%} shield multiplier should be {normal shields} shield recharge rate should be {10% slower} shield recharge wait should be {60 seconds}. Under the [weapons and damage] category, damage modifier should be {150%} melee modifier should be {100%}. Any other traits you want to edit using a trait zone feel free.

Spawning

Human spawning is very simple. All you have to do is us a respawn point, change the team to defender and then duplicate 18 times. If you want to have humans split up right off their spawn. You can use initial starting points to force players to spawn in location A and respawn points for location B. Initial points have priority over respawn points. Humans should start in with a group; if humans are split up they should start with at least three other members.

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Flood spawning should always use two initial starting points and 18 respawn points. The two Initial attacker starting points should be placed close to the humans starting point. All flood respond points should be placed next to all of the teleporter senders that they will use to maneuver throughout the map. There should be 18 respond points placed in two rows. Ten points in the back row and eight in the front row. You will want to place the front row so that there is one blank space on the far left and right side when compared to the back row.

Teleporters

The goal is to not have humans use teleporters at all. This is because teleporters ruin the realism of a map. When a player goes through a teleporter, the player is sent to a new location and is forced to try and relocate themselves on map. Teleporters are meant to be used by the flood, for map movement and positioning not to move humans from point A to point B.

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When placing flood teleporters the order of progression should go from right to left the image to the right is an example of what we are looking for. The flood respawn zone should be made out of two wall colosseums. The distance between each teleporter should be even, and all flag stands should be level with one another. The map should have a total of five teleporter sender and seven teleporter receivers. (teleporter one and five will have two receivers points, while teleporters two through four will only have one receiver each)

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The first teleporter should use two receivers and should have the flood come from two different directions, placing the flood behind the humans. Teleporter two should place the flood behind the humans as well. Teleporter three should place the flood behind the humans however; it should spawn 3-6 seconds after the humans pass it. Teleporter four should spawn the flood in front of the humans. Teleporter five should place the flood at the pelican and should have two separate receiver points for the flood, so the flood can come from two different directions. Teleporters should be place in a way that will force human progression throughout the map and should prevent camping. The most important thing when placing teleporter receivers is to make sure the receiver cannot get camped by the humans. Spawn times for teleporters is something that is map specific and can only be calculated through test player of the map.

Inital Ordinance Drops

Initial ordinance drops should be made up of one shotgun, DMR, sniper rifle, battle rifle, and assault rifle, in that order and should be place in a straight line. Check out the image on the left to see an example of what we are looking for. Resupply times on all of these drops should be set to never. Initial ordinance drops should be picked up by the humans in between flood teleporters one and two. The area should be some what safe, so that the players don’t have to fight off flood and pick up guns at the same time.

Pelican Weapon Drops

Pelican drops are just initial ordinance drops placed next to the pelican. They should be made up of one DMR, sniper rifle, battle rifle and shotgun. They should be placed in that order and in a straight line. With the DMR and sniper rifle on the left side of the pelican bay and the battle rifle and shotgun on the right of the pelican bay. Check out the image to the right to see an example of what we are looking for. There also are two mounted machine gun turret inside the pelican. One located on the pelican bay for players to use, and the other located in the cockpit of the pelican to simulate the ships controls. Resupply times on all of the drops and machine gun turrets should be set to never.

AI Objectives

AI objectives should be used to enhance your map and the players experience; it should never be the basis for the map.  AI objectives should never be the basis because if we sell evacuation as a match making game mode, the honor rule of having an AI objective in the pelican to evac simple creates too much confusion.  AI objectives will be represented by the following weapons the Rail Gun represents a UNSC ship’s AI, the binary rife represents the Oracle and the bolt shot represents the libraries Index. To answer the question now, no players can’t receive these weapons as earned player ordinance drops. Also should you chose to have one of these objects on your map, you need to realize that you can only have one. Having any more than one of these creates too many problems in game, and makes communication far more complicated than what it needs to be. AI objectives are just initial ordinance drops, they should never be placed near the maps initial ordinance drops or pelican drops and should have a set resupply time of 120 seconds.

Doors and Traps

While there is no mandatory universal traps or doors that are required for an evacuation map. It is important to make sure whatever door or trap you create will open ease every time. The door or trap should not require any kind of advance skill; it should be simple to open. If the player cannot open a door or get past a trap 90% of the time, then the trap/door needs to change. If you create a door or trap that uses a weapon to open it, (these guns are often referred to as keys) these should just initial ordinance drops, they should never be placed near the maps initial ordinance drops or pelican drops and should have a set resupply time of 120 seconds. A player should not have to shoot an object more than three times in order to open the door. If your trap or door requires more than three shots it should be re-forged. Doors and traps are really where you can come up with anything you want; just make sure it works positively for game play.

Pelican

Every map that wants to be called an evacuation map will end with a pelican. Evacuation is solely based on the pelican; it’s what separates us from all other flood maps. With that stated the pelican needs to be something that not only is on every map, but needs to look universal as well. The cost of a pelican is 1980 units, of the total 10,000 forge budget and a list of all the building blocks it is made of can be found below. As of right now plan on only using 8020 of the forge budget to build your linear map. Before you start freaking out about having to build a pelican, Vientus will build the pelican for you; however he will only make the pelican bay. To have him build the entire pelican your map must meet the Evac Halo bar and become official evacuation map. If you chose to forge a map not using one of Vientus’s template maps you will have to place every block for the pelican yourself.

Pelican list:

1 Block 2x2
4 Block 2x1 flat
1 Block 2x4
2 Block 5x1 Short
2 Block 2x2 Flat
4 Block 1x2
2 Bridge Large
4 Corner 4x4
4 Corner 2x2
4 Cover
1 cover Crenellation
2 Teleporter Frame
1 Column
6 Strut
1 Large Walkway Cover
8 Brace
3 Railing Medium
3 Door
1 Wall Covered
1 wall double
2 Ramp 1x2 Shallow
1 Ramp 2x2
1 Terminal Wire 3
1 Terminal Battery
2 Crate Packing, Small
2 Extraction Cylinder
2 Soft Kill Boundary
1 trait zone
2 mounted Machine Gun Turret

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-Good Luck Forging