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10-13-2009
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#1 (permalink)
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Junior Member
Join Date: Apr 2009
Posts: 42
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Alpha Site
Hello everyone! I haven't had a map out for a while, and that is because I have been busy working on more to share
This is the one I am showing you today. A pretty accurate concept remake of the firefight map "Alpha Site". I have tailored the gametype to be similar to firefight and to utilize 7 different types of Covenant. Budget's mxd in case you're wondering why I didn't put more
The Gametype
Many firefight gametypes have been made before, and more will probably come, my gametype is unique for a single reason.
I made to be fun, not realistic.
That's correct, I did not make this gametype to be similar to firefight in as close detail as can be, it was made to have a fun enjoyable survival gametype on Halo 3 Custom Games.
The ODST's have no shield recharge, but high body resistance, with the covenant having less damage inflicted.
Now I am not kidding when I say this, I have been testing the firefight gametypes for my maps for the past 3 months, just so I could be absolutely sure it was possible to hold out, but just like firefight you'd be eventually overwhelmed.
Everyone who has played it with the new gametype has loved it, and I hope you do too!
Da Species
More or less typical, but with a few minor changes. (Default gun for cove is the plasma pistol)
Grunts
You actually have to worry about these guys, and for the same reason you have to worry about them in firefight proper. Grenades. Just act as if all skulls (Including Catch) were on :)
:Plasma Grenades, full complement:
Jackals
These guys, are really annoying. They an peck off your shields from afar, and unless you stop them they will just keep doing it.
:Covenant Carbine:
Brutes
Brutes. Better than jackals and grunts, but not too good beyond that. You do have to watch out for them taking down your shields though.
:Plasma Rifle and/or Spiker(s); Power Drain:
Brute Stalkers
Made infinitely more deadly from human intelligence, these are some of the most dangerous enemies you'll encounter here. Watch the paths, otherwise you'll only know they're there when they assassinate you.
:Mauler; Incendiary Grenades; Invis:
Hunters
Ouch. These guys will have a hail of fuel rod shots hitting you before you know they're there. Be carefull, these guys ain't pushovers.
:2-3x Overshields; Fuel Rod Guns:
Brute Chieftains
What can I say, they're chieftains, they've got hammers and they love to use m'
:"2-3x Overshields; Regenerator; Gravity Hammer:
Drones
Why do I have these last? Well for 2 reasons actually
1. I haven't seen drones in any other firefight gametype besides my own
2. They are potentially the hardest enemies on here
How are they the hardest? Well you see, the drones get needlers, and a custom powerup. This powerup allows them to have 300% Run and 50% Jump for a very limited time. Easy right? Except the smart ones will use it to get on the rim of the map, making them liable to drop down behind and assassinate you before you can react.
:Needlers; Custom Powerup:
Don't underestimate the power of what thinking people can do over AIs, it's 50% Cove spawn, and the humans have to work together to survive.
Humans
Spawn with SMGs and Magnums. There are 4 pieces of smg ammo that run out quick, and 1 piece of both rockets and sniper near the spawn.
Conserve ammo, it'll run out fast.
Only honor rule, coves don't use human weapons.
Now for the pics! I'm afraid I only have pictures of the map, my theater messed up...
Overview

Spawn

Sight From Spawn

Cove Landing Area

(The dropships are bricks I know. I wanted to conserve budget)
Download Alpha Site
Download AS/OA Firefight
Enjoy!
Last edited by fireskull; 10-13-2009 at 03:05 AM.
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10-13-2009
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#2 (permalink)
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Member
Join Date: Feb 2009
Location: On your plate, nice and salty.
Posts: 123
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Note: I haven't played it yet because I couldn't get a large party together. You don't have to take what I have to say about gameplay too seriously. Just so you know.
The forging is nice and smooth, and it looks solid. I like how you added all the Firefight enemies, even Stalkers an Drones. However, your map honestly needs some aesthetics upgrade. Don't underestimate the effect on gameplay (easier orientatition, feels less repetitive), and people will most likely come back to your map and pick it over other Firefight maps if it looks good. You stated that you wanted to conserve budget, but the removal of a few pillars in exchange for a couple of arches or light would be a good thing. I haven't got to much to say right now until i play it, but I just wanted to give some advice.
My Halo 3 haiku:
I don't give a damn
how much I suck at this game
I just keep playing
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10-13-2009
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#3 (permalink)
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Heroic Member
Join Date: Sep 2008
Location: Alberta
Posts: 1,431
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Quote:
Originally Posted by fireskull
Only honor rule, coves don't use human weapons.
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You should have have edited the respawn settings so that the covenant should have a certain amount of time before they can no longer pick up weapons. Seriously, people might 'accidentally' find a rocket launcher and the first thing they do is use it. And there's no way to stop them from picking up grenades either if you don't fix the respawn settings. And the reason why drones are never seen in custom firefight maps is because they fail. How could one represent them well? 300% speed, 50% gravity, no shields, headshot immunity disabled? Props for including all the classes though.
Last edited by rifte gifle; 10-13-2009 at 12:14 PM.
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10-13-2009
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#4 (permalink)
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Junior Member
Join Date: Feb 2009
Location: canada
Posts: 17
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Other than the thing that rifte gifle has already mentioned, to be honest I just don't think that this is a very good representation of firefight at all. The map for one is so tiny and does not feel like Alpha site. I honestly must have died 10 times in one round from falling of the edge. you need WAAAAAY more ledges. Next, the scoring is not very good. Every time an ODST gets a kill(which is very often) they get 1 point. Everytime the covenant get a kill, it's 1 point. And that RARELY happens. Between falling off the edge and getting no points, I'd always lose. Next comes the problem of the ODST's in general. Aside from the problem of them being ridiculously overpowering(the only thing that can really kill them are the stalkers really and that's probably because the ODST are fighting invisible guys without a radar). One fully charged plasma pistol shot takes out less than a tenth of the shields. And also as the ODST, when you're almost dead, you can just commit suicide with a rocket launcher or jump off the edge and lose 1 point, but regain all your shields. No. Also, the weapons aren't even in the right spots. Why would you put the rockets and sniper in one little shelf together at 30 seconds respawn?
1/5 sorry, the map and gametype just needs a lot more work. I personally don't believe this is something you've been testing for the past 3 months.
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10-13-2009
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#5 (permalink)
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Junior Member
Join Date: Apr 2009
Posts: 42
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Quote:
Originally Posted by mike 286
Other than the thing that rifte gifle has already mentioned, to be honest I just don't think that this is a very good representation of firefight at all. The map for one is so tiny and does not feel like Alpha site. I honestly must have died 10 times in one round from falling of the edge. you need WAAAAAY more ledges. Next, the scoring is not very good. Every time an ODST gets a kill(which is very often) they get 1 point. Everytime the covenant get a kill, it's 1 point. And that RARELY happens. Between falling off the edge and getting no points, I'd always lose. Next comes the problem of the ODST's in general. Aside from the problem of them being ridiculously overpowering(the only thing that can really kill them are the stalkers really and that's probably because the ODST are fighting invisible guys without a radar). One fully charged plasma pistol shot takes out less than a tenth of the shields. And also as the ODST, when you're almost dead, you can just commit suicide with a rocket launcher or jump off the edge and lose 1 point, but regain all your shields. No. Also, the weapons aren't even in the right spots. Why would you put the rockets and sniper in one little shelf together at 30 seconds respawn?
1/5 sorry, the map and gametype just needs a lot more work. I personally don't believe this is something you've been testing for the past 3 months.
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I find it hard to believe you actually tested it after hearing this, but I will try to address some of this.
1. The ODST's have more power in relation to the covenant. It would be no fun at all if they could die as normal, since they would die in the first wave. With the absence of lives, that was what I decided.
2. If you play Alpha Site you'll see that some covenant do fall, excluding that though , no one else that played fell off more than once, if that. Please don't blame me if you can't stay on.
3. The scoring is as set, this is for fun, if you care about score on a firefight themed map then that's up to you. If enough people want me to change it, beyond just one person on one sight, I'll do so.
4. On real Alpha Site, the sniper and shotgun are back there as well, replaced one, and it keeps the emphasis on their spawn.
5. Nothing I can really do. If you think I'm lying, there is little I can do to prove otherwise over the internet.
General
I ran out of budget, so unfortunately even if I was inclined to, I could not add anything else on there.
[I will work on making the coves unable to pick up weapons after a while]
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10-13-2009
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#6 (permalink)
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Junior Member
Join Date: Aug 2009
Location: Zombieland
Posts: 63
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This is great how you made a map that was on Halo 3:ODST which is also my favorite. The only problem I have with it is that it doesnt look like Alpha Site that much. If you could use some more interlocking I think it would look neater too. Good job but I hope you make a V2! I'll come back and tell you how it is soon. I dl for now.
It was okay but I dont really know why there are so many stone pillars there. I dont really remember all those...
My screenshots: NONE l Working on: l Conquest Unknown- Forging 60% Complete l Conquest Twisted- Planning 60% complete l
Maps Will be delayed becasue of the Red ring of death that ive gotten recently.
Quote:
Originally Posted by ehand88
And lastly I would like to thank Forge Hub and my Mom, cuz that's what you're supposed to do, right?
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Last edited by shockwavekp44; 10-15-2009 at 06:54 PM.
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10-13-2009
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#7 (permalink)
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Heroic Member
Join Date: Sep 2008
Location: Alberta
Posts: 1,431
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Quote:
Originally Posted by fireskull
I find it hard to believe you actually tested it after hearing this, but I will try to address some of this.
1. The ODST's have more power in relation to the covenant. It would be no fun at all if they could die as normal, since they would die in the first wave. With the absence of lives, that was what I decided.
2. If you play Alpha Site you'll see that some covenant do fall, excluding that though, no one else that played fell off more than once, if that. Please don't blame me if you can't stay on.
4. On real Alpha Site, the sniper and shotgun are back there as well, replaced one, and it keeps the emphasis on their spawn.
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No he definitely did play, like 3 games actually. We played two 6 and one 8 person game. Don't think that Mike's trying to bash you... he's fairly insensitive with his map reviews. But tbh, everyone fell of the edge at least twice. I tried to take cover, and ended up falling of the edge. Also, what I think he meant about the weapons placement, the sniper rifle and shotty spawned on wall. Rocket launcher definetly did not spawn near the starting area. The problem in relation to number 1, is that it's no fun for the covenenat. Besides being unbelievably strong, they can jump off the edge or commit suicide to regain sheilds. Oh, and if an ODST respawns, they respawn in the covenant spawn area so you know.
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10-13-2009
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#8 (permalink)
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Junior Member
Join Date: Apr 2009
Posts: 42
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Quote:
Originally Posted by shockwavekp44
This is great how you made a map that was on Halo 3:ODST which is also my favorite. The only problem I have with it is that it doesnt look like Alpha Site that much. If you could use some more interlocking I think it would look neater too. Good job but I hope you make a V2! I'll come back and tell you how it is soon. I dl for now.
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I interlocked quite a bitz actually, and like I said this is a concept remake, taking the base parts into a map.
**** budget...
To above poster: Ok that's fine, and yeah I know, an ODST died once in all the games I played, but yeah think of the dropship as a pelican :)
I might have put rails in, but like I said, budget mxd. D:
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10-15-2009
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#9 (permalink)
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Junior Member
Join Date: Aug 2009
Location: Zombieland
Posts: 63
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Quote:
Originally Posted by fireskull
I interlocked quite a bitz actually, and like I said this is a concept remake, taking the base parts into a map.
**** budget...
To above poster: Ok that's fine, and yeah I know, an ODST died once in all the games I played, but yeah think of the dropship as a pelican :)
I might have put rails in, but like I said, budget mxd. D:
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Yeah I can see that you merged its just that you didnt geomerge the stuff that should be merged like the ramps from the dropzone to the main part. That part should be merged so it is smooth but thats okay i'll still keep the map on my hard drive.
My screenshots: NONE l Working on: l Conquest Unknown- Forging 60% Complete l Conquest Twisted- Planning 60% complete l
Maps Will be delayed becasue of the Red ring of death that ive gotten recently.
Quote:
Originally Posted by ehand88
And lastly I would like to thank Forge Hub and my Mom, cuz that's what you're supposed to do, right?
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10-15-2009
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#10 (permalink)
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Junior Member
Join Date: Apr 2009
Posts: 42
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That's true, it would have looked a little bit "smoother", I'll keep that in mind
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