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Old 07-08-2008   #1 (permalink)
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Default High Impact v3



~click here to download High Impact~
Once a training facility for the heroic ODST Hayabusa Squad X, High Impact has been shut down due to the heretics. 4 - 8 players.



v2 Updates:
  • Added walls blocking off the back area.
  • Added some more cover.
  • Removed some cover.
  • Removed almost all the carbines and removed 2 SMG's.
  • Added 1 Spike Grenade.
v3 Updates:
  • Made the wall better. (More Escape-proof) ~I'm 99.9% sure you can't escape this one
  • Changed the SMG's to AR's.
  • Removed the Plasma Pistol and replaced it with two spikers.
Brief Description: High Impact is basically a symmetrical map, but the camo box is "Off-set" with the middle top area, only because it makes it easier for the defenders to get it. (It doesn't change game play at all) The attackers spawn up High, and the defenders spawn down low.


The making of High Impact: I started High Impact about a month ago. It took me about a week to get the first layout down. After I got the layout down I spent a day or two placing spawns and weapons. I also set up objectives, but I forgot to delete the default ones. (Which I do later, after having it tested) The next week was spent messing around with spawns, adding a few things, and testing the weapon layout. All of it was alright, but I still felt I could do more with it. I had the Marvel Map Crew check it out and HLG Viper wrote out a report (which I'll have for your viewing eyes later in this post). I read it and got some more ideas to make High Impact better. So after that I went back on. At first I thought I was good with the added things, but I ran into a little accident. (I grabbed a double box interlocked into something and messed it all up ~The bad thing was I forgot to save the changes before I did that) ~Since I got really mad about my mess up I went on a rampage (20 kills) in Social Slayer and felt much better. So I went back into forge the next day and fixed everything up again. I left it alone knowing that I had more things to take care of. A few days had gone by and I went back into High Impact. Unable to geomold the four fence boxes into the ground a step down perfectly I decided to just throw some fence walls on top where you (before they were there) couldn't walk onto the fence boxes. I also at that time changed up how to get to the overshield and also added more blockades in the defenders base and on one side of the camo single open box, I also added two more single open boxes to the defenders base 2nd floor and placed carbines in them. (I also did some more readjusting with weapons) Thats when I ran into the same accident I did before. (clicked on the double box interlocked by accident) I was oh so angry, but instead of storming off to Social Slayer, I decided to just fix the double box this time. It came out all right too. Relieved, I saved changes and ended forging. I figured I was done with High Impact, but since I changed a lot about it from the first version, I wanted to re-test it. I didn't get the chance for a long time. (nearly a whole week) ~Within that week I did go into High Impact a few times to make sure everything was ok. (Which a few things weren't ~Like something being on 'respawn at start: no' still, weapons being on the wrong respawn time, etc. etc.~ But after all that, I had almost had High Impact finalized... But after finally testing I was ready to make it public. But before I could, I had to change a minor spawning error in FFA Slayer. So after fixing that, and one other thing, taking screenshots and putting them onto my computer and photoshoping the one above... I was finally fully ready to make this post.

Without further waiting, here's the layout screen shots:

A some what overview of High Impact.


The Wall on A Side.


The Wall on B Side.


The Sniper Spawn.


The Defenders B Side.


The Attackers B Side.


The Attackers base A side.


The middle under the Attackers base.


The Camo Spawn.


The Overshield Spawn.


The Defenders A side.


Now for some action screen shots. (NOTE: These action shots were taken in v1, so some things in v3 you will not see, and you'll see what the map looked like in v1 ~not much change, really~)






Ok, now for the part where I tell you what weapons/equipment are on High Impact.

Weapons on High Impact:

x9 Battle Rifles: 45 sec. respawns; 2 clips.
x1 Shotgun: 120 sec. respawn; 2 clips.
x1 Sniper Rifle: 120 sec. respawn; 2 clips.
x2 Assualt Rifles: 30 sec. respawns; 2 clips.
x4 Spikers: 30 sec. respawns; 2 clips.
x1 Needler: 60 sec. respawn; 2 clips.
x1 Brute Shot: 60 sec. respawn; 2 clips.
x1 Carbines: 45 sec. respawn; 2 clips.
x2 Maulers: 90 sec. respawn; 1 clip.
~~
Equipment on High Impact:
x4 Frag Grenades: 10 sec. respawn.
x5 Spike Grenades: 20 sec. respawn.
x1 Bubble Shield: 60 sec. respawn.
x1 Regenerator: 60 sec. respawn.
x1 Overshield: 120 sec. respawn.
x1 Active Camo: 120 sec. respawn.



As for gametypes, I will recommend the top ten that I think would play best on High Impact.
  1. One Flag; 2v2 - 4v4.
  2. Neutral Assault; 4v4.
  3. Team Slayer; 2v2 - 4v4 or 2v2v2v2.
  4. FFA Slayer; 4 - 8 players.
  5. Bond of Leaders ~download here~; 4v4 or 2v2v2v2.
  6. Territories; 4v4.
  7. Land Grab; 4v4 or 2v2v2v2.
  8. Team Oddball; 4v4 or 2v2v2v2.
I should note that High Impact is set up for all game variants (excluding Juggernaut).



Here's HLG Viper's Review:

Quote:
Originally Posted by HLG Viper View Post
High Impact

by: Vorpal Saint

The spawnpoints works as they seem to work, as they are positioned on different levels, they are great. We never checked it in forge, but the spawn areas are very usefull in there kind of maps (i'm guessing you used them). We played capture the flag on it, and even though you had flag spawn, and capture-points, the default flags were in the bases.

Gameplaywise, it was completely awesome according to me. The tension just kept on rolling, and no über-domination happened. The thing i would like to see fixed though is the map boundaries. You don't do anything in the bases, why have them open? if you have resources to do it, then do it. The map was friggin' sweet otherwise, The aesthetics was fantastic, a lot of interlocking that fitted well into the map. This map has great potentials, i think yo should keep improving it and post it with a sweet introduction, who knows, maybe you'll get a feature =D Oh and one bad thing though. you should geomeld those fenceboxes at the teleporters one step, since it requires a jump to get on top of those, and the floor would look a lot nicer too.

Overall, the map played very well. Even CTF 2v2 worked good. There's not much to say about this map, other than, finish it so i can download it.

I hope you enjoy High Impact if you download it, even if you don't play any actual games on it and with that, I'll end this crazy long post. @_@


Upcoming/Released Maps: Façade, Spitfire, and Primal Fury
"One of the four Guild Leaders of the Testers Guild and a member of The ABCrew."

Last edited by Vorpal Saint; 07-23-2008 at 04:30 PM.. Reason: Fixing spacing and updating.
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Old 07-08-2008   #2 (permalink)
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Cool map, I like maps with lots of long range weapons and ask close combat. One concern is pic #5, it looks like you could simply walk out of the map with the lack of walls unless something is placed over there but the screen makes it look bare.

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Old 07-08-2008   #3 (permalink)
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i would have flipped the bridges so that it looks cleaner... but other than that, sweet job. theres not many maps that utilize this style anymore.

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Old 07-08-2008   #4 (permalink)
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Quote:
Originally Posted by Speed-e-cake View Post
Cool map, I like maps with lots of long range weapons and ask close combat. One concern is pic #5, it looks like you could simply walk out of the map with the lack of walls unless something is placed over there but the screen makes it look bare.
That back area is actually open. But there is a bridge (plus the two doors you see in that same pic.) blocking off the back room. I ran out of stuff/room to place some sort of wall that would lessen that back area. But even in actual game play no one really went back there anyways, so it's not much of a problem.


Upcoming/Released Maps: Façade, Spitfire, and Primal Fury
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Last edited by Vorpal Saint; 07-08-2008 at 05:49 PM..
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Old 07-08-2008   #5 (permalink)
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dude, im diggin the main layout. its pretty cool. but i have one problem with this... why didn't you block off the back part of foundry? or narrow it down a little? all that open space REALLY deminishes gameplay... idk tho, i wish you wouldve blocked off some parts of foundry. the map would be really good then.




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Old 07-08-2008   #6 (permalink)
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Quote:
Originally Posted by thesilencebroken View Post
i would have flipped the bridges so that it looks cleaner... but other than that, sweet job. theres not many maps that utilize this style anymore.
I was thinking about doing that, but I figured I'd keep ramp-bridges flipped upright and floor-bridges flipped upside down. I'm glad to bring back this style then. =D

Quote:
Originally Posted by evan12075 View Post
dude, im diggin the main layout. its pretty cool. but i have one problem with this... why didn't you block off the back part of foundry? or narrow it down a little? all that open space REALLY deminishes gameplay... idk tho, i wish you wouldve blocked off some parts of foundry. the map would be really good then.
If you read the post above yours, you'll get my reply to why.


Upcoming/Released Maps: Façade, Spitfire, and Primal Fury
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Old 07-08-2008   #7 (permalink)
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Quote:
Originally Posted by Speed-e-cake View Post
Cool map, I like maps with lots of long range weapons and ask close combat. One concern is pic #5, it looks like you could simply walk out of the map with the lack of walls unless something is placed over there but the screen makes it look bare.
it doesnt look like he had enough items to simply build a wall around the map so people cannot leave but you would be stupid to escape the map any way otherwise how would you get points? goo job on the map by the way


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1. Going outside to get some air 3. Skating with friends 9. Going to the mall with friends 10. Going to really awesome places that u arent allowed to go to
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Old 07-08-2008   #8 (permalink)
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Hm, it seems people are a bit confused about the back area. >_>;

You can easily get back there, and getting back there isn't 'escaping' the map. I'll try to get a pic. from that back area showing what I mean.


Upcoming/Released Maps: Façade, Spitfire, and Primal Fury
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Old 07-08-2008   #9 (permalink)
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Quote:
Originally Posted by darkmaster949 View Post
it doesnt look like he had enough items to simply build a wall around the map so people cannot leave but you would be stupid to escape the map any way otherwise how would you get points? goo job on the map by the way
The reason why he should put up boundaries is because if someone gets a sniper or BR and goes out of the map they get an unfair advantage which is range seeing how this map looks like a Close Quarters map as I stated previously. If you make a map you want people to stay in it and if you just use an Honor rule for people to stay in the map that is frowned upon by many members of this community.

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Old 07-08-2008   #10 (permalink)
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OH YOU RELEASED IT! it's my lucky day =D i don't know what the whole special thing is with this map, but it totally is my favourite map. The layout is completely amazing, and i really don't care about the back area. A real gameon this map shouldn't include people being out there unless very unserious. I checked the map in forge, and the budget were 0$, and it seem like most parts of the map were needed to make the layout, so i definately think it was worth having it open! great job Vorpal!

about the sniping from the outside, there isn't much opportunities for a sniper ,since the main combat happens in the middle section. Maybe a flag carrier or two decides to go through the teleporter, but you shouldn't worry.




Last edited by HLG Viper; 07-08-2008 at 06:07 PM..
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