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03-10-2009
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#1 (permalink)
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Anal Urinator
Join Date: Dec 2007
Posts: 2,457
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Lucifugous v2.2
Lucifugous v2.2(adjective; light-avoiding) (loo-sih-fuh-juss)
created by Titmar.
6 Players max. FFA ONLY!
Lucifugous is map primarily made with FFA in mind. This map was not created with
any specific intentions though, and as such may seem a bit odd in parts. The main
reason for making this map was just to make a fun map that people can fuck around in
with FFA.
I strongly urge players to give me feedback about the gameplay, i already know it isnt
the greatest and i dont ever expect it to be, but i can at least fine-tune it a little bit with
the help of the community.
Well then, onward to the screenshots.
---
This is a screen of what we will refer to as "Main Room 1." Main Room 1 contains BR
spawn, Carbine, Needler, and Plasma Pistol. The rocket launcher spawns on the raised
ledge around the tower in the center of the pic, 60 seconds into the game.

This is another view in Main Room 1. The corner walls in this pic have since been
re-interlocked to form a more pleasing barrier.

In this pic you can see what I will call Main Room 2. There is a large central pillar in this
room, and platforms that are around it so you can jump around up there. The sniper
spawns on one of these platforms a minute into the game, as does the active camo. In
the bottom of the pic, on ground level, you can see where the shotgun spawns. It has
only one clip and a long respawn. There have been some slight changes since this pic also.

This is Wood Room. It contains a BR spawn and leads toward a small interlocked tunnel
structure, where players can find a bubble shield and plasma grenades in different places
under the tunnel.

Here we see a shot on the ground level of the Rear Room. Rear Room is accessible by a
tunnel on the ground level of Main Room 2, a tunnel on the upper level of Main Room 2
(seen in later screenshots) and also a doorway on the second level of Main Room 2. You
can find a power drain and a BR spawn nearby. And yes, you are supposed to be able to
hide under there. Players that are on the platform above can also toss grenades through a
crack to kill campers underneath them.

The same room in the previous shot, but with the camera angled upward so you guys
can see my totally awesome ceiling. Go ahead, copy it, you know you want to.

Heading up from the previous screenshot, players can follow a ramp/stairway thingy
that leads up to a tunnel. This pathway is seen in the next 2 screenshots.

Directly around the corner from the previous screenshot. SMG's spawn in this hall, and
around the corner from where the dead body is, is where you can jump out to the
platforms in Main Room 2 that I mentioned earlier.

A view looking upwards in Main Room 2. I forgot to take a new screenshot, but it
doesnt look quite like this anymore, The ceiling is cleaned up more. You can see the
second level doorway that accesses Rear Room in this pic.

This is a view looking from the platform around the pillar where the rockets spawn,
down toward Wood Room and the interlocked tunnel thingy of walls. In this pic you can
also see a tunnel entrance. This leads to a climbable tunnel, which you climb up and
wind up at the top of the pic where you see the fusion coil, looking down on the other players.

Looking up the climbable tunnel.

This is a shot looking from the camo spawn toward the exact spot on the platform
where the previous pic was taken from.

Well, thats about it.
I'd like to re-iterate that this map is not intended for large amounts of players, the
spawns are already hectic enough in such a tight space with 6 people, it just gets to be
annoying with any more than that. Also, seeing as the map is small and there aren't a
million spawns, having more people can really screw it up.
Feedback in all forms is welcomed and encouraged.
Thanks to my friends and the staff for the feedback and pointers that were given during
testing. I took most of your suggestions, but I didn't do the killball thing, sorry TSB.
Download:
Halo 3 File Details
Last edited by Titmar; 03-23-2009 at 05:33 PM.
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03-10-2009
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#2 (permalink)
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Resident Shotgun Whore
Join Date: Apr 2008
Location: the shotgun spawn Sex: yes please.
Posts: 3,226
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This is truly the most unique map ive seen so far on sandbox, and I am happy the maps brought you back into Halo, because it was clearly a waste that you were not forging all this time.
The column you made from the tube pieces had my attention alone, and the map plays fairly well. Ill be on the lookout for the next map you release.
Dilemmachine | Lividity | Dissonance | Untitled
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03-10-2009
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#3 (permalink)
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Member
Join Date: Feb 2009
Location: On your plate, nice and salty.
Posts: 123
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Wow, it really looks... big. The first enclosed Sanbox map I've seen so far, and a good one at that. BTW, I agree with the ceiling :). 4.6/5
PS: a small tip, add some red and blue lights, it makes the rooms stand out more, and you don't have to give them numbers anymore :)
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03-10-2009
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#4 (permalink)
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Heroic Member
Join Date: Dec 2008
Location: The middle of the ocean
Posts: 1,490
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Wow this looks simply amazing. While everything looks very random, it looks planned out at the same time. The aesthetic value of this ranks very high and everything seems perfectly forged. I really like how you made this on the main level of Sandbox with walls and a ceiling instead of being lazy and putting just the floor plan in the skybubble. That alone along with everything else I see on this map will add another DL to the tally one your file share. Great job.
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03-10-2009
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#5 (permalink)
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Haiku Astronaut
Join Date: Jan 2008
Location: Golden, CO
Posts: 983
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I've yet to actually play around on this, but damn does it look good. Great layout, great aesthetics. The amount of stuff you wasted just making things look good is astounding (in a good way, really). Definitely shows off what you can do with indoor spaces when you have this many items to play around with.
Edit:
Damn, you've gotta work out the spawns on this map. I'm sure somebody will be sending you a video with the camera locked on the corner spawn point in the big room. *shudders*
Last edited by Cosmic Rick; 03-10-2009 at 11:43 PM.
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03-10-2009
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#6 (permalink)
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Junior Member
Join Date: Feb 2008
Location: North Carolina
Posts: 67
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This is in my opinion probably the best map I've yet seen on Sandbox.Mabie you could add a filter though to change the feel, and mabie a few light orbs?
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03-10-2009
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#7 (permalink)
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Anal Urinator
Join Date: Dec 2007
Posts: 2,457
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There are already two filters turned on,
and I've used lights in the climbable tunnel area, and also in the Rear Room.
The reason they aren't so noticeable is because they are placed behind objects,
so that their light only slightly shines through. I like it.
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03-10-2009
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#8 (permalink)
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Junior Member
Join Date: Feb 2008
Location: Pittsburgh
Posts: 90
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I love the aesthetics of this map a ton (best I've seen yet) but I had a hard time getting around. The map had me confused from time to time and I felt a bit claustrophobic in some spots. I haven't played a regular game on it yet but when I do I'll update this post.
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03-10-2009
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#9 (permalink)
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Junior Member
Join Date: Mar 2009
Posts: 22
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This looks vary good. I am downloading right now and then i will play test it and report back with some news
My Maps
THE ARK: A 2 way symmetrical roombased arena map designed for Slayer and CTF.
SAPHERICAL: Original Asymetrical map with King of the Hill and Team Slayer in mind
HYBRID: MLG v6 Test map. V2 is out, Now with better gas mileage
Forge Bandits:Sethiroth,HezbollaHector,Jeef12356,TKS Monster, Darkling Ninja
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03-11-2009
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#10 (permalink)
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Anal Urinator
Join Date: Dec 2007
Posts: 2,457
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Quote:
Originally Posted by Cosmic Rick
Edit:
Damn, you've gotta work out the spawns on this map. I'm sure somebody will be sending you a video with the camera locked on the corner spawn point in the big room. *shudders*
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Yea... oh well. My next map is better and will have better spawns, this map was just for fun to fool around with different geometry and get a feel for shit.
If you have any suggestions for an update to it though, I'd hear them happily.
edit- spawn issues have since been fixed in the update
Last edited by Titmar; 03-23-2009 at 05:52 AM.
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