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Old 03-25-2009   #21 (permalink)
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Originally Posted by STWOW View Post
I just did a forgethrough and saw all the changes but, there is are containers in the hallway before the center. I hit it a few times but, didn't have the patience to let it respawn. I am wondering though when/if it respawns won't it be just like the crates and you will be able to get out of the map?????
If I remember it correctly, we either supported it from behind or we relied on the fact that bigger objects need to be moved A LOT more than standard size objects in order to respawn...

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ROFL

Release a map late 2007, and release the remake early 2009! That's something...

As most of us are, I am glad you made a remake of it. Not that I am saying it needed one. The Cellars was a perfect conquest map in all aspects. It provides a basic layout that you did not even forge. Meaning, you used objects to block off certain parts of the map. That's one thing I like about this map, it uses the original map but only added some borders. There are a lot of maps like this, but most are forged from the ground-up.

I loved the game play so much here. It is very fast-paced and forces players to use teamwork or lose.

Great approach with using the advanced techniques on an old-school map.
I actually mentioned why I remade the map, it is late because i've been busy with life... I run by this quote:

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The best level designers are never afraid to step back and re-evaluate their content. Often this requires a period of respite from the work in question; distance can clear up a clouded mind. A great designer isn’t afraid to throw content out or re-work a concept that needs attention.
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Old 03-25-2009   #22 (permalink)
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Quote:
Originally Posted by STWOW View Post
I just did a forgethrough and saw all the changes but, there is are containers in the hallway before the center. I hit it a few times but, didn't have the patience to let it respawn. I am wondering though when/if it respawns won't it be just like the crates and you will be able to get out of the map?????
Ok, it is like this: On foundry, if you hit a dumpster, it will not respawn. This is due to how the physics of Halo work. A dumpster is too heavy for a spartan to move by hitting it, no matter how many times you hit it, the dumpster will not move an inch, though, if you use a warthog, you move it in one smash. Why? Objects have weight. If it is too heavy to move, it will not be moved, and will not be bothered by, in this case a melee. The same is true for the container.

Edit: Part 2: Objects also have a set disappearing time, I don't know the number for every object, but my studies have given my 30 seconds since interaction with dumpsters, and 10 for mongooses after exploding, larger objects have much longer times until they disappear.


H3Aritificer: Forging the Future

Last edited by coyoteboy1023; 03-25-2009 at 11:21 PM.
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Old 03-25-2009   #23 (permalink)
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Originally Posted by coyoteboy1023 View Post
Ok, it is like this: On foundry, if you hit a dumpster, it will not respawn. This is due to how the physics of Halo work. A dumpster is too heavy for a spartan to move by hitting it, no matter how many times you hit it, the dumpster will not move an inch, though, if you use a warthog, you move it in one smash. Why? Objects have weight. If it is too heavy to move, it will not be moved, and will not be bothered by, in this case a melee. The same is true for the container.

Edit: Part 2: Objects also have a set disappearing time, I don't know the number for every object, but my studies have given my 30 seconds since interaction with dumpsters, and 10 for mongooses after exploding, larger objects have much longer times until they disappear.

Hmmm... nvm, I guess I lied... lolz. Leave it to a switch maker to correct me on object physics... anyways, thanks for the comments everyone, we hope you like the new map and gametype...
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Old 03-25-2009   #24 (permalink)
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I remember this being my first Conquest map. I never played it until a few months ago, in one of Insane's TGIFs. Too much fun, it was hectic and extremely different from my usual style of play (more MLG-ish). I appreciate the fact that you redid this wonderful map, and am excited for the changes in both the Cellars and ConqV4!

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Old 03-26-2009   #25 (permalink)
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I thought you weren't going to post this here.

Well, I love the map and play it with my friends. I'm not gonna lie though, I like v3 of conquest better because I like normal damage and I'm more of an individual player but for any team player, you will love AZN's conquest by far. Glad you fixed the changes for the breakouts, but I'm not sure I dig the mancannons in the middle.

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God cannot exist in the same plane as potatoes.
An obstacle course that has never been done before. Features jumping, driving a mongoose, and pushing a ball. Three levels of difficulties for each feature, easy, medium, and hard.
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Old 03-26-2009   #26 (permalink)
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I thought you weren't going to post this here.

Well, I love the map and play it with my friends. I'm not gonna lie though, I like v3 of conquest better because I like normal damage and I'm more of an individual player but for any team player, you will love AZN's conquest by far. Glad you fixed the changes for the breakouts, but I'm not sure I dig the mancannons in the middle.

I wasn't going to, but with all the adoring fans I have and the fact that people need to know about the new conquest is why I just copy and pasted it... lolz...

Anyways... I just want you to know DimmestBread that you should play Bungie's default gametype Flag Rally, minus grenades and tell me what it plays like... you guessed it... Conquest v3... of course it does have a few minor differences like no vehicle usage and CPU settings... but other than that Conquest v3 is just Flag Rally... so anyone that ever requests to play v3 I'm just going to load up Flag Rally and remove grenades... no offense, but I just noticed this. I don't need Conquest v3 to take up space in my HD if I can just make it in 2 secs instead...

And as for the man cannons, we kinda sorta ran out of immovable stuff that looked nice to put there... lol... those blue lights were not intentional, they were a side effect... ;)
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Old 03-26-2009   #27 (permalink)
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Good job blah blah blah now come help me with my fucking spawns, AZN! On like 3 of my maps: High ground, last resort, and ghost town!

You pwomised.......

:'(
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Old 03-26-2009   #28 (permalink)
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Originally Posted by AZN FTW View Post
I wasn't going to, but with all the adoring fans I have and the fact that people need to know about the new conquest is why I just copy and pasted it... lolz...

Anyways... I just want you to know DimmestBread that you should play Bungie's default gametype Flag Rally, minus grenades and tell me what it plays like... you guessed it... Conquest v3... of course it does have a few minor differences like no vehicle usage and CPU settings... but other than that Conquest v3 is just Flag Rally... so anyone that ever requests to play v3 I'm just going to load up Flag Rally and remove grenades... no offense, but I just noticed this. I don't need Conquest v3 to take up space in my HD if I can just make it in 2 secs instead...

And as for the man cannons, we kinda sorta ran out of immovable stuff that looked nice to put there... lol... those blue lights were not intentional, they were a side effect... ;)
True although I think territories capture slower in flag rally because I remember waiting top mid on narrows for like 25 seconds (then rocketed). And there are some other little things like no friendly fire. but you are sort of right. I guess it just suits me more (individual player). and it had SMG starts. or maybe I changed that :).

That stinks But we can't have everything now can we. I just don't like the noise they make and the blue glow they give off. Oh well, i've got both cellars now, muahahahahaha.

EDIT: How come people always think I am high?
EDIT2: XF 2v2, hope i get on your team. we would own.

Quote:
Originally Posted by BetaWaffle View Post
God cannot exist in the same plane as potatoes.
An obstacle course that has never been done before. Features jumping, driving a mongoose, and pushing a ball. Three levels of difficulties for each feature, easy, medium, and hard.

Last edited by DimmestBread; 03-26-2009 at 12:38 AM.
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Old 03-26-2009   #29 (permalink)
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Originally Posted by headlessbarbie View Post
Good job blah blah blah now come help me with my fucking spawns, AZN! On like 3 of my maps: High ground, last resort, and ghost town!

You pwomised.......

:'(
You know Headless, I am always busy doing something... try pulling me aside... I barely see you online let alone asking me for help... lolz...

Anyways, yeah Dimmest forgot the Friendly fire part as well... but yeah so 2 gameplay differences grenades and friendly fire... and it is 10 sec capture... we played flag rally on this map...
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Old 03-26-2009   #30 (permalink)
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So...uh...since i'm the "conquest master," i guess i should say something wise and...conquesty, right? Haha, ya know, i had never played the original cellars until two TGIF's ago, after i built Of the Essence. But lemme tell ya, i was shocked when i first played conquest on the cellars. It was different than all the other conquest maps for some reason. It helped me understand why everyone was so flustered after the conquest forgeoff lol. I guess its hard to replicate! So, i'm glad you perfected the map (someone got out of the original map the first time i played it). I'll switch out the old version on my drive and keep this one now! You da man, AZN

Oh, and i love the new variant! It works great on my conquest maps!




Last edited by Gunnergrunt; 03-26-2009 at 03:34 AM.
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