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Old 03-25-2009   #1 (permalink)
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The Cellars


Authors:
AZN FTW, RightSideTheory

Map Name:
The Cellars

Map Canvas:
Rats Nest

Map Size:
Medium

Player Count:
4-16

Supported Gametypes:
Conquest

Video:
The Cellars

__________________________________________________

Description:

For those that don't know The Cellars was the map that introduced the gametype Conquest to the world. You can follow the link if you don't know what Conquest is or would like to know how to build a proper map for it[/b]. Enough of Conquest, on to the map...

Here is the long lost map post for when The Cellars was first introduced on Forgehub:

Quote:
The Cellars
Map Created by AZN FTW, TheYavimayan, Titmar, rusty eagle and Asper49

And so the Foundry maps must cease... for a few days. We discovered that ideas on Foundry were getting sparse and we realized that it was because of the lack of originality there. We had to move on... so we tackled our next foe, Rat's Nest. First we wanted to use one of the 5+ glitch spots... and decided now was not the time. I was roaming around and discovered the cool symmetrical colored hallways. I let everyone else know and they were like, "Hey we can link them through the bridge like this." And while we were blocking stuff off we were trying to think of a gametype. The obvious ones were Assault and CTF. But normally those gametypes offer multiple paths for the bomb/flag carrier. We only had one path. So I thought territories, and it brought me back to a gametype that I never finished on The Pit.

There are an uneven amount of territories in a symmetrical logical straight line. It takes 10 seconds to capture one and while you capture the first few, you arm yourself to the brim. At the center point the two teams meet and its a fight for the extra territory. After a team takes the territory they force themselves into their opponents territories. This makes for a constant push and shove for territories for 3 minutes per round for 3 rounds. We didn't want any overpowered one shotter weapons. So we used mainly rapid-fire weapons (ARs, BRs, SMGs, Pistols, Bruteshots, Plasma Rifles, and Spikers). Other than those there is one Sniper and one Plasma Pistol on each side. We wanted the fights to be intense and last longer so we reduced damage to 75%. This makes for long lasting and rewarding battles for territories. It makes for great fun for the family!!! Anyways, I hope you guys like the change of scenery for Forge Hub. Off to Standoff...

Screenshots
Main Hallway


Second Hallway


Center


Download The Cellars
Download Conquest Variant
Quite the flashback eh? Well this was all done LONG before interlocking and geomerging were ever discovered as forging techniques. At the time we had to resort to blocking off things with crates and immovable objects. Well times have changed, and so now The Cellars must follow.


Quote:
The first territory on each side. This is where you decide who get's what power weapons... the Sniper or the Bruteshot.
In the older version you were able to break out at certain points. Either the side doors in each of the tunnels (if you were ever to trigger the crates' respawn) or you could simply jump out through a few little holes in the center bridge (or also use the crate respawning trick). This caused problems to where players could get out and contest territories indefinitely. Thanks to geomerging and my good friend RightSideTheory(RST) we were able to block off those side entryways effectively with double boxes.



Quote:
The second territory on each side, here remains the final power weapon (Spike Grenades) and weapons to suit up the rest of your squad. Plasma Rifles, SMGs, and Spikers.
Another thing we did was move the spike grenades back a territory (as seen above) because they were too close to the center and that in turn meant that if you controlled the center you controlled both sets of spike grenades... which isn't good since they are considered a power weapon for Conquest.


Quote:
The third territory on each side, this has your remaining support weapons - Battle Rifle, Plasma Pistol, and Magnums - for when you didn't get a weapon you wanted or you need some more ammo or variety. This territory is easy to hold for either team due to the door ledges...
Now for the center we used a different tactic. Another thing that we saw was a big problem was that in the fight for the center territory people could jump onto the door ledges and hide there waiting for the other team to inevitably walk past and scoring yourself an assasination... this is fine for your particular territories, but for the center we wanted straight brute force to triumph rather than trickery. So we solved this and the breaking out problem by creating a "house" type area with bridges and blocking the door ledges with barriers supported by weapon holders... it works out nicely. Also we added man cannons to block the little holes and to add a nice little blue glow to the room.


Quote:
The new center territory, now equipped with a house like visual effect, no door ledges, and an eerie blue aura... this is where all the action happens.
So we (myself, RightSideTheory, Coyote, Zak, and the rest of the XForgery crew that helped me test it) hope you like the final version. We felt that the map that started all the Conquest Craze deserved recognition and a redecorating of sorts, especially with it still being one of the most solid Conquest maps to date and the fact that it is in an aesthetically unique setting. I will be posting more maps in the future that are remakes of old favorites and utilize some current techniques to spice them up and make them better than before.

Why do I plan on doing this? Well here is a quote that speaks nothing but the truth and inspires me as a forger:

Quote:
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.
Also this is the reason that I do not support version numbers. Once you have a new version the old one is obsolete and thrown out. I have no reason to go back to a previous version, so I am replacing it all together. The same goes for the new Conquest, it may not have v4 attached to it... but it is definitely a new and improved version. Again head here for a full description of it, or just download it below:

Download The Cellars v2
Download Conquest v4



--------------------------------------------------------EDIT-----------------------------------------------------

A lot of people have or haven't noticed there is a new Conquest with this new Cellars.

Here are the biggest differences in Conquest (v4) (no version number because it is now standardized):
  • I kept the no friendly fire that is present in v2 and v3 because with choke points controlling friendly fire is difficult, so I kept it removed
  • I returned to the 75% weapon damage. Yes this may increase the amount of beatdowns, but the types of kills are not important. Due to overwhelming amounts of forces at a choke point one needs more meat to survive 2-4 people shooting at them. Also this removes the one headshot capabilities of sniper rifles. This makes snipers a support weapon rather than a power weapon.
  • The Custom Power Up was changed from 30 sec invulnerability to 50% leech. The reason for this is that invulnerability makes it a one sided battle rather than just offering an advantage. 50% leech allows you to last a bit longer while attacking, but isn't as big of an advantage due to the fact that you will have multiple people shooting at you. However it is still an advantage. 75% damage and this both support the "more meat" factor that you need to survive long enough in a territory to enjoy the game and have an effect.
  • Because Conquest is a team focused gametype, your respawns are synchronized with your team. If you die and a teammate is about to spawn in 3 seconds, you spawn with them. This increases both teamwork and bruteforce.
  • Another respawn change is that you spawn whenever anyone captures a territory. What this does is reset the battlefield so that both teams have equal opportunity to attack the new frontline. However, the team that won the territory that caused the respawn has troops already at the next territory, that is your advantage for winning the last territory.
  • Respawn time was increased to 10 secs as supposed to 5 due to the new respawn traits to give a team the reward for eliminating another team and having a bit more time to capture territories.

Also here is a vid of basic gameplay if anyone wants to watch it, special thanks to Zackj:

YouTube - The Cellars


Last edited by AZN FTW; 04-04-2009 at 07:19 PM. Reason: Linky fixes
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Old 03-25-2009   #2 (permalink)
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Bravo. So this is what started the Conquest Craze? Wow. It looks great even now. Great job, even if it is two years late. The map might not look the best, but it sure is tactical. 9/10, because I love conquest.

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Old 03-25-2009   #3 (permalink)
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Quote:
Originally Posted by jakob hunter View Post
great looking map i think it looks great for conquest e]great forging without interlocking good work 5/5

EDIT: Yah first post :D
Have you even played the map? lol... it looks great for conquest *phhh*... and there is interlocking... as well as geomerging... what people will do for a first post...

And btw before anyone says anything everything was a straight copy paste from XF so the bolded links and stuff are staying that way :P

Last edited by AZN FTW; 03-25-2009 at 10:39 PM.
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Old 03-25-2009   #4 (permalink)
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I loved the original Cellars but always thought why someone didn't remake it with merging and stuff to make in completely unbreakable, I had no problem with the weapons though but eh. GJ


^^^^^lol apparently they don't even know


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Old 03-25-2009   #5 (permalink)
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Finally...I remember people breaking out of the crates in the mid-section. Rather irritating. I do hope that was part of the rendition.
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Old 03-25-2009   #6 (permalink)
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Quote:
Originally Posted by jakob hunter View Post
great looking map i think it looks great for conquest e]great forging without interlocking good work 5/5

EDIT: Yah first post :D
S-s-s-spam?

Quote:
Originally Posted by mastersync23 View Post
Bravo. So this is what started the Conquest Craze? Wow. It looks great even now. Great job, even if it is two years late. The map might not look the best, but it sure is tactical. 9/10, because I love conquest.
It actually looks pretty good if you go in a game and check it out. Nicely geomerged double boxes close off the doors (done by me ;P), the center is new and sexy, the back door ways are blocked off with colour coded boxes... its really good aesthetically for a rats nest map.

Quote:
Originally Posted by AZN FTW View Post

And btw before anyone says anything everything was a straight copy paste from XF so the bolded links and stuff are staying that way :P
Lazy.


EDIT:
Quote:
Originally Posted by Tex View Post
Finally...I remember people breaking out of the crates in the mid-section. Rather irritating. I do hope that was part of the rendition.
Yes, that was what the man-cannons fixed.




Last edited by RightSideTheory; 03-26-2009 at 12:22 AM.
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Old 03-25-2009   #7 (permalink)
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The only weapon change was the spike grenades were moved to the second territory... cuz if you controlled the center you basically controlled both sets of spikes... we decided this wasn't good at all...
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Old 03-25-2009   #8 (permalink)
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Quote:
Originally Posted by Tex View Post
Finally...I remember people breaking out of the crates in the mid-section. Rather irritating. I do hope that was part of the rendition.
Yea, the crates on either side (1st territories) were replaced with geomerged double boxes with color coded powerups, in the center, the crates were replaces with mancannons, which also gives it a nice lighting effect.


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Old 03-25-2009   #9 (permalink)
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Good thing it's you AZN, I was about to transform into Rad-Rad-Moderating Tank.

It's nice to see that you brought some life back into this crusty(but still kick-ass) classic.

Having played the original, I already know that good gameplay goes hand-in-hand with The Cellars, and said gamplay will only be improved with the new version.

The Cellars is one of the pioneer maps for Conquest gametype, and truly set a standard for everything that came afterward, and it shows that sometimes, maps don't "N3ED MOAR INTERLOX".

I will download the new version, and most likely be blown away by how awesome The Cellars really is, and will be.

My Rating: A+ (10/10)

Pros:

- The Pioneer Map to Conquest.
- Great Balanced, and Fast-Paced Gamplay
- Still one of the best Conquest Maps to play on, even after a year.

Cons:

- Nothing Really (They were all fixed with the new version.)



My Maps:
Alamo | Subdivisions | Tether | Whodunit

Last edited by The Cheat; 03-25-2009 at 10:47 PM.
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Old 03-25-2009   #10 (permalink)
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Wait... just noticed when I went to DL there is Conquest v4?????
since when....

Edit: Looked at the description of it and I can't find what was changed?



Last edited by STWOW; 03-25-2009 at 10:48 PM.
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