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Old 04-07-2009   #1 (permalink)
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Wishbone







Created by: DeathToll77 and Zombievillan


Make a wish.....
Who will get the bigger half....


RecommendedGametypes:
Multi Flag
Team Slayer
Neutral Bomb
One Flag
One Bomb
Territories
Conquest


Description:
Wishbone, a symmetrical map in the shape of a wishbone. Each teams start on the opposite sides of the stem. The map started as a concept drawing on foundry designer. The only thing present was the center piece and the unique one way doors. The one way doors create a very competitive atmosphere for objective games. If you don't want to take the long route your team will have to be on the other side of the door and open it by destroying the grav lift. If your team is successful, you should be able to succeed. If you are unable to use the shortcut, feel free to grab a goose for a quick escape and drive back to your other side. Which brings me to the next purpose of the map. From day one the map was designed to house vehicular battles while still have infantry combat. Originally the map was intended for warthogs, but because of the limited space on foundry they were removed and replaced with ghosts. DeathToll77 started this map on his own in October. Eventually Zombievillan was added on. The map would NOT be what it is without him.




Planning:





This was the original concept drawing for Wishbone, notice the one way doors. From day one DeathToll77 planned the map to be unique because of the one-way(represented by blue arrows) doors and the ability to have vehicular and infantry battles. Of course the areas outside the "wishbone" have been drastically changed. The back hallway geo-merges were removed as well.

Weapons:
  • 2 Assault Rifles-30 secs-2 spare clips
  • 10 Battle Rifles-30 secs-2 spare clips
  • 1 Shotgun-180 secs-1 spare clip
  • 2 Sub Machine Guns-30 secs-2 spare clips
  • 4 Spikers-60 secs-1 spare clip
  • 2 Magnums-30 secs-2 spare clips
  • 2 Plasma Pistols-30 secs
  • 4 Plasma Rifles-30 secs
  • 1 Needler-90 secs-2 spare clips
  • 2 Covenant Carbines-30 secs-2 spare clips

Equipment:
  • 6 Frag Grenades
  • 6 Plasma Grenades
  • 1 Bubble Shield
  • 2 Power Drains
  • 2 Regenerators
  • 1 Active Camouflage-180 secs
  • 2 Mongeese-90 secs
  • 2 Ghosts-150 secs
Pictures:



The dead middle of the "Wishbone."


Base "A" side walkway.


Base "A" sniper catwalk.


Base "A"


Base "B" to upper walkway.

Upper walkway and camo spawn.


Center bridge and camo spawn.



Base "B" entrance 2.


Base "A" back.

One way door with window above.


Shotgun!


Br'd out of the sky!

Ghost and mongoose slip by enemy defenses.




Mongoose assault.


Window combat, the guy got sticked.


Mongoose vs. Ghost.


Planning the escape with the flag.

Flag Beat down.

Special Thanks:

  • thesilencebrokn-For looking at the concept design and being "Fucking Impressed" Ever since then he has followed the maps progress and constantly giving advice.
  • Zombievillan-The man himself, without him working on the project this map would be, well simply put,shit.
  • Adelyss-Toward the end of the map's production, Adelyss was very supportive with advice on geometry and helped with spawns.
  • Spartan7371-This man did a lot as well, everything from following the maps progress to testing, to help with weapons and spawns.
  • Idiotninja-When not testing the map, he suffered from "Wishbone withdrawl." We had just the cure for him, basically he tested alot.
  • Everybody who tested- Seriously, youre comments and your suggestions really helped out.
  • Bl00D Fir3-You may not remember this, but I do, way way way back when the map was just 4 boxes you helped DeathToll77 with a geo-merge.
  • EXC RIKU-TESTING
  • SOTHA SIL-TESTING
  • Amercan Phycho-TESTING
  • Vorpal Saint-Following the map
  • GIBBARRRRRRR-Awesome vision idea and testing and following map

Final Thoughts:

DeathToll77: "Geo merging sucks!!! No, but really the map was destined for greatness from day one. Not to sound boastful but I had zombievillain, I mean come on!! I'm set. Also I had great people to guide along the way. Oh and WE'RE NEVER USING THAT CANVAS AGAIN!!


Zombievillan: "The moment I layed eyes on the concept I knew it was going to be a great map. After I had finished Odessa, DeathToll77 proposed me to join him is his project. I was excited because he had shown me the progress so far. After that I got right to work, we did'nt have any ideas for the rest of the layout, so we had discussed anything possible and had to switch the layout around a few times until it was right. In the end the gameplay was great and the map looks good. I will definetely call this a success."

Zombievillans Final thoughts part 2: Well what can i say, I really enjoyed building this with you deathtoll. As long as it took, especially with me building my last map at the same time, this was great fun. Im sorry there were many times you had to rush me to finish a few merges but hey, its all good now. I really like the way this flows with the vehicles and I was kinda iffy about the two Ghosts but it worked out really well and I am not dissapointed in this map at all. You did great in your first competetive map and you probably didnt even need my help, but Im glad you asked.


CLICK ME FOR DOWNLOAD.

Last edited by DeathToll77; 04-16-2009 at 03:30 PM.
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Old 04-07-2009   #2 (permalink)
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f




Cheesepuffs beats Zombievillain to the shotgun!


Bomb vs. Man....


Ghost vs. Man...........


Just WOW.


Beware of crossing ghosts...


Bomb goes through door.


Ghost joins in.


Bet you can't stick em..


As you can see the map has plenty of room for vehicles, just look at the ghost jet line.


Co-ordination fail. YOU STUCK THE WRONG GUY RIKU!!


Covering the bomb assault.


The consequences of having the door broken.


The needler, is now the needled.


Ahh teamwork at uhh work.


Dirt nap ehh?


Ninjabomb!!


Hmm maybe put it on the ground next time?


Watch out for grenades on the upper walkways.





^^^^^OMFG SUPER AWESOME FLYING SHOTGUN DUCK MAN!!!!!!!!! ^^^^

Last edited by DeathToll77; 04-08-2009 at 05:06 PM.
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Old 04-07-2009   #3 (permalink)
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df
Will they make it?!?!??


Noob Combo anybody?


Holding down the walkway with the BR.


Turns our getting shot in the back of the head is dangerous. Who knew?


Strugglingfor that breath of air after getting through the gate.


You'd think these guys would win with double the strength but nooooooo


Is it a spider? NO IT's PINK!! Is it a pink spider?


Something is just not right.

Last edited by DeathToll77; 04-08-2009 at 05:07 PM.
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Old 04-07-2009   #4 (permalink)
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This map is a masterpiece. From the "gimmick" shield doors to the walkways this map is perfect for all team games. The defense v offense is perfect on this map. At first you may think that it is easier for the defensive, but it is perfectly balanced. In one game we were pounding the enemy for 15 minutes without them budging, but in one organized attack they wiped out our whole team and scored. This is just one of the awesome moments that will happen when playing this map.

This map also has great vehicular action. The ghosts are not overpowered at all. At first it may seem that they are unbeatable, but alone they are almost useless versus an organized team. They are mainly used as a support vehicle to back up attack, except in team slayer. The mongooses work exactly as they should in bomb-omb and CTF games.

The weapons also add to the marvel that is Wishbone. Battle Rifles are plentiful at the starting spawn for all the people who want them, and each team gets a sniper. There is one shotgun in the middle which is perfect because in the middle there is only one way to run so you have to work for the shotgun. If you do manage to get it you are rewarded with an active camo...most of the time. There are also plasma pistols, plasmas, and two powerdrain to deal with vehicles. Plus the best weapon is also on the map. All in all there is no other way to put this map besides FEACHURE NAO!

GT: Cheesepuffs96



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Old 04-07-2009   #5 (permalink)
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Haha, i recall telling you i was impressed with the initial ideas.

Im glad this turned out the way it did. There needs to be more maps on Foundry like this. I enjoyed most gametypes that i got to experience. I enjoyed Team Slayer the most, so im not quite sure why it isnt on the list. Multiflag was fairly innovative because of the ability to use teamwork to drastically shorten flag returning time. I normally hate doors and switch gimmicks in maps, but this is how they should work.

The multi-leveled ramps leading around the map are a nice touch with little to no jumping actually required. I saw a few people use some sweet jumps that im sure were not totally intentional, and its little things like that which make a map complete.

Ill be keeping this on my harddrive, and in a day where Sandbox smothers the forums, I hope people can keep an open mind to great foundry maps that are still being made and released.

Great job guys. I hope to see this go far.


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Last edited by thesilencebroken; 04-07-2009 at 01:21 AM.
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Old 04-07-2009   #6 (permalink)
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It's pretty good. I don't agree with having vehicles on it though. Vehicles don't work on foundry. but overall good forging and cool map 3.5/5
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Old 04-07-2009   #7 (permalink)
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Quote:
Originally Posted by SUNS13HALOCOR View Post
It's pretty good. I don't agree with having vehicles on it though. Vehicles don't work on foundry. but overall good forging and cool map 3.5/5
They don't work? If you mean by balanced, there are plenty of maps that have balanced vehicle layouts.

I'm not sure I understand fully what kind of effect the one-ways have on game-play. Is there even a point of going through them until it's unlocked? It looks to me as if it's just a blank dead area that should be avoided for it's long route until your team can destroy the other one. I mean, when your team can finally deactivate the other team's grav lift, it'll work fine and dandy - for your team. But until then...I'm not sure. How well does it play pre-unblocked?


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Old 04-07-2009   #8 (permalink)
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This is the best objective map I have ever played. I can never get enough of it; I guess I have Wishbone withdrawal as well. It is perfectly balanced, the design is amazing, especially the bases. The one-way doors add a unique twist to objective gameplay that makes Wishbone a map like no other.

Every aspect of the map, except for the back catwalk, in my oppinion, has been perfected, though I know not of what could possibly be done to make it better. The ascetics in this map are great as well, a hard feet for Foundry's limited pallet, accomplishing a great aspect of height while still allowing one to feel at home. The layout is complex enough to allow for strategic, advanced gameplay, yet is simple enough so that new players won't become confused or overwhelmed. There is a perfect balance of weapons, not one is too overpowered, and there is always one close enough to be found without having to be looked for, though I was never actually able to find where to plasma grenades spawned. I was surprised, but vehicles, even if they are lighter ghosts and mongeese, fit into the map like a glove, they're not out of place, not overpowered, and allow for extra strategy in flag retrieval and protection, a major plus. No matter how long a match is, no matter how many times it's played, it will never become old or boring.

There isn't much more I can say than this:
Simple, clean, balanced, beautiful.
Complex, innovative, refined, and strategic.

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Last edited by Sotha Sil156; 04-07-2009 at 04:24 AM.
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Old 04-07-2009   #9 (permalink)
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Deathtoll and zombievillian you two did an amazing job on this map. The map has endless replayability, in all my testing sessions never once did I get bored. I especially enjoyed multi flag on this map, epic half hour matches where everyone has over 50 kills. I'm going to say this map has some of the most fun gameplay that I have ever experienced on foundry. The doors work great for gameplay and the shotgun is in the perfect place, you often don't make it out alive on the initial rush for the shotgun. The vehicles work really good on this map, the ghost has just the right amount of strenght on this map. All in all I say feature nao for great gameplay.
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Old 04-07-2009   #10 (permalink)
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Quote:
Originally Posted by Goatnuts View Post
Deathtoll and zombievillian you two did an amazing job on this map. The map has endless replayability, in all my testing sessions never once did I get bored. I especially enjoyed multi flag on this map, epic half hour matches where everyone has over 50 kills. I'm going to say this map has some of the most fun gameplay that I have ever experienced on foundry. The doors work great for gameplay and the shotgun is in the perfect place, you often don't make it out alive on the initial rush for the shotgun. The vehicles work really good on this map, the ghost has just the right amount of strenght on this map. All in all I say feature nao for great gameplay.
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