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View Poll Results: Does having a storyline help map appeal?
Absolutely! 16 26.67%
Yes 25 41.67%
No 19 31.67%
Voters: 60. You may not vote on this poll

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Old 04-02-2008   #1 (permalink)
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Anomaly


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Originally Posted by Atheos23 View Post
UPDATED:
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Originally Posted by Atheos23 View Post
REMOVED HAMMER
MOVED CUSTOM POWER UP
MOVED SENTINAL BEAM
MOVED NEEDLER
REPLACED REGEN W/B.SHIELD; MOVED
CHANGED INVIS RESPWAN=90
CHANGED SNIPER RESPAWN=60

ALSO: I understand some of you do not like to read, you do not appreciate the story, and you like to say "wall of text" a lot. Ignore it, move on, try the map, and comment on it instead. The story is there for people who appreciate that sort of thing (and there are some) and to add another dimension to a really mundane way of doing things.

Some people could actually benefit from taking time and developing a written theme for their maps. Devoting a little more time would improve a lot of maps tremendously.

That being said, thanks to Squidhands for the constructive feedback. I considered everything you said and made necessary changes. I hope to have VIP and KoTH variants soon after my next project.



::The following module, adapted by ONI at FLEETCOM and based upon Spartan 117’s debriefing following the events of Cote D’Azur, is intended to restructure your basal reaction interfaces in response to recently discovered behavioral anomalies in Covenant ground forces.

::Prior to the Covenant glassing of Reach, Spartan 117 and the Iroquois’ ship-borne AI Somerset worked under the direction of ONI’s Section 0 to develop this training construct. Parameters were extracted and compiled from VIRT-MEM data contained in S117’s assisted memory cortex following the engagement of Covenant ground forces on Cote D’Azur

::It has been recognized that certain Forerunner structures provide Covenant Infantry a “transcendent advantage” during combat. S117 has confirmed that even singular Unggoy have been able to attain immeasurable levels of strength, aggression, and kinetics as well as psychokinetic abilities never before observed, noting that he has personally been witness to one of the creatures closing with and engaging two squads of veteran ODST and himself.

::Battle Damage banks report 743 M634 9.5x40mm X-HP-SAP rounds fired with 9% recorded hit margin and 1,422 7.72 mm MA5B Assault Rifle rounds fired with a mere 1.7% hit margin resulting in 9 ODST KIA:1 Enemy KIA. Graphical battle recorders show significant structural damage to the Unggoy failed to neutralize the creature.

::S117’s sub-neural processors trailed the creature’s movement patterns by an average of 450ms. Thes reaction times are notably faster than current MJOLNIR technology. The creature seemed to invoke an energy source from the surrounding structural bulkheads and focus the yet unidentified energy into measurable psychokinetic force. This anomaly is made most interesting in that the creature was able to do all of this without physical use of weapons platforms or equipment of any kind (i.e. unarmed).

::That S117 was even able to report this information is due to the creature’s apparent biological inability to house and control the energy. Advanced molecular decay led to the breakdown of the creature’s biological structure at rapid rates resulting in its death. Luckily, S117 was able to regress long enough for this process to conclude.

::The following VIRT-Load uses viral nano-restructuring and learned pattern adaptation bioware to alter your subconscious interface.

::This process has never before been performed successfully. Your calculated survivability is 11%.

::Should you survive the VIRT-Load, you will be ready to access training area Anomaly.

::Anomaly is modeled from S117’s graphical battle recorder. While current UNSC technology can not imitate the unique properties or materials of this Forerunner structure, it is possible to recreate the geometry and other physics of the environment. Little more is known of this structure. What we do know is this:
  • Structure is ceremonial in nature.
    Structure has notable ambient energy feedback.
    Structure contains partially decoded star map in the form of relative geometric placement.
    Structure is comprised of every catalogued organic compound known to man; many that are not.
    Structure has exhibited non-temporal characteristics.
    Structure predates previously discovered Forerunner artifacts.
::We have done what we can to imitate this environment, but as S117 has noted; “It looks pretty, but it doesn’t smell the same.”


















This map is intended to be played: 1v1,2v2,3v3; best: 2v2

Custom powerup characteristics:
  • 150% speed
    -5% Shield Decay (see storyline)
    10% Shield leech (promote aggression)
    Enahnce Tracking
    Force Color=White
...and yes...the teleporters do look like they are on blue fire...no they do not lead anywhere...yes there are extra items outside the map so you can change it if you want to since it uses the glitch...

Last edited by Atheos23; 04-06-2008 at 11:56 AM.
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Old 04-02-2008   #2 (permalink)
Zoy
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Looks great at first glance. Very carefully placed geometry, and it's a nice touch to have an elaborately designed back story.
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Old 04-02-2008   #3 (permalink)
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why can't i vote on polls?
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Old 04-02-2008   #4 (permalink)
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I wouldn't be the person to help you. Ask admin. I know the site is still in transformation so patience may pay off. Just out of curiosity, what would your answer have been?

Also, a few pics may not be showing currently...this is an ImageShack issue as I have linked correctly.

Last edited by Atheos23; 04-02-2008 at 04:30 PM.
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Old 04-02-2008   #5 (permalink)
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wow, interlocking on this map was simply amazing, well done.

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Old 04-02-2008   #6 (permalink)
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OMG! looks amazing. DL'ing right now.
Going to get on my 360 just to try it!!!
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Old 04-02-2008   #7 (permalink)
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Wow, this looks amazing. I must say though, the back story is sort of corny. (It is well-written though! :P)






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Old 04-02-2008   #8 (permalink)
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Looks very clean and cool. Cant wait to play it

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Old 04-02-2008   #9 (permalink)
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Wow, this looks amazing. I must say though, the back story is sort of corny. (It is well-written though! :P)
I'll take corny. It's better than throwing some dull description out there. "And in this corner I put two fusion cores, and over here is a box with a weapon on it."

A little reading never hurt anyone.
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Old 04-02-2008   #10 (permalink)
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I think having a back story certainly helps sell the map, but it has nothing to do with the quality of the map itself.
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