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04-24-2009
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#1 (permalink)
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I feel like...
Join Date: Jan 2008
Location: Nova Scotia, Canada
Posts: 3,633
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Conduction
Conduction
-Asymmetrical
-6-12 Players Recommended
-Recommended Gametypes: Team Slayer, Team Snipers, 1-Flag, Multi-Flag
-Team Oddball, Assault, One Bomb, Team King, Territories also set up
DOWNLOAD CONDUCTION
LINK TO FORGE HUB FEATURE THREAD
LINK TO ATLAS THREAD
Intro:
Conduction is my pride and joy. It's a spiritual successor to my last Foundry map, Adagio. This map has been in the works since the staff members received Mythic back in February. The past two weeks, I haven't touched it. It has been finished, and I've been thinking about it. I've poured a lot into this map, I've done a lot of tweaks, and this map is all about gameplay.
Design Concept:
A lot of maps today lack a flow. They lose the feel of what makes a map actually feel like a map. Many maps just end up looking like a bunch of random junk spread out and geomerged across a plain. Maps lack height differences, and smooth transitions between any differences they have. All in all, custom maps just don't feel like bungie made maps.
My goal was to do my best to recreate what a map would actually feel and play like a matchmaking map. I've never been one to create pointless aesthetics, and everything I build has a gameplay purpose. Many slight and more drastic height changes have been included. Mainly, the gameplay concept was a large, roomed off map that used the separation to increase the feeling of size.
Weapons/Equipment
8xBattle Rifle
2xSniper Rifle
4xSMG
4xSpiker
2xPlasma Pistol
2xPlasma Rifle
2xNeedler
1xRocket Launcher
1xEnergy Sword
2xCovenant Carbine
7xPlasma Grenade
1xFrag Grenade
1xBubble Shield
1xPower Drain
1xRegenerator
1xActive Camo
1x Overshields
Special Thanks
Shadow Viper: Massive thanks to you for pretty much being 1 or 2 block placements away from a coforge. This map would be nothing without your dedication to it in both forge in testing. Thanks for the amazing ideas, the awesome reworks, and the sheer epicness of having you on my side for this one. I owe you one.
thesilencebroken: One of, if not the biggest fan of both versions. This map has come a long, long way with your help. Thank you for the insight ideas, the suggestions I may not of always listened to, the hours of running around. But most certainly of all, thanks for turning my weapons. It made a big difference, honestly.
TransactionZero: Always my partner in crime, you have given a lot for my maps. You have amazing perspectives on gameplay and designs..and life. If it weren't for skype chats and XBL parties with you, this map would not have reached completion.
xX5w33n3y70ddXx: Way back when, before Adagio existed, before Manifest was released, you were there. Thanks do the much needed criticism, my initial design and style evolved from subpar, overdone Damnation "spiritual successor" to my best design thus far. I don't know what I'd do if you weren't there on the same train of thought as I.
lil twinkie2: Thanks for being there for every test, giving me insight feedback, making my gameplay tests enjoyable, and giving me some major map rework suggestions.
Thank you to Chipsinabox, What's a Scope?, Adelyss, Kidbomber, Agamer93, Zombievillian, Iv0ry Snak3, and all of my other testers from both my Foundry version and my Sandbox version. Couldn't have done it without you guys.
But most of all, thank you Barack Obama and Jesus. You guys fuckin rock.
DOWNLOAD CONDUCTION
Last edited by chrstphrbrnnn; 06-07-2009 at 03:57 PM.
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04-24-2009
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#2 (permalink)
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Member
Join Date: Sep 2008
Posts: 144
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Well, as usual, another great map. I love the neatness of the map from items such as the "tele-corners' to the pipes. It looks very well balanced and like gameplay, at least for the first few games, will have a mystic feel to them as one tries to navigate the flawlessly merged terrain.
Amazing aesthetics and placements of objects. I liked the vertical aesthetics and the overall flow of the map, or at least what I can tell from the pictures. Definite download. I'll get back to you with a review after I play on it a few times.
9.9/10
*The .1 for culture. :)
To hell with compromises

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04-24-2009
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#3 (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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OMG you RELEASED it!? When I was at work!? WTF you bastardface! lol
Ive seen this map go through many many revisions, but I think you arrived at the correct location with it. Every change only made it better in the end, no matter how much you sacrificed from what you wanted.
This map plays phenominally for almost any sized party or gametype. I never really disliked any game i played on it, even when receiving my ass on a silver platter. I think the only time I got angry is when Shad0w was being an asshat and camping around corners with the sword like a tool. [<3]
The map feels massive, and I cant wait to see what you come up with next after this. Oh wait... I already know. Get working on our shit bish!
PS. I know you turned all the weapons back to 90° when i wasnt looking! :D
Dilemmachine | Lividity | Dissonance | Untitled
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04-24-2009
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#4 (permalink)
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Mitchum Ian Black
Join Date: Jun 2008
Location: Slacks Scorching AZ
Posts: 2,101
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I'd just like to start by saying, this map has been through a lot and has been a long time coming. I remember when it was a few double boxes and a couple bridges months (?) ago in foundry, and now it is finally completed on Sandbox. However, there is no real way to adequately describe how far it really has come.
With that said, it's worth note to say that although I liked the original design of the foundry version, it always felt like it lacked something. Whatever it was, you fixed it because I loved this one when I had tested it (and that was long before it's current state). The addition of Blue-Side "upper walkway" fixed many balance issues, and provided another area of control, and the "hollowed out" undersides to this map also provided multiple paths as well as safe spawns, both increased the gameplay greatly.
But if there was one thing to praise this map for (besides appearing huge in size) it's that it recaptures a feeling that we have always both felt lost in Halo 3 maps as opposed to it's predecessors; height. I remember games on Damnation, Hang em High, Colossus and countless others, and I always remembered the advantages of the high ground. However, games did not focus on the control of these high points, they also provided numerous methods for one team to gain the edge over the other. Opponents could escape under you and beneath structures of which from your high point you could not easily shoot into. It was then you had to decide whether or not to sacrifice your kill, or sacrifice your position on the map. This map has managed to replicate this feeling almost exactly.
Besides that, this map also features a very good spawn system, and excellent weapon placement. You've always understood weapon placement in a way I never had, and this map only shows that. And, as I mentioned above, this map feels gigantic, and often times you forget that you are playing in the Crypt because it feels that much larger. I hope that you submit this into Atlas, because though it may not be the prettiest at times, it sure plays amazingly and brings something back to Halo 3 that I have felt lost. For those who have never played Halo 1 or 2, I suggest you download this map, because it does a very good job at replicating the gameplay within Halo 3's predecessors.
*oh, I finally see that you stood up the snipes ;)
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04-24-2009
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#5 (permalink)
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Member
Join Date: May 2008
Location: a far away land known only as Idaho
Posts: 327
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Feature. calling it.
jeez, must of taken you just as long to build as it did to get all these pic's
Nyways, great map. excellent merging-etc. standard stuff.
But i think sweenytodd got it right, it looks like it just stepped out of a new halo 2 map pack. in a good way. the height defines it, nothing feels better than grabbing the sword off of teh high ground, and pouncing on people in their nooks and crannies below. great map 5/5
There is no use trying to be reasonable with people on Xbox Live, because no matter what you are a dumb brit from england, or you are black, or you are 13, or you are a noob, or your gamertag is gay, or you obviously bought your account, or because (unknown to you) you are obviously a homosexual, and of course the taunter had intercourse with your mother.
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04-24-2009
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#6 (permalink)
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Shakedown, 1979
Join Date: Feb 2008
Location: 2 Kms east of Alpha Centauri
Posts: 3,936
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I still don't see how red pipes is a bad/weird place to snipe from... maybe you're just weird...
Anyway, you always say I don't ever want anything featured... or maybe you only say it when you're drunk... anyway, the point is that I would support this for feature.
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04-24-2009
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#7 (permalink)
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I feel like...
Join Date: Jan 2008
Location: Nova Scotia, Canada
Posts: 3,633
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Quote:
Originally Posted by Iv0rY Snak3
I still don't see how red pipes is a bad/weird place to snipe from... maybe you're just weird...
Anyway, you always say I don't ever want anything featured... or maybe you only say it when you're drunk... anyway, the point is that I would support this for feature.
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Haha I was watching gameplay vides actually, and a lot of traffic went through there. I guess it was just that the original version on foundry had the room being generally avoided.
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04-24-2009
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#8 (permalink)
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Member
Join Date: Aug 2008
Posts: 340
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A map that has a flow to it. Finally someone knows what we need. Too many new guys are posting these random floating maps or maps that almost look like the default Sandbox. But you have made something incredible. I love the giant walls. Gameplay looks smooth and you put together everything perfectly.
This reminds me a bit of hang em' high for some reason, but with it's own unique gameplay. Kind of looks like a featured foundry map made a couple of months back. I forget it's name though. Let me go look it up. EDIT: Yeah, I didn't see that you already said it. Adagio thats right...
DL for me
Rated Dirty
Last edited by Rated Dirty; 04-24-2009 at 10:57 AM.
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04-24-2009
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#9 (permalink)
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Babi ur my saving grace.
Join Date: Jul 2008
Location: In Tz land!
Posts: 1,240
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I was there for testing Adiago and there for testing Conduction. Both maps have almost the same feel. However, Conduction pulls off this feeling on a bigger scale. I like how Conduction turned out with the addition of the red and blue bases below the snipers. It really adds an element to that map that was not in the Foundry version. I'm glad I was there from pretty much the start to finish of both maps. I really enjoy how both played, with Conduction playing better than Adaigo. This is a diamond among a beach of cubic zirconium.
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04-25-2009
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#10 (permalink)
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Junior Member
Join Date: Apr 2009
Posts: 31
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good map.
i will give you feedback when i take a closer look at that.
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