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Old 05-02-2009   #1 (permalink)
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Celestial





Celestial is a medium sized asymmetrical map located in the crypt of Sandbox. Celestial features two very different bases, one for the attackers, and one for the defenders. Located in front of the attackers base is a bridge structure that stretches across the middle of the map. There are two ways to reach the bridge, and one secret path that you will learn about later in the post. The two ramps leading up are on opposite sides of the map, and sadly, are only accessible from the attacker side. On the bridge located at opposite ends are the rocket launcher, and the sniper rifle. Tied in to the bridge you will find a beam like structure with a man cannon giving you a quick boost towards the defender base. You will find this man cannon lift does not shoot you to a specific spot, but instead lands you at the steps of the defender base. This gives the attackers a quick path across the map, and the defenders an easy way to get the flag back to their side in a two-flag capture the flag match.

The defender base is much more detailed, and might include a few more "advanced" features than the attacker base. But no worry, most of these are for the attacker's advantage rather than anything else. The first key feature you might notice is a replica of the man cannon lift at the attacker base, it's even located on the same side of the map! Don't let this lead you into thinking the defenders can just shoot across the map towards the attacker base just like the attackers man cannon lift does. No, this lift shoots you high into the air, and if performed correctly, should have you landing on the middle bridge structure. *Hint* *Hint* this was the secret way to get on the bridge. Next to the man cannon lift is the gateway to the defender base, the stairs. Follow the stairs up, take a left, and you're not even halfway there! Remember though, the defender base is very advanced and you don't have to take the long way up, located below the defender base is a corner tunnel with a man cannon lift that will bring you right to the flag, or bomb plant point. But that's not all! If you enter the corner tunnel lift, but don't go through the man cannon, turn around, walk straight into the wall, you will find yourself shooting up towards a secret brute shot spawn. Well, it's not really secret, but the man cannon is pretty difficult to see. The last feature of the defender base is right behind the sniper spawn. Grab the sniper, and perhaps a shotgun. Ride the lift up towards the top of the defender base, and jump off the edge behind the sniper spawn. You will find yourself on a tilted double wall. I call this area the chicken coop! You can easily exit the chicken coop by crouching and hopping down from the area. By the way, enemies won't be able to access it by any other way then the way you accessed it! I have found this place to be the best place for a sniper to be, because you have an excellent view of a portion of the map, and you can easily move a fiew paces towards the right for cover.


I'm kind of embarrassed to admit this, but there was no planning behind this map, and I completed it in two days. When I say I completed it in two days, I'm not counting the testing sessions, or the time it took to make changes. I'm counting the time it took to build the map layout. Celestial originally was just the red base. Nothing else but the left over items on the wall from the Sandbox stacked canvas, and a few geomerged boxes floating in the air for people to spawn. It wasn't even named Celestial, it was named Fun Camp 3. I know nobody is aware of what Fun Camp 3 is, so I won't even go there for now. But trust me, it was a miracle this map came out to be what it is, I am even amazed. It plays so evenly, and looks so unique you wouldn't even guess I didn't plan it out first.


After the disappearance of the Precursors race, the Forerunners came into power. But just a few years before they came into contact with The Flood on the planet G 617 g they came into contact with another species. The Forerunners came into contact first with the Angels. The guardians of a place called Heaven. The Forerunner transcripts describe something they labeled Heavens Gates. They are said to stretch on for miles. Miles and miles of bright golden gates protected by angels. Although the description in the transcripts were limited, humans have made out details such as "The gates protect from the demons." This soon had scientists worried, what if these demons came back? What if the Forerunner's disappearance was because of the demons?

A few years later the Government came up with the money for the journey to the Celestial age. With the required tools and equipment, scientists from around the world gathered and created a portal to Heaven. Upon arriving in Heaven, the demons awoke. A prophecy told them somebody labeled Master Chief would open the gates to the last remaining colony. They were correct... "Defeat the enemy that lies ahead."



I recommend playing with 6-10 players.
Celestial plays with all default gametypes.

Assault
One-sided Assault is recommended. Try to keep the party size to about 8. Neutral and two-sided assault also works, but being an asymmetrical map, the defenders will always have a larger base. Celestial is set up for all types of Assault, so make your choice.
Capture The Flag
From playtests Celestial have proven to support both One-Sided Capture The Flag games, and Two-Sided Capture The Flag games. The attackers even beat the defenders 3-0 in the testing session. No team is overpowered on Celestial, even though the defenders have the height advantage.
Infection
The zombies spawn in the attackers base, and the humans spawn in the defenders base. Being that the defenders base is really huge, I'm sure you will get a kick out of this gametype! Whether it's Save One Bullet, or Hide And Seek. I'm sure you are your party will have a fun time!
Juggernaut
Celestial's Juggernaut gametype plays out like Juggernaut on any other map. Celestial being a cloesd map, Ninjanaut plays out very well, and regular Juggernaut and Mad Dash are just as great!
King of The Hill
Celestial plays out best on Team King. But because the map is so closed in, the hills aren't to far apart. FFA would play out just as good, but with a few minor starting spawn issues depending on the player amount, so keep it to 5 players.
Oddball
The oddball is located in the middle of the map, and there is no way to get the oddball out of the map. With FFA I would try and keep the maximum amount of people at 6 or 7, but with teams it plays with the regular 6-10. I have found there to be no camping issues on the map, and there really isn't a supperior place to keep the Oddball.
Slayer
I recommend sticking with Team Slayer, because FFA might play out a bit odd. Keep your teammates close, work together. All that hardcore stuff you do in Matchmaking. The only issues in FFA are the starting points, but other than that, I have found no spawn issues or weapon issues in my FFA playtests.
Territories
Celestial works with Territories, Land Grab, and Flag Rally. Playing best with Land Grab, due to it being Attackers VS Defenders. But regular Territories plays out just like any other map with superior height advantages.
VIP
Celestial isn't set up for Rocket Race, however it does work with any other regular VIP game variant.


10 Battle Rifles - 30 Second Respawn - 2 Spare Clips
You can either pick one of these up to pretend you're "Em' EL' Gee" Or you can pick one up and four-shot everybody who even glances at you. Celestial often brings out the Battle Rifle in everyone, and I'm sure that even if you are a hater of the Battle Rifle, you will catch yourself in a fire fight with one of these babies.
2 Sniper Rifles - 90 Second Respawn - 1 Spare Clip
I just want to make this clear, because the defenders have a huge height advantage, I have placed a Sniper Rifle in the exact same spot as the one that spawns in symmetrical games, but instead of having 1 spare clip, it has 0. Remember, this Sniper Rifle lacking ammo is only in the defender base during asymmetrical games.
4 SMGs - 45 Second Respawn - 2 Spare Clips
When paired up with a Plasma Rifle, this pair can take out anybody from close range. Trust me, I picked up one of these and a Plasma Rifle every testing match and pulled off an instant three kills.
4 Spikers - 45 Second Respawn - 2 Spare Clips
When paired up with a Plasma Rifle, these can do whatever the SMG can do with the Plasma Rifle. But instead of firing bullets, this fires some unknown pokey object, and is very affective when you melee someone with it.
2 Plasma Pistols - 30 Second Respawn
The weapon that you didn't even know existed on the map. But trust me, a map isn't a map without a Plasma Pistol. When you're pinned against an object with a Ghost firing at your chest, you'll thank me.
4 Plasma Rifles - 45 Second Respawn - 2 Spare Clips
Pair the Plasma Rifle up with any other duel wieldable weapon and you'll dominate. 'Nuff said.
2 Needlers - 90 Second Respawn - 2 Spare Clips
"Deathtoll, the Needler whore! Doesn't go for the Battle Rifle, he goes straight for the Needler, 'cuz he's a Needler whore!" That's right Deathtoll, I made a shot at you. Now comment on my thread you lazy bastard. Just kidding, just kidding. Kiddies, this weapon pwns on this map. Needlers pwn on any map. Just take my word on it.
2 Brute Shots - 60 Second Respawn- 2 Spare Clips
A Brute Shot's a Brute Shot, amazing at long rang, and even better at close range. If you were to ask me, I would say "Give us back the Brute Shot from Halo 2! It had a one melee kill!" But no, they won't give it back. So now just like the Mauler you have to shoot the enemy once then melee. Sucks for me..
2 Rocket Launchers - 120 Second Respawn - 0 Spare Clips
Although with such a small map you might think the Rocket Launcher would be to overpowered. Well you're very wrong. The Rocket Launcher will rarely be used, and when used, it only has two shots. Just enough to take out the Warthog, and in asymmetrical games, the Ghost.
5 Covenant Carbines - 30 Second Respawn - 2 Spare Clips
The only weapon that is more "Em' EL' Gee" than the Battle Rifle. If you are a good shot, you can kill your enemy twice as fast with this than any Battle Rifle. The Covenant Carbine fires faster, and does more damage. Use the weapon that is catching on for everybody today! Trust me, I have seen so many people pick this up over the Battle Rifle on Celestial.
2 Maulers - 45 Second Respawn - 1 Spare Clip
If the Shotgun and Brute Shot aren't up, I recommend you put this in your back pocket. Don't ever pass up a close range weapon. You can't BR close range, and it will always turn into a beat down fest. Just be the better bad guy and bring a Mauler with you.
4 Mongooses - 20 Second Respawn
Yes, it's pronounced mongooses, not mongeese. They get you where you want to fast, but most of the time you just blow up and die. Yeah, I just copied that from Affliction and pasted it. What are you going to do about it!?
2 Warthogs - 120 Second Respawn
I would just like to let everybody know that the Warthog on the defenders side only spawns in symmetrical games. In asymmetrical games it's replaced with a ghost.
2 Ghosts - 90 Second Respawn
I would just like to let everybody know that there are two Ghosts Celestial, because of the one that replaces the Warthog in asymmetrical games on the defender side. The other is located under a ramp of the bridge in asymmetrical games.
11 Frag Grenades & 10 Plasma Grenades - 10 Second Respawn
I bet everybody is happy I finaly created a map with both Frag Grenades and Plasma Grenades on it! Yay! Paired up with the tacticaly placed Fusion Coils on Celestial. You will be exploiting your enemy's moves half the time played.
1 Bubble Shield - 60 Second Respawn
Amazingly the Bubble Shield is mostly used to fend off defenders when carrying the flag across the map. I have found this to always be used at the defenders man cannon lift. How odd...
1 Power Drain - 120 Second Respawn
"Hey, I'm just one kill away from a Killing Frenzy!" *Power Drainer comes hurtling towards the ghost* *Plasma grenade lands on the front end of the ghost as the driver swears.* Awww... good times. Combined with a convieniently placed plasma grenade, you could destroy that pesky camper within no time!
1 Trip Mine - 60 Second Respawn
Causes the same thing to happen as the Power Drain, but with much more dramatic effect. The player doesn't see this one coming. It's all just a random explosion, with a flipped over Ghost of course.
1 Regenerator - 60 Second Respawn
Combine this with a shotgun and sniper rifle in the chicken coop I explained earlier, and you could be the most hated player in your party. With your +20 K/D spread, and that smug little smile on your face.



Version 1.1
  • Removed every vehicle besides the ghost that spawns in asymmetrical gametypes
  • Changed the location of the sniper rifle on the defender side during symmetrical gametypes
  • Changed the location of the shotgun during asymmetrical gametypes
  • Fixed the defender man cannon lift so that it shoots you farther
  • Fixed some spawns that were facing the wall
  • Fixed the lift underneath the defender base to work more often
  • Patched a hole on the top of the defender base
  • Tweaked some spawn points to be facing different directions
  • Updated the chicken coop to be lower to the ground and more flat
  • Patched a hole in the chicken coop








I would like to thank all my friends whom I randomly invited to play Celestial! I would like to thank the Forgehub Tester Guild with giving me the correct amount of players to test the map for the final time! For giving me the excellent criticism; Mainly Moltenslowa, ROFLninja, and USNSEABEE555. They provided me with the criticism I needed. And without them, Celestial wouldn't be what it is today!

Thanks for reading my 4th amazing thread! This took me 5 hours! Sad face, I'm going for lower times! Not higher times!

Once again if you missed it up top.


Last edited by Conkerkid11; 06-23-2009 at 08:26 PM.
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Old 05-02-2009   #2 (permalink)
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Looks good. I saw this in the testers guild and it looked like a lot of fun. Can you explain to me how to make the buttons instead of boring blue here buttons? Thankx. Nice interlocking. I don't really understand the layout completely since i haven't played it but it certainly looks good.

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Old 05-02-2009   #3 (permalink)
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It would seem that crypt would be a little too small to fit Warthogs into gameplay.
There are a lot of explosives also... would make gameplay hectic because grenades are usually used a ton, putting fusion coils everywhere makes the map a giant bomb.

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...shots is obviously a more difficult task then blowing the shit out of someone and getting a lucky timed shot.
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Old 05-02-2009   #4 (permalink)
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Originally Posted by mikelp View Post
It would seem that crypt would be a little too small to fit Warthogs into gameplay.
There are a lot of explosives also... would make gameplay hectic because grenades are usually used a ton, putting fusion coils everywhere makes the map a giant bomb.
I have been sitting here, looking at this thread for awhile now. Wondering why my map is at 3 stars, and why the first two posts don't really have anything to do with my map. Everybody I played Celestial with enjoyed it, I ran six testing sessions on it, and every problem that was faced has been fixed. I mean, what the hell guys, if the warthogs were a problem, I would have removed them. But they weren't a problem. There aren't that many fusion coils on the map, and they spawn after fourty-five seconds so it doesn't matter. I would need at least fifty fusion coils to make this map a giant bomb Mikelp, you're being a little dramatic there.

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Old 05-02-2009   #5 (permalink)
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God your posts are so detailed, it's kind of scary. I really like all the tricks that are on this map, The cannons are really original. I'm going ot edit this post into a review later today, but there are a little to many fusion coils IMO i don't really see the point of the ones on the wall.

I rated the map 5/5 to counteract the retard that rated it 3/5
Sorry to say this, but the story is pretty fail :P

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Old 05-02-2009   #6 (permalink)
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hey conker, glad that you finaly posted this.

the map was great on 1 sided objective games, and the layout was well thought over, even though it was made with no plan. the vehicles sometimes did not work with the cover that conker is so good at working into his maps, but it worked out, and the mancannon lifts were a helluva lot of fun to go off of, especialy with vehicles, and incorperated into the gameplay a " do I go to the mancannon or go up the middle with friendly cover" type of strategy, which worked out very well in 1 sided CTF and Assault games.

excellent job conker, a model for all Crypt maps to come, 5/5

Last edited by R0FLninja; 05-02-2009 at 03:40 PM.
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Old 05-03-2009   #7 (permalink)
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I like it! The fusion coils combo'd with all the grenades on the map make combat pretty eratic. Oh and off topic...you require lots of trust from me...3 times worth at least lol.
I would like to inform everybody, that there aren't even that many fusion coils. Just please, stop posting comments telling me there are to many fusion coils, and that the map will suck with grenades and fusion coils. Just stop, please. I have tested this six times at least, and if you ask anybody that tested if there were to many fusion coils, they would say "NO!"
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Old 05-03-2009   #8 (permalink)
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From play-testing this the other night, I think it's a really cool map, but gameplay was compromised due to aesthetics. Blue side seemed to be at a distinct disadvantage, with red side having the high ground with a few power weapons lying around from the get-go.

I'm not sure if you solved this already, but this post is based on the version I played with you guys.
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Old 05-03-2009   #9 (permalink)
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nice job on the geo-merging. i wish you would have merged something into the rocket platform on the ground. it looks odd with the gaps. i really like the mancannons the lead to the middle. throwing the flag into them is really usefull too. also, i'm not so sure about that small area where you have to crouch to get out. it feels kinda like your trapped. i don't think i would go there in a game. good job overall though. i rated 4/5
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Old 05-03-2009   #10 (permalink)
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fantastic job. FINALLY! a map that's side based but not symmetrical. each side has its individuality but somehow no side has a distinct advantage. i thought the man cannons were really dumb at first, but then me and my friend (mattra machine) popped in a ctf game and realized how amazing they were for that gametype. there are a couple things that were seamless, but then again, it is forging with bungie's objects. i'd go further, but i've said enough. 4.5/5. again...fantastic job
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