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Old 07-24-2009   #1 (permalink)
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R. I. P.


R. I. P. V.2

I just got tired of looking at sandbox so i had to make a foundry map. Took about a week to make. should play about any game type. If not just tell me and ill see what i can do. If you cant tell much about the map from the pics and you don't want to download, i have a vid for you finally

Vid:

Download: Bungie.net : Halo 3 File Details


Recommended Game Types


CTF, One Flag, Team Slayer, FFA, and Territories - seriously though just try it on any gametype.


Weapons

BR x 6 ( x 2- 10 sec - 2 clip)
( x 4- 30 sec- 2 clip)
AR x 2 - 30 sec - 2 clip
Carbine x 2 - 30 sec - 2 clip
SMG x 4 - 60 sec - 1 clip
Sniper x 1 - 150 sec - 2 clip
Shotgun x 1 - 120 sec - 1 clip

Equipment

Plasma Gernade x 6 - 20 sec
Frag Gernade x 4 - 20 sec
Regenerator x 1 - 90 sec
Bubble Shield x 1 - 90 sec
Power Drain x 1 - 90 sec
Active Camo x 1 - 180 sec
Over Shield x 1 - 180 sec

3 Changes
the sings are not as crowded and there cover going either direction


just another angel



the single box has death teles in it so you cant get on top of map and i added and extra 2 fence boxes in back


looking out from the defensive base to the centeral structures


another shot of the central structures



angel 1 - of attackers base - notice its a pillbox design


angel 2 -looking into the pillbox of the attackers base


angel 1 of defensive base



angel 2 - looking from the inside of the defensive base





look out from the defensive base


hallway right beside the defensive base



structure kind of in the middle of the bases


structure you encounter as you walk out of the hallway with the outpost made of signs.


looking over top of attackers base at the structures in front of it.


structure on backside of foundry opposite of both attackers base and defenders


another look at the structure


stair carpet in front of the structure


Well i hope you enjoyed
download here:
Bungie.net : Halo 3 File Details

Last edited by sloner52; 08-08-2009 at 10:40 PM.
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Old 07-24-2009   #2 (permalink)
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Wow. Nice interlocking and gridlocking in your map. While I don't see why you would ever put an overshield and an invisibility on the same map, I love everything else. Why did you call this map R.I.P?


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Old 07-24-2009   #3 (permalink)
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I only have one question. On the attackers base, it looks like you used an overabundance of fence walls. Honestly, it looks like overkill in my opinion. I'm very conservative when it comes to using supplies on a forge map and it just looks like a waste to me. Please, if I'm wrong or anything, tell me. That is the only thing that is bugging me. Other than that, I say this is definitely a well forged map for sure.
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Old 07-24-2009   #4 (permalink)
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Holy -Blam!-! There is so much geomerging and interlocking. And the scariest part is that it is perfect and neatly placed for gameplay. And as a bonus it plays with any gametype? This has got to be the most amazing map I have seen. You have my DL!

Also, ignore doors much?

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Old 07-24-2009   #5 (permalink)
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It's been a while since I saw a foundry map like this. I miss the old days... Anyways: I like the choice of items used and holy crap! Thats alot of geomerging and interlocking. I love it!! You did great work on the stair carpet! How do you do that. I also like the idea of using an active camo AND an overshield. It just adds to the variety of the map! I think my favourite part would have to be the bases. Bases can be complicated. Sometimes TO complicated! You simplify it in a way so people arent' bored but and frusturated. 5/5 You good sir will become what I call a-

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Old 07-24-2009   #6 (permalink)
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Quote:
Originally Posted by Ac3Snip3r View Post
Wow. Nice gridlocking in your map.
Never heard that one before.

And this is one of the nicest foundry maps I've seen. I've always been a huge fan of geomerged doubleboxes as ramps. And you did that a ton, not to mention the geomerged fencebox which looks great. I'm positive this map will play well and you got a DL from me. The map deserves a feature.
5/5
Thank you.
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Old 07-24-2009   #7 (permalink)
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Originally Posted by leadh34d View Post
Holy -Blam!-!
[cough, bungie.net nub, cough cough]

anyways i see some very good forging in this, some very defined geomerging, it looks good and it turned out very well, ill DL because it looks like its a suitable map for most gametypes, and will probably be a lot of fun to play.

4.5/5

Last edited by R0FLninja; 07-27-2009 at 04:43 PM.
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Old 07-24-2009   #8 (permalink)
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I can't even express to you how unable I am to make a map like this. When Sandbox came out, foundry was gone in an instant without even a blaze of glory. But now I truly think that foundry can Rest In Peace. Anyone who wouldn't give this a 5/5 compared to other competitive maps deserves to be slapped upside the head.

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Old 07-24-2009   #9 (permalink)
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Thanks to everyone that has commented so far.

Quote:
Originally Posted by Ac3Snip3r View Post
Wow. Nice interlocking and gridlocking in your map. While I don't see why you would ever put an overshield and an invisibility on the same map, I love everything else. Why did you call this map R.I.P?
THX...the invis and overshield have 3 min respawn, so gameplay isnt hurt by it..... why do i call it R.I.P? -- well when i think of R.I.P. i acsociate it with death.. why not have your map named after death


Quote:
Originally Posted by TurretFrog View Post
I only have one question. On the attackers base, it looks like you used an overabundance of fence walls. Honestly, it looks like overkill in my opinion. I'm very conservative when it comes to using supplies on a forge map and it just looks like a waste to me. Please, if I'm wrong or anything, tell me. That is the only thing that is bugging me. Other than that, I say this is definitely a well forged map for sure.
THX..... well i just wanted it to have the yellow ring around the pillbox to complete the aesthetic feel to it.
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Old 07-24-2009   #10 (permalink)
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Looks great and you have used geo-merging very well. Some very creative structures and a good layout. I would prefer a bigger range of weapons but I'm sure these work out fine.
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