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Old August 25th, 2009   #1 (permalink)
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Cataract

Cataract: Created By ZANDER1994

Update: Fixed the block that wasn't spawning at start and the spartan laser spawning across the map for some odd reason.

Description: This bridge was once an architectural monument. It was maintained by the traders and fisherman who prospered upon it until The Great Drought, when it was abandoned. The marsh of which it stood upon has long decayed, but now, a different source is to be found; coal.

Gametypes: All forms of slayer, all forms of CTF, all forms of KOTH, plus Oddball

Recommended Players: 6-16

Intro: Hey guys, Zander here once again. This is actually my first sandbox map I believe. Well, the first one I've actually FINISHED. I've had a lot of projects in the work lately, but when I heard about this template contest, I thought I might give it a shot.

Pictures:
To put into words, Cataract is a giant mammoth of a bridge. Here you can see the front of the bridge, from the attackers view.


Here you can see the attackers base, and the closest entrance to the bridge.


Continuing up the bridge, this is where you confront the enemy. Unless perhaps you decided to stay low and go beneath instead.


Thats the sniper tower there on the left. It comes in handy to stop those pesky attackers, however if they somehow manage to take over the sniper tower, a hole in the back provides a clear view to the defenders pit.


And here's the defenders pit. Again, the sniper tower can be used to dominate the area. So don't let the attackers take it over if you know what's good for you. Off to the left you can see the defender's actual base.


The defenders base. The flag spawns on the huge block merged into the ground there. Attackers coming from the bridge can be picked off from the base's walkway.


Directly beneath the bridge, rockets spawn. You can see a lift in the background which can provide a easy way to the lower side of the bridge leading into the sniper tower. Next to that you'll find a ghost.


Even if you do decide to avoid the havoc of the bridge, you will feel well covered beneath. Here's a close up of the lift. The ghost will normally spawn just behind it in the almost parking garage-like structure.


The right side of the bridge, and one of the many entrances to the base. Also the shotgun spawn.


Thankyou's: So, thankyou for checking out my map, thanks to the testers guide for helping me test, and my biggest thankyou of all goes to Given to Fly 93. He gave me the ideas for many of the structures in the map, not to mention support, testing, and someone to talk to. Although we chose not to co forge on this particular map, I want you guys to know that he is a great partner to do this kind of stuff with. If you need a partner, check him out.

Download: http://www.bungie.net/Online/Halo3Us...ileid=91794139

Video: Only if I win the template!

EDIT: Answer all your questions for merging on Sandbox here! http://www.forgehub.com/forum/halo-f...g-sandbox.html

I believe the correct term is "pooned".

I often times speak without thinking. If you feel my post is derogatory please PM me.

Last edited by ZANDER1994; August 26th, 2009 at 21:27.
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Old August 25th, 2009   #2 (permalink)
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So this is that amazing entry to the Template contest you've been claiming was the best for such a long time Zander? Well it sure doesn't disappoint! It looks amazing, all the amazing geomerges... Reminds me of how every Sandbox map should be! What I like about Cataract that makes it different than every other Sandbox map is that just about every structure is connected. Kind of like Tetradymite, but these structures look mostly built out of blocks rather than walls. I like that, walls are so bumpy and annoying... Truthfully Zander, I hope this wins the contest. I haven't seen any other map deserving of winning the contest more than this one. I don't see any problems with the map from the pictures, but I'll make sure to give it a whirl or two in custom games when I get back to Oregon... Nice job Zander! I can tell you spent a long time on this... You have every right to brag about this one!
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Old August 25th, 2009   #3 (permalink)
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Quote:
Originally Posted by Conkerkid11 View Post
So this is that amazing entry to the Template contest you've been claiming was the best for such a long time Zander? Well it sure doesn't disappoint! It looks amazing, all the amazing geomerges... Reminds me of how every Sandbox map should be! What I like about Cataract that makes it different than every other Sandbox map is that just about every structure is connected. Kind of like Tetradymite, but these structures look mostly built out of blocks rather than walls. I like that, walls are so bumpy and annoying... Truthfully Zander, I hope this wins the contest. I haven't seen any other map deserving of winning the contest more than this one. I don't see any problems with the map from the pictures, but I'll make sure to give it a whirl or two in custom games when I get back to Oregon... Nice job Zander! I can tell you spent a long time on this... You have every right to brag about this one!
did you play the map? haha just kidding man :)


honestly from the pics this map looks very epic. you stated that it was supose to be a mamoth bridge? from what i can see it doesnt look exactly like what bridges ive seen, but then i could be wrong, i havent played it yet so i wouldnt know. the forging tho from the pics looks great, and your geomerging looks well done.

ima have to check this out with my friends later and i might just report back to you
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Old August 26th, 2009   #4 (permalink)
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to bad i missed the tst, it would have been amazing to play. the center looks as amazing as ever, and the map that i had that you saw ended up being accidentally deleted so i guess that means you have the better map out of the to of us. like i said, it looks amazing and you may win the contest,compared to the rest of the entries atm. good luck and it looks phenomanal.
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Old August 26th, 2009   #5 (permalink)
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Wow I don't usually comment on stuff unless I feel itt captures real imagination and gameplay, and this one looks like it would play awesome! I think i'll give this one a download and comment later on any nit pickings I have. I usually look at spawns and balanced gameplay (sometimes a them as well) when making maps, and this oneseems like it captures a cool originality that most ground level Sandbox maps don't have.

I like that it doesn't seem very vehicle oriented as well, most Sandbox ground levels focuss on vehicle gameplay. Much like IZ9 Courtyard. I'm an Atlas regular, so expect some intense spawn critisism when i return, unless of course you have your spawns correctly.



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Old August 26th, 2009   #6 (permalink)
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I thought that it was a good map. I really liked Doubles on it too. Seems too small, but somehow, it works. I honestly think you'll win the template contest, I didn't think the other maps submitted were that great. No offence peeps. I think its funny how you mentioned my awesomeness, but I don't brag. Thanks for doing it for me lol. Good job dud. Oops, I mean dude...

So I'm going to go ahead and take credit for having the conquest symbol made into maps :d
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Old August 26th, 2009   #7 (permalink)
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Lol, ok I lost in the template contest. I just finished my map, called the Outback for the template contest, but the oln is really fucking my map up, so I plan to release it later. But for your map, I think it was amazing, i downloaded it, and boy, the interlocking is pro. Every structure give a distinct feel to me. I truely enjoyed walking around this map, it was pure Eye candy. By the way, how were yu able to fit so many objects in, because just about when I was finishing up my map, the oln really messed up some things, so my map is technically wierd. For instnce When you start a game of slayer, everyone spawns in the crypt, even though there are starting points for each base. =0
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Old August 26th, 2009   #8 (permalink)
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I just downloaded and ran through this. 2 things that frustrated me, despite the nice overall design.

1- I know it is really cliche, but really, if you went to all the effort of geomerging some of those objects, then why not interlock some of the simpler ones (such as the wooden catwalks)?

2- The set up for Banshee spawn is rather annoying; generally when you jump into a Banshee, you will boost instantaneously either to a] escape someone chasing you and avoid being boarded or b] so you can help your team as fast as possible. The way you have positioned the Banshee means that if you boost as you take off, you will go headfirst into a wall. Remember, the Banshee is not as manouverable as the Hornet and as a result of this I believe you need more free space for the Banshee to take off IN FRONT of it. Alternatively you could remove the roof over it allowing you to roll sideways or upwards to take off, but I quite like that structure.
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Old August 26th, 2009   #9 (permalink)
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Originally Posted by Meteor View Post
2- The set up for Banshee spawn is rather annoying; generally when you jump into a Banshee, you will boost instantaneously either to a] escape someone chasing you and avoid being boarded or b] so you can help your team as fast as possible. The way you have positioned the Banshee means that if you boost as you take off, you will go headfirst into a wall. Remember, the Banshee is not as manouverable as the Hornet and as a result of this I believe you need more free space for the Banshee to take off IN FRONT of it. Alternatively you could remove the roof over it allowing you to roll sideways or upwards to take off, but I quite like that structure.
He cannot change that banshee structure as it is part of the template for the contest.


BIG thanks to VI AMAC XXI for the sig
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Old August 26th, 2009   #10 (permalink)
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Quote:
Originally Posted by Meteor View Post
2- The set up for Banshee spawn is rather annoying; generally when you jump into a Banshee, you will boost instantaneously either to a] escape someone chasing you and avoid being boarded or b] so you can help your team as fast as possible. The way you have positioned the Banshee means that if you boost as you take off, you will go headfirst into a wall. Remember, the Banshee is not as manouverable as the Hornet and as a result of this I believe you need more free space for the Banshee to take off IN FRONT of it. Alternatively you could remove the roof over it allowing you to roll sideways or upwards to take off, but I quite like that structure.
The only thing i can say to that is Coagulation. That banshee you had to fuckin work for.


Ive got this in que, but I am not a super social butterfly... may take me awhile to get a real game on it. Kudos on the urbany feel and actually using a banshee in a not sky map.




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