Register Forums
Home Forum Rules Database

Go Back   Forge Hub > Halo > Halo Forge Maps > Competitive Maps


Reply
 
Thread Tools Display Modes
Old 10-14-2009   #1 (permalink)
Member
 
arrrghSAM's Avatar
 
Join Date: Oct 2008
Gamertag: arrrghSAM
Location: London, United Kingdom
Posts: 237
Send a message via MSN to arrrghSAM Send a message via Skype™ to arrrghSAM
Indoctrination


[*Map by Nosirrom Mij and arrrghSAM]

Before the discovery of the first Halo, a platoon of Spartans led by Arthur 107 were deployed to a remote system in the Unicorn Nebula. The covenant had set up several sophisticated arms research bases on Braxis and Beta, two small moons orbiting the gas giant Ontamalca. The covenant threat was elminated, but the Spartan platoon began receiving strange readings from the nearby planet called Edolus.

Edolus, a terrestrial planet with an atmosphere of carbon dioxide and nitrogen. Edolus' surface is covered by wide deserts of silicate sand, with only a few areas of igneous rock highlands to break the abrasive, dust-choked wind.

The Spartans discovered several Forerunner digsites that were unearthed by Covenant archaeologists. Among them, was dig site #54;


Although only a small portion of the ancient Forerunner city was unearthed, a strange yet remarkable Transmission Beacon towers on the northside of the digsite. When investigating the structure, the Spartans accidentally re-activated the beacon.

After the "incident", scientists discovered that the Beacon was actually created as a safe zone against a Flood invasion. The transmission was supposed to have a devastating effect on the Flood's thinking capabilites and it acted as a deterrent. However, the frequency was so strong, that over time it began having unusual side effects on the inhabitants there. Acting as a mind warping agent, the effect was called...



After the incident with Spartans was resolved and the Beacon was dismantled, the UNSC began creating AI simulations of the battle that ran under different and specific scenarios. This program is now used as a training program for the next generation of Spartans.

One such simulation, is a Capture the Flag scenario that trains in both defense and assault. Others are basic combat simulations.

















Defenders

















No Man's Land









Weapon Template

BR-55 (UNSC standard issue Battle Rifle)
: x 8 : 2 Clips : 30 Secs

Type-51 Carbine
: x 3 : 2 Clips : 30 Secs

AIE-486H Heavy Machine Gun Turret
: x 2 : N/A : 30 Secs

SRS99C-S2 AM (Sniper Rifle)
: x 1 : 0 Clips : 90 Secs

M41 SSR MAV/AW (Rocket Launcher)
: x 2 : 0 Clips : 90 Secs

Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle (Spartan Laser)
: x 1 : N/A : 90 Secs

LAU-65D/SGM-151 (Missile Pod)
: x 1 : N/A : 30 Secs

Type-2 Energy Weapon/Hammer
: x 1 : N/A : 90 Secs

Type-1 Plasma Charged Antipersonnel Grenade
: x 8 : N/A : 10 Secs

Equipment Index

Anti-Matter Positive Displacement Shield Array (Bubble Shield)
: x 2 : N/A : 60 Secs

Vehicle Inventory

Type-32 Rapid Assault Vehicle (Ghost)
: x 1 : N/A : 30 Secs

Type-52 Infantry Support Vehicle (Prowler)
: x 2 : N/A : 30 Secs

Type-25 Rapid Assault Vehicle (Chopper)
: x 2 : N/A : 30 Secs

M274 Mongoose UL/ATV
: x 2 : N/A : 30 Secs


---------------
*UNSC

*Covenant
---------------

Additional Content




Last edited by arrrghSAM; 4 Weeks Ago at 04:51 PM.
arrrghSAM is offline   Reply With Quote
Old 10-14-2009   #2 (permalink)
Member
 
Join Date: Apr 2009
Gamertag: Joe is Outside
Location: Outside
Posts: 411
Send a message via MSN to Joe is Outside
I think that you should make the No mans land more aesthetic... because it doesnt really look like a graveyard, but the Beaccon defender's looks really nice... Good job...
Joe is Outside is offline   Reply With Quote
Old 10-14-2009   #3 (permalink)
Member
 
arrrghSAM's Avatar
 
Join Date: Oct 2008
Gamertag: arrrghSAM
Location: London, United Kingdom
Posts: 237
Send a message via MSN to arrrghSAM Send a message via Skype™ to arrrghSAM
I don't see why a comment on aesthetics should be needed on something of such little importance, but thanks for the comment regardless.
arrrghSAM is offline   Reply With Quote
Old 10-14-2009   #4 (permalink)
Member
 
Moniter117's Avatar
 
Join Date: Dec 2008
Posts: 153
First off, really nice post you got me involved pretty quickly. I really like the way you set up the defenders base because it has lots of entrances and doesn't look extremely over powering based on the weapons and such. I also like how you added an aesthetic value to almost anything on the map. Great job, downloading now.
Quote:
Edit:
I walked through the map and I have to say bravo on the aesthetics you really kept the ruin thing going throughout the map. I also have to say that there really weren't many bumps when I was walking which surprised me for the theme of the map. The only thing I would comment on is the "graveyard". I hate to say it but compared to the rest of your map it really isn't up to par, without reading your post I would think it was a bunch of random blocks. Maybe add a cross or something that says it's a graveyard?

Last edited by Moniter117; 10-15-2009 at 05:54 PM.
Moniter117 is offline   Reply With Quote
Old 10-14-2009   #5 (permalink)
Junior Member
 
Join Date: Feb 2009
Gamertag: Furry x Furry
Location: Ze Interwebz
Posts: 68
At first glance, it looked like it was empty because of the use of space. After a while I came to realize the flow could not have been better and that the emptiness came from the sense of abandonment as you travel into the outer landmarks. As for the graveyard area, it is perfectly fine guys. Those stones can really save you from the ghost and other tools of destruction alike whilst getting there is the challenge. I also love the theme of Brute vehicles, definitely a nice little side motif. The story is one of the best I've seen thus far and I can't wait for more to come out as the series progresses.




Last edited by Furry x Furry; 10-14-2009 at 10:52 PM.
Furry x Furry is offline   Reply With Quote
Old 10-14-2009   #6 (permalink)
Member
 
madz333's Avatar
 
Join Date: Sep 2008
Gamertag: D4VY JON3S
Location: Over There ->
Posts: 130
"The Unicorn Nebula" - Priceless
Anyway, the map looks good, i like the fact that you chose Brute Vehicles, though I have to see how that affects gameplay. There also looks like there is a large open spot on the bottom right of the overview picture, It feels like another structure should go there.
One last thing, the attackers almost dont have a base, but rather like two or three mini bases, which could affect Symmetrical gametypes, unless it was designed exclusively for Asymmetric.
Good job


Submission to the FH Template Contest
madz333 is offline   Reply With Quote
Old 10-15-2009   #7 (permalink)
Member
 
Meteor's Avatar
 
Join Date: Jun 2009
Gamertag: xMeteor
Location: Australia
Posts: 223
Quote:
Originally Posted by arrrghSAM View Post
I don't see why a comment on aesthetics should be needed on something of such little importance, but thanks for the comment regardless.
It seems a little odd to me that you would say this as it is obvious you have put a great deal of effort into the aesthetics of other parts of your map.

Sadly, it seems that many of the angles you have used on the ramps and corners are too sharp and this will most likely have a negative effect on gameplay.

Meteor is offline   Reply With Quote
Old 10-15-2009   #8 (permalink)
Junior Member
 
Join Date: Sep 2009
Gamertag: KSI Kuroda
Location: Under a rock... I think.
Posts: 66
I have gotta say, this is one of the first maps I'm downloading when I get my xbox back. The defenders base has such an incredible aesthetic quality to it. Superb job.
Rorak Kuroda is offline   Reply With Quote
Old 10-15-2009   #9 (permalink)
Member
 
arrrghSAM's Avatar
 
Join Date: Oct 2008
Gamertag: arrrghSAM
Location: London, United Kingdom
Posts: 237
Send a message via MSN to arrrghSAM Send a message via Skype™ to arrrghSAM
Quote:
Originally Posted by Furry x Furry View Post
At first glance, it looked like it was empty because of the use of space. After a while I came to realize the flow could not have been better and that the emptiness came from the sense of abandonment as you travel into the outer landmarks. As for the graveyard area, it is perfectly fine guys. Those stones can really save you from the ghost and other tools of destruction alike whilst getting there is the challenge. I also love the theme of Brute vehicles, definitely a nice little side motif. The story is one of the best I've seen thus far and I can't wait for more to come out as the series progresses.
Thank you very much Furry, Jim and I appreciate the feedback.

Quote:
Originally Posted by madz333 View Post
"The Unicorn Nebula" - Priceless
Anyway, the map looks good, i like the fact that you chose Brute Vehicles, though I have to see how that affects gameplay. There also looks like there is a large open spot on the bottom right of the overview picture, It feels like another structure should go there.
Several people said that we should add something in that area when seeing the map in Forge, however all took that back when actually playing.
The area on the bottom right is open specifically for vehicular combat, with just enough cover for those on foot to take out the vehicles.
During testing, we definitely found that while it may look too open, there's no need to add anything in that section of the map.

Quote:
One last thing, the attackers almost dont have a base, but rather like two or three mini bases, which could affect Symmetrical gametypes, unless it was designed exclusively for Asymmetric.
Good job
The map was specifically set up for Asymmetrical games, as you questioned.
I don't think Multi Flag would play too well, considering the obvious height advantage the Defenders would have, and One Flag is most certainly the highlight of the map.

Quote:
Originally Posted by Meteor View Post
It seems a little odd to me that you would say this as it is obvious you have put a great deal of effort into the aesthetics of other parts of your map.
I say this because there is no right or wrong way to make something like the Graveyard.
There's no doubt that Gravestones vary in size, and we used the pieces that we did for a reason.

Quote:
Sadly, it seems that many of the angles you have used on the ramps and corners are too sharp and this will most likely have a negative effect on gameplay.
Believe me, there are no such problems.
Ramps are easy to walk up and down, and there's absolutely no effect on gameplay in that respect.

Quote:
Originally Posted by Rorak Kuroda View Post
I have gotta say, this is one of the first maps I'm downloading when I get my xbox back. The defenders base has such an incredible aesthetic quality to it. Superb job.
Thank you very much, we really do appreciate such feedback.
If you get the chance, it would be great if you could let us know how the map played for you!

Last edited by arrrghSAM; 10-15-2009 at 06:26 AM.
arrrghSAM is offline   Reply With Quote
Old 10-15-2009   #10 (permalink)
Member
 
Paranoia_uk's Avatar
 
Join Date: Jul 2008
Gamertag: Paranoia UK
Location: UK
Posts: 120
Looking good man!! forging looks top notch as always.

big ups to the Forge-union crew lol Woop woop!

The post above got me a warning for some reason as it lacked actual information about the map. Im posting a more in depth reply to show that my intention was not to spam.

First of all this map is epic and should be featured. The layout of the map is very clean, it allows players effectively use the vehichles whilst not being too overpowering. The all Brute setup works very well and the prowler is a nice change from the overused warthog.

As with most people im not too keen on the graveyard section. Although it serves a purpose, it looks like it has just been thrown in for the sake of it and doesnt go well with the nice interlocks throuhout the rest of the map.

I especially like the Defenders base, the ramps are smooth and the walkway with the turret is very aesthetically pleasing.

Well done guys

My Maps



To see or download more of my maps check my fileshare.

Last edited by Paranoia_uk; 4 Weeks Ago at 07:13 PM. Reason: redemption
Paranoia_uk is offline   Reply With Quote
Reply



Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are Off
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 05:23 AM.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.3.0