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Old 2 Weeks Ago   #31 (permalink)
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Its a really great map ! But if the budget give you this option ... add a man cannon at each side of base because all the players focus on the main bride and its very hard to take the flag but you weapon choice are great ! What i dont really like it is because you but a flare , a sword and a camo in ONE weapon holder ! I think just one equipement or weapon are okay on a weapon holder ! So i give you 4/5 .

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Old 2 Weeks Ago   #32 (permalink)
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I like the bunkers on the defending side, it makes the game that much more like real warfare.
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Old 2 Weeks Ago   #33 (permalink)
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After I saw the screenshots, I was overjoyed. I knew ghostmerging would create new and amazing things.

First, the layout. It's very rough, but that's the cool thing. The two sides have different aspects that really help with gameplay.

The green hill looks awesome, but it's really rough. That's understandable, though. The bottom of a tin cup is flat and round, after all. Underneath the green hill looks awesome, though.

The circle around the green hill/base is pretty sick. It works well with the warthog and other vehicles.

The whole map seems overpowered, but with an equal amount of power with each side, it levels out somewhat.

I found the turrets at the defenders base hard to get into, maybe you could work on those a little bit.

All in all, it's pretty damn epic. 4/5, just work on the turrets and if you can, make the green hill smooth. That'll be tough though.

My maps

1. Grunt Village - Forging
2. Labyrinth - Testing
3. Courtyard - Forging
4. Nautical - Testing
5. Hermetic - Testing
6. RK Arena - Testing
7. Atlas - Planning
8. Stonehenge - Forging/planning

Quote:
Originally Posted by kevin1gamer View Post
It should be noted that this map requires that you have Halo 3 (and if you want to download it, you have to have a hard drive for your Xbox 360).
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Old 2 Weeks Ago   #34 (permalink)
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Balanced just right>

Quote:
Originally Posted by JackalAnubis View Post
The bridge is the only point across and I can see that concerns people about the gameplay, however this function funnels the action to the bridge creating highly explosive combat. An assault on the bridge defenses will open up the road for the warthog to blow through and reach the flag headquarters. There are also very powerful equipment combos hidden in the side caves, which when used correctly can help break through the roadblock.

I had the same concerns and was actually planning to add a small footbridge to one side. Once I started to test the map I found it was very possible to cap the flag. It was challenging to break the defenses, but this ended up being very fun and not a frustrating shutout.
Once again amazing my friend. The combo of trip mines bubbles and deployable covers makes this map balance and flow great. Super fun map>

ManRayX

SIETCHHAIL MARYSHADOW-ASSAULT
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Old 2 Weeks Ago   #35 (permalink)
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Personally i love this map after playing on it with my friends. The layout is great and the merging is one of the best Ive seen.

My only grip is some of the weapon placements, i mean 2 trip mines in 1 area? Also way too many portable shields(or w/e they are called). Also i think the flame thrower is pretty much pointless since this map is mostly open.

Overall i love it, i just changed a couple things around when i forged on it and added some walls to the open areas in the caverns
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Old 1 Week Ago   #36 (permalink)
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SoI took a look at the map and the forging lived up to my expectations, but the weapon layout reeeally bothered me. So I saved my own version of the map and re-did some things to my personal preference. No offense intended, I'm still very impressed overall, but you might want to consider some of my suggestions:

- I removed the Spike nade/Firebomb/Camo/radar jammer clusterfuck and left the sword on it's own. I understand you were probably going for an ultimate stealth package, but stuff like that tends to annoy people. I moved the camo to the original overshield spawn, which leads into...
- The overshield/hammer spawn. I took out the hammer and OS and replaced it with the camo (I left the nades).
- I replaced the flamethrower with rockets. Because of this I was considering removing the Fuel Rod Cannon, but I do love me some Fuel Rod.
- I removed the turret from the defender side, because I think it would serve better as a regular sniper tower. There's cover up there now, and the OS is in the hut on the other side.
- Got rid of the second trip mine, and re-organized a bunch of other equipment I can't be bothered to type up.
- Gave the defender side a mongoose. Every 1-Flag map needs a high-speed mongoose chase!

You probably really won't like this, but I also added a one-way teleporter from underneath the snipe tower to the side of the cavern area. I did this so the flag carrier has a fighting chance of getting out alive if his teammates are killed so he won't have to cross the bridge himself and basically get raped.

Like I said, if you're not interested in these changes, it's no big deal. I'd like to test your version of the map against mine sometime, so I'll send you a friend request and maybe we could try that this week?


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Old 1 Week Ago   #37 (permalink)
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I hate how people are complaining about the one bridge. It's SUPPOSED to be one guys. Like conquest, you can't flank. Thus, you have to penetrate the forces by driving straight up through them. Now, if there weren't vehicles, I could see that being a problem, but seeing how there are, this is definitely a good idea. I will download your map good sir, and give it a whirl.

I believe the correct term is "pooned".

I often times speak without thinking. If you feel my post is derogatory please PM me.
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Old 1 Week Ago   #38 (permalink)
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Quote:
Originally Posted by Lippy View Post
SoI took a look at the map and the forging lived up to my expectations, but the weapon layout reeeally bothered me. So I saved my own version of the map and re-did some things to my personal preference. No offense intended, I'm still very impressed overall, but you might want to consider some of my suggestions:

- I removed the Spike nade/Firebomb/Camo/radar jammer clusterfuck and left the sword on it's own. I understand you were probably going for an ultimate stealth package, but stuff like that tends to annoy people. I moved the camo to the original overshield spawn, which leads into...
- The overshield/hammer spawn. I took out the hammer and OS and replaced it with the camo (I left the nades).
- I replaced the flamethrower with rockets. Because of this I was considering removing the Fuel Rod Cannon, but I do love me some Fuel Rod.
- I removed the turret from the defender side, because I think it would serve better as a regular sniper tower. There's cover up there now, and the OS is in the hut on the other side.
- Got rid of the second trip mine, and re-organized a bunch of other equipment I can't be bothered to type up.
- Gave the defender side a mongoose. Every 1-Flag map needs a high-speed mongoose chase!

You probably really won't like this, but I also added a one-way teleporter from underneath the snipe tower to the side of the cavern area. I did this so the flag carrier has a fighting chance of getting out alive if his teammates are killed so he won't have to cross the bridge himself and basically get raped.

Like I said, if you're not interested in these changes, it's no big deal. I'd like to test your version of the map against mine sometime, so I'll send you a friend request and maybe we could try that this week?
This has to be the worse editing job Ive ever heard of lol. I edited my own version but the only thing I changed was filling up the holes in the map by removing the hammer and fuel rod gun to free up some items. His map is supposed to be one sided. Teleporters ruin that aspect. Busting across the bridge is the main point. I find that this map works great with 1 flag.

Last edited by Eyeless Sid; 1 Week Ago at 05:24 PM.
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Old 1 Week Ago   #39 (permalink)
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I wanted to add a poll to this thread, but I guess I don't have permissions to do that. I was curious to the most important revisions for the map that people would want to see for a more polished version. From the replies I've gotten these would be:

  1. An alternate path over the chasm (ex: additional footbridge)
  2. Gaps in underground tunnels covered
  3. Reduce power heavy weapon/equipment placements
  4. Relocate confusing respawn locations
  5. Smoother interlocking over green hill
Other suggestions I've gotten, like more extensive tunnels and wraith mortar station, are too expensive for me to be able to add without having to delete larger portions of the existing map.



1) The original design of the map was to be built in it's entirety, I never thought it would be attempted in forge because of its complexity. The map itself is a scaled version of the core idea.
Set in a template similar to Valhalla, you would have an area 3-4 times as wide and 2-3 times as long. To one side rises an immense dam wall. Down the center chasm is a torrential waterfall from the dam cutting the playing field in two. Walking away from the dam, the hillside begins to drop off revealing a massive lake miles below. The far side of the playing field is covered in rolling grassy hills and trees while the other rises in elevation with rocky outcroppings and steep cliffs. There is a central bridge large enough for vehicles to pass over in the middle of the chasm. On the lake side there is a small footbridge, and by the spray of the dam side, a series of catwalks below the elevation of the bridge connects the two sides.

So working with an area that was much smaller than imagined, I resolved that the single bridge might work with the narrow space. However I could concede with a single extra footbridge placed on the pillbox side, either at normal elevation or below the bridge as described earlier. I feel that mancannons would be too imbalanced, making it a jumping zergfest, teleporters could work, but would really weaken the point of even crossing the map.


2) Could anyone elaborate on what areas of the tunnels they are covering up holes when they edit their own version? There are several spots on the map which could use a wall, just wondering where people had the biggest issue with. (The ones I know of are 2 in the defenders front tunnels, 2 in back tunnel, 4 in sword/camo cave, 1 in hammer cave.)


3) Weapons stuff: Longer respawn on snipers (possibly not have them at the start), one less mine, less portable shields, no flamethrower, remove sword power node and leave sword camo only, remove hammer?, (if possible give defender one mongoose)

4) Was thinking the spawns at the back of defenders base, and some of the tunnel spawns are probably the problem (i think)

5) Cleaning up the green hill and continuing to use soley tin cups is not possible because of the steeper angles of the hill to the sides. If I had made a hill with a slower gain in angles, or if I could use the rounded side and not the flat side, otherwise I dont think it can get too much better.
However by using smaller rock pieces the side areas could probably be smoother, just would lose the green look more because of this. Worth the tradeoff?
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Old 1 Week Ago   #40 (permalink)
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Post looks great, i love the video addition that really helped to elaborate on the playability. The map itself is so original. The mountain really compliments the rest of the defenders point, as well as the tunnels that look a bit like there is overgrowth in a cavern. I don't usually check out competetive maps, but this one was really worth the visit. =)
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