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Old 02-10-2009   #81 (permalink)
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http://www.forgehub.com/forum/compet...ropulsion.html
Here is a Conquest map on Foundry I made.

http://www.forgehub.com/forum/compet...tml#post708995
Here is another Conquest map on Epitaph I made.

I dont know if thats how you submit them to be on the list, so yeah...


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Old 02-10-2009   #82 (permalink)
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No, that's perfect. A link to the FH post is all I need. Thanks, these both look fantastic. Great job taking on Epithph!!

I may end up making a separate section for the contest entries if enough of them are posted in their own thread, so Propulsion might get moved.

Last edited by Predicide; 02-10-2009 at 03:26 PM.
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Old 02-19-2009   #83 (permalink)
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I have something that you could update to this thread.

Recently there have been many Conquest maps, probably because of the contest. Anyway,in several of them noticed something kind of bad about them. I checked back to The Cellers to see if he did the same thing, and he didn't. What Im talking about is the spawns, and specifically how they are ONLY in the beginning room. During some games people say "Dont capture Territory 1, we'll spawn further down the map". Before I play any map I always go into forge and so I say "There are not any spawns further down the map". I really hate that about spawns because

A:) The other team will ALWAYS know where you start. And sometimes if the creator doesn't put the spawns against somethign, the other team might be able to spawn camp with assassinations.

and

B:) Even if you have 4 territories you will still spawn in room 1. Most conquest maps can take a bit of traveling to get around and spawning farther back than you can only helps other teams and gives them a longer time of relief and makes it harder for the other team to throw an assault for that epic clash. For small maps this may not matter as much, but for the larger ones you can really tell the difference.

For conquest maps I always put many spawns in the first room, and then as it gets closer to the center I put less and less spawns. And I stop putting spawns before I get near the center. I think you should place spawns throught "your teams" side of the map, so they have more options.

I think you should update the thread with info on "Spawn Placing For Conquest".


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Old 02-19-2009   #84 (permalink)
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I will write up a post on what the "Nature" of Conquest is... what the feel is and what it was based off of... I will send it to you this weekend predicide, but I understand what you are talking about... lots of the new maps are watered down versions of what Conquest really is... let's try to fix that... With Conquest v4 this coming week :)
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Old 02-20-2009   #85 (permalink)
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That bit of instruction will bet put in here eventually Bartoge, and your insights as well, AZN. Thank you both for the ideas.

Right now I'm brainstorming about radically re-formatting this whole thing. There's a slight problem... I can't add the banners for the Mythic maps the same way they are now because of the 20 picture limit. There will be 20 maps and the title banner makes 1 picture too many. It's really bugging me because those banners are kind of my favorite thing about this, and simply ditching Pony's awesome title banner is unacceptable as well. I have an idea, but it might get a bit messy. Anyway, I can't do anything for a few days, but a change is coming.


Edit:

new book content VVV... I think this will work.

Last edited by Predicide; 02-28-2009 at 08:36 PM.
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Old 02-28-2009   #86 (permalink)
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The Game Types

Conquest by AZN FTW
Conquest v2 by Furious D 18
Conquest v3 by Furious D 18
Conquest (v4) by AZN FTW





Conquest v3 Details

Territory cap: 10 seconds
No lock after cap
3 rounds of 3 minutes
Base player traits: all standard
Starting weapon: Assault Rifle
No starting grenades

Custom Power Up settings
10 seconds
Damage resistance (received): invulnerable
Damage modifier (given): 75%
Gravity: 75%
Forced color: Gold

v2/3 development




Conquest (v4) Details

Territory cap: 10 seconds
No lock after cap
3 rounds of 3 minutes
Base player traits: 75% Damage Modifier
Starting weapon: Assault Rifle
No starting grenades
Respawn settings: Syncronized with team

Custom Power Up settings
30 seconds
Shield vamparism: 50% Leech

Last edited by Predicide; 04-23-2009 at 10:11 AM.
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Old 02-28-2009   #87 (permalink)
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How to Build a Conquest Map

>> Visit AZN FTW's Conquest Guide for an in-depth take on what Conquest is and how to construct a map.

>> Visit Gunnergrunt's Conquest Guide for yet another excellent how-to guide for building your map.

Building a Conquest map - like numerous other things encountered in life - can either be a conservative process or a liberal process; there is an established set of guidelines that should be followed in order to make your Conquest endeavor successful. For each rule listed, an example will follow of how it has been successfully broken; this being said, most if not all rules have variations. You can choose to create a traditional Conquest map, though there is also the radical approach to forging a Conquest. There's a great body of work to look to from both approaches.

Let's take a close look at the original Conquest map, "The Cellars". This is the map from which the rules are derived; therefore, the it is the perfect reference point for describing the characteristics of a Conquest map.
  • 1. Path Characteristics
    • Symmetric: a Conquest map should be symmetrical. Mirror-image perfect, if possible.
    • Linear: a Conquest map should consist of a single, inescapable, linear path with two ends.
    • Narrow: the path should be narrow enough to keep battles head-on with little to no flanking able to occur.
    • Meandering: the path should not be a straight line, there should be two or more symmetric turns.
  • 2. Territories
    • There should be 5 or 7 territories (must be odd number), side-by-side, along the line. The middle territory should be the point of reflection.
  • 3. Weapons/Equipment
    • SMG
    • Magnum
    • Spiker
    • Plasma Rifle
    • Plasma Pistol
    • Battle Rifle
    • Brute Shot
    • Sniper Rifle
    • Frag Grenade
    • Spike Grenade
    • Custom Power Up
Quote:
Originally Posted by rusty eagle
All the weapons were chosen by AZN FTW because of their high magazine capacity. Those weapon choices excludes more powerful weapons leading to longer confrontations. Equipment were excluded because it is a linear fight. The use of equipment takes away from that. For instance whenever you use a regen you stop dead in your tracks instead of pushing forward. You simply do not run into your own power drain. You stay inside your bubble and do not stray into your flare. Conquest is not centered around tactics but brute power. What happens when two opposing forces collide? That is the spirit of conquest, there is no guerilla warfare. Kill or be killed and conquer land.
There's plenty of room for variation, but there's also a pretty distinct line where your map isn't Conquest material anymore. The above list describes The Cellars (minus the Custom Power Up). Every map deviates from this formula in some way, and every rule has been broken at some point. It is not uncommon to see Plasma Grenades and Needlers used. Flame Grenades and Deployable Covers aren't common, but have been proven to work. These are the decisions the map maker has to make, and testing is always needed to reveal whether or not the deviation has merit.

A note on spawns: Spawns can seem straight-forward, but there are a few things to consider. Obviously, teams should have starting points at opposing ends of the map, and the traditional approach is to have them respawn only there as well. This way, players must run all the way to the interface each time they die. This approach works just fine for small maps. In some longer maps, however, it's perfectly fine, a good idea even, to add a few respawn points along the path, closer to the center (no respawn points should actually be in the center). Be cautious with this because teams have been known to use this to their advantage by intentionally not taking their first territory to encourage the game to spawn them close to the center each time.

A known problem with many maps is "base-switching", where teams will overrun their opponent's first territory, causing them to spawn back at their base. A fix for this is to use spawn hives, which are high up / out of the way spawn rooms that are not part of the actual conquest path. Ideally, they should be inaccessible or overlooked by oncoming traffic.

Standard Deviations:
  • 1. Tele-cages. Invented by Furious D 18, first appearing in Faction. Tele-cages allow a member of one team to teleport to the opposing team's side, but is then confined to a small cage. All they can do is shoot out. It's a one-way trip, and the cage must not be in the territory capture area. Additionally, it's important to make the cage small enough to only allow one person in at a time. This means the person standing in it must be kept in a position where he is blocking the receiver node.
  • 2. Fence Walls. Another idea introduced by Faction that has gained popularity is dividing the two routes between teams with fence walls and shoot-through gaps. That way, the teams must still travel the path to meet their opponents head-on, but can take pot-shots at each other along the way. This adds a bit of variety to the action, and is another option for map-makers to consider.

Examples of Traditional Conquest Maps:Examples of Radical Conquest Maps:

Last edited by Predicide; 04-23-2009 at 10:10 AM.
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Old 02-28-2009   #88 (permalink)
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Summary of Disputed Lands part 1


Essentials by HLG FlashPoint


see BTB Conquest under Spin-Offs heading


Zion by Nitrous


Installation by PwnsauceAddict


Deep Freeze by Creep1ng De4th
HaLL by DFS Faust


Desolate by Hotpokkaminny
Baseline by Bartoge


Eurpathy V2 by Bartoge
Rails by SVV33T SAUC3


Faction by Wakko45 & Furious D 18
Echo by Creep1ng De4th
Indiana Wine by Running Chron
Traction by Vicious Vice
Terminal by Matty & rusty eagle
The Waterworks by Iron Tusk & Shock Theta
Deterioration by SwordScar
Cathedrial by Titmar & BetaWaffle
Vertkwest by Cosmic Rick
Installation 06 by G043R
Toothy Grin by MattDGiant
Transgression by LEGION
Foundry Tunnels by HalfBrian
Chasm by JustcallmeDrago & philthyphillup
Quadrivium by xSharpshooter94 & eguitarplaya33
Amalgam by Morphine
Metropolis by Seaboro Kibbles
Ventilation by ICanHazH34DSH0T
Konqueest by doomgrunt
T for Terminal by Hank102938


10 Paces & Turn by LIGHTSOUT225
Cabbage Patch by Predicide
Ramshackle by Creep1ng De4th


Forest Fire by DimmestBread
Treequest v3 by meltyourtv


none


none

Last edited by Predicide; 3 Weeks Ago at 12:28 PM.
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Old 02-28-2009   #89 (permalink)
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Summary of Disputed Lands part 2


Harvest by G043R


Transit by evilvillager


none


Bekon by sloner52


Moonshine by Vorpal Saint
Ishimura by DRiSCOLL
The Station by AZN FTW & ell3ment
Conquital v2 by ubgrayedd
Overlience by Bartoge
Terminal 12 by SVV33T SAUC3
Zero G by Hunter85792


Cellars by AZN FTW, Asper49, Titmar, rusty eagle, & TheYavimayan
Cellars (remake) by AZN FTW & RightSideTheory
Rat Race by luckiesnipes


Stonehenge Conquest by tingtong430
Air Force by Destroyer7793
Fission by theheat
Lost Cave by HaterSkater15
Skyquest by Jpec07
Mausoleum by Creep1ng De4th
Socratic Method by Predicide
Sundown Meet-up by TheClubhouse
Artifacts by aDeAdHeRo875
Nile Fever by urban destroyer & Black C4t
Redial by TheClubhouse
Gold Rush by Gunnergrunt
Continuity by benji4611
Hieroglyphs by urban destroyer
Carceral (Messiah) by I Timothy I
Woodrow by luckiesnipes
Excertp by rifte gifle
Discovery by l PATRICK l
Heli-pad by xItZ jENKiNSx
Verticality by padres1944
The Hollow by Urban Myth
Harmony v2 by flyin penguin19
The Gutter by SVV33T SAUC3
Columbine by l PATRICK l


Shale Valley by Predicide


Cabin Fever by TXGhost
Cold Cavern by Aaronator


Concussion by squidhands
Cliffhanger by BetaWaffle
A Bridge Too Far by ezekeil20five17
Bunker Bridge by Jpec07


see High Gravity under Spin-Offs heading


none

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Old 02-28-2009   #90 (permalink)
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Banner by Mallet

Forge Hub hosted a Conquest map-making contest in February 2009. Here's the links to the various threads, and the maps that were submitted. Many excellent new Conquest maps were forged for the contest. The rules stated that the map had to be done on Foundry, and that they had to conform to conventional Conquest traditions.

There were more submissions than are posted here. Until I get a link to an actual Forge Hub post, I can't list it here. Check the submissions thread for a complete list of all submissions.





Winner
Of the Essence by Gunnergrunt

Runner Ups
Plunder by Speed-e-cake
Paralysis by LIGHTSOUT225 & Vicious Vice

Propulsion by Bartoge
Observatory by Ell3ment
Crosswise by evan12075
Binary by RivalMass
Channel by DimmestBread
Concourse by goatnuts420
Tenochtitlan by luckiesnipes
Europa by DieHardAssassin
Hydrogen Plant by DieHardAssassin
Hephaestus by DieHardAssassin
Drop Shock by Gunnergrunt
Protocol V.2 by sloner52
Todem by Agamer93 & CaMOfo

Last edited by Predicide; 04-27-2009 at 08:28 AM.
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