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View Poll Results: After Playing, what would you rate this map?
Excellent 9 60.00%
Good 5 33.33%
OK 1 6.67%
Bad 0 0%
Voters: 15. You may not vote on this poll

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Old 12-10-2008   #1 (permalink)
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Unleashed


UNLEASHED v2.1


Unleashed is a map I designed using Fritzster's sketchup components. From there I was able to design a map that would be a multilevel playground and offer very tactical scenarios. The layout itself was very thought out and designed accordingly. Of course additions, subtractions and minor tweaks had to be made in forge to create it, i am happy with the end design. There are 44 spawn points on the map placed inside of a 8 respawn area system. Each spawn point has been placed in the exact direction you should be looking to create a "comfortable" spawn. There is no unessesary cover layed around the map.The dumpsters are there to create safe spawns and also serve as walking platforms that extend out from the bridges there connected to.
There are nearly 60 objects GeoMerged into the map and 4 objects under the map. I have also found a revolutionary glitch with the gravity lifts. You will find two of them on this map that are completely invisible and completely silent. You'll read more about them later on in this post.The map Itself is Inverse Symetrical(Meaning corner to corner symetrical). it is technically a 2 base however there are no bases to be found. It's more of a layout like Construct is than a map with bases. However you will find Blue and red markers around the map to show sides, along with A & B signs. Callouts are very simple and the picture captions below will explain them more. While the layout is symetrical, there are two weapons along with 2 powerups that are located symetrically from eachother however are not the same themselves. These are the Custom/invis powerups and the mauler/Plasma rifle. Pictures will help you understand better what I mean if you are lost. One major point of this map is the opening rush. What i mean by opening rush is that at the start of the map, there will be a dash to snipe/os/camo. This gives you that Pit like feeling where each man has a specific object to get control of. It makes for great gameplay and is what is really missing from the MLG foundry maps. It also brings the concept of timing objects in order to win.

Gametypes Supported (underlined recommended):
Slayer/KOTH/Oddball/Flag/Neutral Bomb

Supports 2-8 players

Weapons(item)/Timers/Extra clips:
8 Br's/10 sec./2
2 Carbines/90 sec./2
2 Snipes/150 sec./1
2 PR/120 sec.
4 Frags/30 sec.
4 Plasmas/30 sec.
2 Red OS/120 sec.

Pictures:
Lets start it off with an overview. This is a three part panning from
left to right overview.

Left:


Center:


Right:


In the last pic you see a glimpse of what is called the "Snipe Hut"
Here is a closer shot of it on the red side. Also notice under the
single open box is where the plasma rifle spawn is located:


This is different on the blue side where the mauler spawns:


Now for a look from snipe hut to snipe hut. At the start of any team
slayer or oddball match you should expect an intense sniper battle
using the inside of the hut as a strafing playground:


Here's a better view of the Arc's that are located near the center of
the map. You'll also notice oddball placement in the air between top
A and B sides. These Arc's aren't there just for looks; they cut major
lines of sight accross map, serve as tactical jumps across the back
sides and are used as access from ground level up to top A & B in one
jump. I realize it doesn't look that way, but hidden at the base of
these Arc's are completely invisible and completely silent gravity
lifts. They are not a 100% of the time you'll make it jump. You will
have to practice the angle and timing to get it down correctly:


The next four pictures will show you exactly how to use this lift as
it is especially difficult but very possible while holding a flag or
oddball as shown. Start by running at the base of the Arc like this:


If holding the ball or flag you will want to drop it roughly here just
before you jump. You want to jump as soon as you hit the base of the
Arc. Make sure you're centered in the box and jump towards the right
half of the Arc:


Once you've gone up in the air, grab the oddball or flag again mid air:


You should land roughly here with ball of flag in hand to make your
gettaway. Remember, this WILL take practice to get right wether you're
just jumping up or trying to bring an objective with you. Crouching will
help ensure you make the jump:


Speaking of Flag, here is the red tower at which the bottom of you'll
find the red flag hanging upside down. This flag will need to be ran
back to the TOP of the blue tower in order to score and vice versa for
the opposite team:


Here is the Blue cap point at the top of the blue tower. The ramp from
the floor up there is known as long ramp and the walkway across from
tower to carbine spawn is known as catwalk:


Here's a better view of the Carbine spawn and the catwalk I spoke of in
the previous picture:


Moving on to the powerups located on the map, here is a shot of Camo.
It is located under B side:


Across from the camo under A side, resides the custom powerup. This
placement style of powerups was influenced by Beaver/Battle creak and
plays out greatly:


Here is a shot of the back wall on A side that blocks off the rest of
Foundry. I spent alot of time making this entire back wall as clean as
possible as to not be distracting during gameplay. If the pics don't
sell you on the design of the rest of the map, the back wall alone will
as anyone that wants to use it for there maps is more than welcome to:


And last picture is of the first Hill spawn on the map. There are a
total of 4 hills located near each corner of the map that can be
controlled from ground level or just above the bridges making for
interesting gameplay:


I hope you have all enjoyed the pictures posted and i encourage you to
download the map and see for yourself how interesting/competetive/tactical
this map can be. It has been sent in to Killa KC to test for v6 and will also be entered into Kon/Fritz "Forge Like A Pro" contest as well.
I'd like to thank: TheEpicCiabatta, _Tak_, yourself. and Sethiroth87 for all the help along with all the testers i've had. Map wouldn't be what it is without you guys.

UPDATE:
Map was submitted for MLG v6 testing and made the top 6!


v2 UPDATE:
-CP and Camo were both replaced by two Red OS's still at 120 sec respawn.
-Top A & B signs were moved to bottom floor to mark each OS. Short barriers are in there position now which also opens up walking room through there.
-Mauler was replaced with a second Plasma Rifle also at 120 sec respawn.
-1 Bridge was removed from each bottom carbine side and were added to the back of each arc.
-Door cover was added around the map along with window panel cover.
-6 dumpsters were removed(near slayer starting spawns) and doors were used instead. Those starting spawns are no longer on top of the dumpsters for slayer.
- Top A side was remodeled for smoother walking.
-Two corner walls near bottom mid of map were rotated to remove the cramped walking space near the bottom of the arc's.
-Geo'd Camo/OS were removed from opposite side snipe hut areas.
-2 respawn areas added to CTF gametype.
-Multiple spawn point tweaks were made for better spawning.
-Map now supports MLG neutral Bomb.

v2.1 Update:
After finding an issue with Default Bungie maps having spawn points blocked by map geometry, I decided to check my own map. Sure enough there were 6 spawn points blocked on the map. This has now been fixed to where all spawns are working pefrectly. Please re-DL.

Download Unleashed v2.1 here: http://www.bungie.net/Online/Halo3Us...ileid=63626830

Last edited by DeathstarsOG; 01-26-2009 at 04:52 PM.
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Old 12-11-2008   #2 (permalink)
EFG
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Looks pretty good, the arch is cool, i'll DL and test it out
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Old 12-11-2008   #3 (permalink)
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this is really cool and i love middle part very creative map


I CAN FORGE
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Old 12-12-2008   #4 (permalink)
TaK
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I remember way back when the snpe hut's were orignally single boxes, those we're the days. I watched this map be built from the ground up and have had ideas bounced off of me continuously and I would seriously not be suprised tos ee this in V6 if all the kinks are worked out.

Deathstars, this better have one hell of a spwan system because I would hate to see this map fail due to bad spawns.

I'll help test this tomorrow and will help you with anything you need help on.
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Old 12-14-2008   #5 (permalink)
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This map doenst hold up to MLG standars...
Plasma rifle is not MLG.
can someone move this map?
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Old 12-14-2008   #6 (permalink)
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This has amazing geomerging and interlocking, the thing that I enjoyed the most on this map though would have to be the two arches. They must have taken forever to get them like that. This mlg map looks like it would also be fun for matchmade games. Ive never seen anything similar to this. nice job 5/5


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Old 12-14-2008   #7 (permalink)
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Quote:
Originally Posted by LegendaryMLG View Post
This map doenst hold up to MLG standars...
Plasma rifle is not MLG.
can someone move this map?
Have you ever played Nexn's Lockdown? You might have heard of it. Go through it and see what weapon you might find. I have a single fuckin plasma rifle on my map and you say it needs to be moved, yet theres 20 maps with barrells, pallets, machine gun turrets and bannana launchers on the first page and everyone loves there map. This place is rediculous. If you have a problem with this post, go look in the sticky at the top of the MLG section. Next time know before you comment.
EDIT: Better yet, go in my sig and follow the link. I am no noob to MLG rules.

Last edited by DeathstarsOG; 12-15-2008 at 12:52 AM.
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Old 12-14-2008   #8 (permalink)
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looks pretty sweet :)

<a href="http://www.bungie.net/stats/halo3/default.aspx?player=The+Shasta+Can"><img src="http://www.bungie.net/card/halo3/The+Shasta+Can.ashx"/></a
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Old 12-15-2008   #9 (permalink)
TaK
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Quote:
Originally Posted by LegendaryMLG View Post
This map doenst hold up to MLG standars...
Plasma rifle is not MLG.
can someone move this map?
Your telling people who have played all the V6 maps what is an what is not MLG, smart.

On topic, I don't know if it was an old version we were playing but one of the camos was still grabable. I'll send you a message where it is more likely to get read, keep testing, we may have a winner here.
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Old 12-17-2008   #10 (permalink)
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I got great news, Unleashed was accepted into the top 6 maps submitted to MLG for v6 testing. Apparently MLG feels it's good enough to test for next season so i think it would deserve your download and feedback. Congratulations to the 5 other maps that made it this far.
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