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Old 05-31-2009   #1 (permalink)
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MLG Requiem v2




MLG Requiem v2
By Insane54 and Sir Toppum Hat1


Click the images below to download the map and gametypes.











Click the images below to quick jump around this post. For some reason this can cause some screw ups. Just press Back or Refresh if it does and it should be fixed.





MLG Requiem is a symmetrical map designed for MLG gameplay.
Design, spawns, weapons, and tweaks: Insane54
Map geometry: Sir Toppum Hat1


The first thing you'll notice when dropping into the map is probably the enormous hill in the very center of the map. Outlets and openings are all around it to open up gameplay and allow players easy access through the middle. The key thing to know about the hill is that it is extremely easy to grenade it from many areas, making it a very hazardous move to run across without teamwork, without the flag or not. However, all of those areas have multiple access points, making it dangerous to camp the hill. In this vein, risk and reward (the risk you take to get to a better weapon or advantage) and lines of sight (how much you can see from any given point) are particularly central in this map.

One of the most useful features in this map is a teleporter in the back areas of the map. This teleporter will transport you to the other 'wing' of the map, allowing you to flank the enemy or aid a teammate. Be careful though - it's easy for your opponent to camp the receiver node, should you be running in blind without reconnaissance of the area first. Another extremely useful area is the Purple platform. You will find access ramps between the back bases (orange and white), on top of which you can find a Battle Rifle and frag grenades, but most importantly, a hole for a devastating grenade barrage, should the enemy attempt to run through the middle. Controlling this vicinity will usually allow you to then control most of the map, giving your squad a immense advantage.

Requiem plays every gametype, but the best by far are MLG Onslaught Capture the Flag, MLG King of the Hill, and MLG Team Slayer. It also plays a very enjoyable Team Snipers or Team BRs game. You can find downloads for the aforementioned three gametypes in the download parts of this post.

When playing CTF, you should keep in communication with your team at all times. At certain times, different runs are better than others. For example, with the whole other team down, a run straight through the bottom or top offers the fastest way to get back, while if there are players around, your best bet might be the purple side. If the enemies are just spawning, yellow is probably the best move. In King, the hill moves in standard MLG 'V' formation, that is, the middle, to orange street, back to middle, and then to the white street and back to the middle. The hill moves every 2 minutes, along with a Custom Powerup at the same timing.

Thank you for reading, and enjoy MLG Requiem!




The weapons placed on Requiem are as follows:
Name - Quantity on Map - Respawn Time - Extra Clips (if applicable)

BR55HB SR Battle Rifle - 9 - 10 - 2
Type-51 Carbine - 4 - 60 - 2
Sniper Rifle System 99D-S2 Anti-Matériel - 2 - 180 - 1
Jiralhanae Type-52 Mauler Pistol - 1 - 150 - 0
M9 High-Explosive Dual-Purpose Grenade - 2 - 30
Type-1 Antipersonnel Sticky Grenade - 4 - 30
Custom Powerup - 1 - 120







Video by iRaynne and Pegasi Delta.


Notice at the end how we had a spawnkill. If you and your team have control of the map, you can spawn trap the other team and take a massive advantage. This is considered a good thing in MLG games.

Gameplay video coming soon.





















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Old 05-31-2009   #2 (permalink)
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Old 05-31-2009   #3 (permalink)
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The Ducks of Onyx are a matchmaking/custom game group started in TGIF #7 in the European party. Assigning his players with super cool MLG-duck-like names, Insane54 led his team to epic victory in match after match, with use of superior tactics, such as the 'smoke and clear'. What came from this is the Ducks of Onyx. We strive to be the best in all of Halo, by usage of our epic 1337 ducky maneuvers, and our awesome Duck names. The following pictures are from a practice session.



At spawn, Duck 1 (Insane54) and Duck 3 (Matty) turn around and head towards Orange. Duck 1 goes towards Purple and puts shots on enemies or calls out enemies, while Duck 3 gathers the Sniper Rifle and goes to Purple with Duck 1.



OLD PICTURE IS OLD, LULZ
At the same time, Duck 2 (Roche178) goes straight up to the hill and uses it as cover to distract and place shots at the enemies, whilst Duck 4 (Shoruka) goes all the way to the side at Yellow and grabs the Custom Powerup.



Ducks 1 and 4 attack from opposite directions while Duck 2 and Duck 3 cover them from top of the hill and Purple for epic flag capture victory!


You can view Duck Strategy: Quack Protocol Alpha (on Hangar 02 v2) here.






I apologize in advance for any spawn problems or such. This is my first MLG map, and I did my best spawn wise. I tried to copy maps like Omni and Amplified, but the design varies for every map. I will continue to tweak it, send any suggestions or comments to me. Spawns are meant to be somewhat predictable, so teamwork can set up a spawn trap. In that essence, if you push too far into a base without team support, I don't consider someone spawning near you/behind you to be a bad spawn.

This map includes a few tactical jumps that can be risky, but if executed corrected can help immensely. Remember that these can be done from both sides. Here are a few:


At the top of the hill (1), jump as far as you can straight down the hill (2). At the instant you touch the ground, crouch and jump (3). This will propel you forward with the momentum of the previous jump, which if done properly will land you on top of the door jump up (4). From there you can crouch jump into the base (5). This tactical slide jump allows you quick access to the opposing base. Note that this picture was taken from v1, and a few parts of the rest of the map (irrelevant in this shot) are slightly different.



At the right spot (1), jump at the small ledge built into the Foundry walls (2). The instant your about to hit it, crouch and jump off that ledge (3). Done correctly you can land on top of the base (4). This tactical ghost ledge jump allows you to not be required to use the dumpster jump or ramp, which can surprise the enemy or help you get to the top easier. Note that on the opposite side, it is easier to jump where there are windows in the wall.




Click the images below to download the map and gametypes.










There's a whole lot of people to thank about this map. I most certainly could not have done this by myself, this map is pretty much totally thanks to all these people. Normally, I'd go right into my list of thanks, but I just need to say before: Sir Toppum Hat1, thanks for making this map work in the first place. You're really great...scratch that, awesome, at Forge, understand what I want done, and capable of doing it perfectly and quickly. To be honest, you probably have the best Forging technique I've ever seen. If you'll have me, I'm up for making another map with you.

Fritzster, thanks for getting my interest up with this map. I was kind of iffy about the map before, but after talking about the map design with you, that pretty much accelerated the map to what it is now. Also, thanks for looking at the map and advising with the design, and helping out as the map progressed.

Xanon, thanks for help in general. Your MLG expertise has helped a lot, you tested a ton, you came up with the Duck Strategy, and plus...you came up with the name.

Penguinish and DRiSCOLL, thanks for the super pro looking Photoshop jobs. Mr Smiley, iRaynne, and meleemaster246 for the screenshots. iRaynne and Tex, thanks for doing the video...whenever it comes out. Matty, looking over the map and making some suggestions, and helping for the write up. Quiganomenometry (Orangeremi), for helping on the MLG side of things. Roche178, Mini Waz, and RageGummy, for having the best accents ever.

Pretty much everyone on my friends list that I haven't mentioned yet - particularly those that were in for the pictures.

Lastly, thanks to the Testers Guild and practically all my friends for testing.
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Old 05-31-2009   #4 (permalink)
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POST!! Actually, I just want to say that whatever changes you made are probably absolutely amazing towards gameplay, and that I am downloading the map now. I will get back to you with a gameplay report as soon as possible.

Tetradymite -view it now.
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Old 05-31-2009   #5 (permalink)
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Holy mother those screenshots took a while to load up lol. I remember playing this with you. I am not sure if I played v2 or the original version, but I know for one thing, this map was hella fun. I really liked how the map was set up. Nice job to Sir Toppum Hate for the amazing layout. Also nice job on forging this to Insane. Having an amazing layout for a map doesn't mean anything untill its forged. The interlocking/geomerging in this map was suberb nice job there. I really liked King of the Hill the most on this map. I loved having one of the hills in the hill in the middle. Overall incredible job on this map Insane, glad to see some maps made by you.

A++++
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Old 05-31-2009   #6 (permalink)
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Ah, I remember the V1, it plays so well, the middle structure created some very interesting firefights. I'm still confused about the tele room, what is it supposed to do?

I'll be sure to download this, great job.
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Old 05-31-2009   #7 (permalink)
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The amount of work that was put into this map definetly shows in its design and flawless MLG quality gameplay that is found no where else. I know MLG isnt about the asythetics, but I think that you pulled of a great MLG asythetic map along with this playlists normal gameplay.

10/10 feature worthy

Edit: haha I know the real Sir toppum hat (like without the 1) In real life... my choir directors son.


Signature by me.
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Old 05-31-2009   #8 (permalink)
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Quote:
Originally Posted by rifte gifle View Post
I'm still confused about the tele room, what is it supposed to do?
the sender in the tele room brings you to the other teams spawn.


As for the map, it looks very good,very well merged and interlocked, from what i seen on your live feed, the spawns are pretty well, weapon and power up placement look amazing, i would definatly play this map anytime.
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Old 05-31-2009   #9 (permalink)
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The map really does look great. Especially with all those action shots. It feels a little open but other than that it's a great map, and it really looks like you put your time, and effort into making it. 5/5

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Old 05-31-2009   #10 (permalink)
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some of your pics aren't working, mainly in the action shot section. What have you changed from this and the v1? i can't really tell the difference

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Penguins.
I have penguin pajamas!
How badass is that???

penguins can be stealthy too!
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ctf, foundry, hill, insane, insane54, mlg, ons, onslaught, requiem, toppum



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