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Old October 18th, 2009   #1 (permalink)
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MLG Requiem v3



MLG Requiem v3
By Insane54 and Sir Toppum Hat1


Click the images below to download the map and gametypes.












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


Requiem as it stands today has been a long time in the making, the result of countless hours spent rigorously testing the map's performance in all gametypes, tweaking and rebuilding alike and ironing out the creases as things moved along. Don't let the v3 tagline fool you, it denotes this version's nature as the third major incarnation of Requiem, each of which has seen a degree of dedication normally credited to a whole project.

The map's core design premise as an MLG Team King map is happily mirrored in the literal central feature of the hill, replacing the standard MLG Foundry centerpiece with something altogether more creative. With a weapon compliment including a Custom Powerup and two Sniper Rifles, Requiem accommodates both perfectly through an open feel to the design and the full use of the Foundry floorspace, another departure from MLG Foundry conventions. This allows for the innovative yet unobtrusive implementation of side-to-side teleporters in the map, creating further movement and set up possibilities and increasing the rewards for those who know their environment.


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 - 150 - 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 AmercanPsycho. Go subscribe to his YouTube for more awesome!




























Last edited by Orangeremi; October 18th, 2009 at 12:19.
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Old October 18th, 2009   #2 (permalink)
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This is a great computer wallpaper image :)



































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Old October 18th, 2009   #3 (permalink)
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Requiem started as one of those "BLAM! INSPIRATION!" things where an idea suddenly hits you randomly. For me, it happened in the middle of math class. It was an idea that merged MLG with a hill, played in Foundry, and played the often-negelected (but personally one of my favorites), MLG King. In designing this, I thought of MLG Construct, which is a great Hill map (if you notice, the styles of the hills and ways to access them are very similar to Construct's), and wanted to make something similar. With Requiem, though, we could have some new ideas and setups, and with a hill that offers some completely new tactics, particularly for objective and support players, and thought that would be awesome to play on, and designed it (mainly through lines of sight) to work like that. The teleporters that allow you to flank from behind, pipes, corners, and lines of sight between base and hill are among some of the things I feel are the greatest features that would make this work perfect for Hill. So, I drew up a basic design, flow layout, line of sight work...and then my teacher took it away (is that even legal?) once he realized I'd been working on it for the last hour. Anyway, when I got home I thought it'd be cool to merge that with Terminal, from Halo 2. After quickly throwing it down without really designing it, I came up with a really hasty first physical sketch of Requiem (I still have this paper, by the way):


Yeah, it sucked design wise, but it brought up lots of ideas in my mind, which eventually came to the Requiem v1 design back in January '09, after going on a quest to learn proper map design. Since then I've come much farther to a point where I feel comfortable teaching others, but regardless...then it was a decent design. The problem at that point was finding someone to build this thing with practically impossible merges. I asked some of the more famous forgers on ForgeHub...nobody could do the merges in the back (they go through the stairs, the back fence area, into the white room, through the pipes, and into the ground slightly, all at the same time). I can't recall exactly how I came into contact with him, but Sir Toppum Hat said "I can do that!" and, though I was obviously quite skeptical at the time I was pretty desperate so I let him give it a shot...and it was more or less perfect. Thus started the collaboration, I'd mainly do the gameplay/design, and Toppum could build...well, anything I wanted, which is really all you need. The map itself's gone through lots of map geometry changes and merges that I have no idea how Toppum does so efficiently and cleanly without using ghost merging (I believe there is no ghost merging on Requiem, at all). After a pretty good reception on Requiem v1, and even better with the major improvements on v2, I looked at the map carefully, piece by piece, and redid the whole design, and came out with a few essential changes. Mainly, making the hills flow better from the long sides was important, and the removal of the double walls there made it a much better option. Lowering the whole OS area, adding the double walls interlocked with the corner walls allowed for better setups and spawns, and so on with all the changes. As with any map, I do feel like Requiem can still be perfected even more, theoretically. But I feel like me and Toppum have done the best possible job with major changes. Maybe there might be a v4 in the future, who knows? But I really love the way this map plays and I think any future changes will be minor.

I feel like MLG KOTH is really neglected, and this map is my try at making it more fun to play. I'm not going for MLG circuit play or anything (though I'd love to have it!), but I'd just like people to play and enjoy this objective game. There's only one Hill map in the Circuit, and I feel like it's one of the best objectives in Halo, and probably my favorite in MLG. All I'm saying is, let's try to make it important again.




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. Again.

Fritzster, thanks for looking at the map and advising with the design, and helping out as the map progressed.

Xanon/Shanon, thanks for help in general. Your MLG expertise has helped a lot, you tested a ton, being LOLN #3, and plus...you came up with the name. There are some things that money can buy, wasting the sniper in Xanon's face…priceless.

Halcylon, thanks for the super pro looking Photoshop jobs. Mr Smiley, for the screenshots. AmercanPsycho, thanks for doing the video and being the 4th member of Str8 LOLN. 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, and being the 5th member of Str8 LOLN. Roche178, Mini Waz, and RageGummy, for having the best accents ever (Roche is LOLN #2 as well)! T7 DARIU5, for being generally awesome.

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

Thanks to the Testers Guild and practically all my friends for testing.
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Old October 18th, 2009   #4 (permalink)
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Holy huge post.

You finally released it. This has got to be my favorite two-base MLG map ever. I love how you and toppumhat took the basic two-base MLG design and made it completely original.

Playing on this map was the most fun I've had on any MLG map besides Chromatic. TS, King, and CTF all play wonderfully... especially King. I love how much you have to use teamwork to be able to control the hills and be on your toes for the two side hills because of the teleporters.

Great job on this map Insane and SirToppumHat. I'm going to the "Want to See a Map Featured?" thread right now.
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Old October 18th, 2009   #5 (permalink)
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This map is flawless, personally i like hill, but CTF is just as perfect. The telporter idea has even made it's way into my newest map (but don't worry i didn't COMPLETELY copy you :P)

Thanks for the map


^^ Made By Laxer ^^


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Old October 18th, 2009   #6 (permalink)
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It was really fun playing on this yesterday. I was like "Wow these little changes make this map so much better". Great design and great improvements. Definitely a download.

-Aaronator



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Old October 18th, 2009   #7 (permalink)
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OMG way too many pictures. It just took my browser like 5 minutes to stop resizing itself, and I have high speed internet. Anyways, I'm glad to see you've finally posted it, and hopefully I can get some games on it tonight.

Don't listen to your parents kid. Cocaine is ok as long as you are just trying it.

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Old October 18th, 2009   #8 (permalink)
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This is truly a great map. Gameplay on v1 of this was great, same with v2, so i cant wait to play this one. I think my favorite thing about the map is the centerpiece, how could you do that without ghost merging :/.

Last edited by Xang; October 18th, 2009 at 16:30.
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Old October 18th, 2009   #9 (permalink)
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I remember testing this with you guys plays awesome 5/5 for me. this will get a feature fo-sho, if not you atleast deserve a cookie! hope you get Premium toppum.
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Old October 18th, 2009   #10 (permalink)
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Wow, and I thought the V2 was amazing.

I just love the geometry changes, especially the ramp up the the bases, I would always have to try twice to get the jump with the dumpster. I dont think that lowering the OV structure was necessary, but its fine iMO.

I Think that MLG should adopt this as a second King map, sometimes I just get tired of Construct.

Great Job. (and I mean REALLY REALLY FRIKING AMAZING OMG job)


BIG thanks to VI AMAC XXI for the sig
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