Hi guys I'm back! This is my newest map Guardos. I definatley think its the best map I have forged and it has been in the works for a few months now but is finally ready to be played on. This is the first version so there is definatley room for improvement so all suggestions will be looked at. Download Supported gametypes Team Slayer FFA VIP Team King Crazy King Team Ball Oddball Supported players 6 person FFA 6 person Crazy King 6 person Oddball 5v5 for all team games Recommended gametypes and players Team Slayer – 2v2 or 3v3 Team King – 2v2 or 3v3 FFA – 4 Players Crazy King – 4 Players The map The map itself is kind of like Guardian in regards to design. It is mostly symetrical but the bases have different designs and points of access, the center area and the lift areas are completley symetrical. The red base houses a shotgun and the blue base houses a sniper, these are the only weapons differences between the two halfs of the map all other weapons appear on both sides of the map. Gameplay usually centers around top middle which offers no weapons or equiptment but great height advantage and a quick way to access the other side of the map. There 6 ways top mid can be approached, you can jump to top mid from either base take the lifts from the bottom tier straight up or use the longer option; the catwalks. The lower tier offers shorter LOS, less hectic gameplay, some shorter range weapons and an overshield, although players will usually find themselves heading straight for the top tiers where most of the action takes place. King of the hill is highly recommended as is FFA. Weapons and Equiptment 4 x BR – 30 seconds 2 x Carbine – 30 seconds 2 x Needler – 60 seconds – 1 spare clip 4 x Plasma Grenade - 10 seconds 2 x SMG – 30 seconds 2 x Spiker – 30 seconds 1 x Sniper – 120 seconds – 1 spare clip 1 x Shotgun – 120 seconds – 1 spare clip 1 x Overshield – 120 seconds Video Here is a short clip of some Crazy King gameplay, a huge thank you to Jameslieb1 who rendered this for me. YouTube - Guardos - Halo 3 Sandbox map varient The Pictures Overview Blue Base Red Base Center Lift Tunnels Action Shots Grenades are the best Download
Wow, very smooth indeed and the layout looks well thought out. I like the fact that its small but complex with many paths and routes so more people can play with it being instant death. The guardian inspiration is clear and you seem to have achieved a much better map than most people when they have that aim, will give it a DL and give you more feedback sometime soon.
Yes! You finished it lol. I really enjoyed playing on this map, it's really neatly forged and the gameplay runs really smoothly. The lifts are work really well and I like the lines of sight and all of the different levels and catwalks. The weapon placements all work really well and the over shield is in the perfect place. I like forgers who go through alot of testing before finally releasing a map, and this is one of them. It definitely has a Guardian influence in it, and the gameplay definitely shows that it works just as well. Great job well done.
Wow! Need I say more? I can't comment to much on gameplay but I sure can say, love the forging!!! I see how this is influenced by Guardian and the interlocking is marvelous. One thing I think that probably sets this map apart is the simplicity in design and the use of railings. More Skybubble maps need to add the 'all important railings.' You did good.
This looks awesome. From the post it looks pretty much flawless, good weapons, good design, and great forging. I'll DL and tell you what I think. Update- Just got done playing. I only played FFA slayer with few other people, but it was a lot of fun. Weapons and spawns are fine, but the real highlight is the map itself. It's pretty amazing the way you effectively used both horizontal and vertical space. There are a lot of great jumps and drop-downs, not to metion the awesome loop-around mancannons. I guess the only suggestion I would make is to try to add a few landmarks, as I found myself a bit lost at times. It's not really an issue, just trying to give you some form of constructive criticism. Great forging, and keep up the good work!
I saw this in map preview before i think... Anyways really nice to have this done, its a piece of art. Lots of different levels and they all look very balanced out. Feature this noaw!
good job! looks a lot like guardian and blackout as you said! great job and keep them comin maybe some action pics next time around though
Thanks for the comments aswell as everyone else, also action shots should be up later today so just come back later.
Wow, this is really good. I really like the way you can get to all the different levels, and it almost reminds me of an updated lockout. It has four bases, and a two level structure in the middle that really helps the gameplay. This should be featured.
I downloaded this based on first glance; excellent post and leading pic. The reason I like it so much is because it's got the classic Halo 3 Epitaph/Guardian/Blockout style of angles and sight lines. Good attention to use of railings, I never felt like I fell off unfairly. Also, the call-out landmarks were well defined. I just wish there was less glitching in textures but I know that's unavoidable. Excellent map.
Yes, yes, good map. I can't rate anything since my Halo 3 got super-scratched. I It seems more of a Construct theme, all the ramps and stuff. But still, good maps and it looks very well designed. 10/10 so far as I can tell.
Definitly reminds me of a symmetrical Gaurdian, however I believe there may be a problem. While it is beautifully crafted, there doesn't look to be a large, flat, open area that gameplay can circulate around. Your topmid seems too small and I think the gameplay would revolve around the multiple catwalks more than anything else, ultimately meaning that there is no real reason to control top mid. Of course, without playtesting it I could be entirely wrong
It may look that way but top mid is important to control and large enough to do so , it offers great height advantage and the wedges minimal cover for the team trying to hold it down. Gameplay will nearly always center around top mid with teams fighting for control. Thanks for the feedback. I hope you get a game on it. =)
This is AMAZING, a mixture of guardian and blackout, looks to be an awesome team doubles or 1v1 map, forging is perfected and the interlocking is done in ways too awesome to describe, in pic 5 of blue base, the elevation change and arch door is very aestheticly pleasing, and those elevattion changes replace the ugly looking descent of a ramp large. This is the best, most good looking map I have seen around the competetive maps forum in a while, and I am defenitly nominating this for a feature. =) 5/5 amazing work
A suspended map such as this is generally a difficult concept to pull off. Nearly every one, other than the famous two Lockout and Guardian suffer from issues. Even Ascension has many problems. I've been seeing an increased amount of people trying to recreate this style of map, and as I can see you took a lot of inspirations from guardian. The map was forged pretty well. Some renderflicks here and there could be improve the overall look of the map but there wasn't anything too majorly wrong the forging. The main issues were the gameplay elements lost in translation during the spiritual succession of guardian. The fact that you went for a symmetrical map was great, and it changed up the gameplay, rather than having a direct port of guardian, which would have been quite stale. I would however like to see you bring a few more things over from guardian. The four rooms that face each other across top mid are quite small. Too small to control with a team at all. I'm sure you've played guardian well enough to know how people set up on both sniper and lift sides. The problem with your upper rooms is that not only are they too small for a team to work out of, they also have very poor lines of site to the rest of the map. The top mid is slightly raised and blocks nearly all of the cross map BR fights, which is one of the things Guardian/Lockout relies on heavily in competitive settings. Along side of the top mid blocking the view, there are very few places to actually see out of these rooms. The map movement is pretty solid, I didn't feel like I had too many issues navigating the map. The bottom areas of your map are also fine. The only other issue I had was top mid itself. On guardian and lockout, the top mid is open and dangerous, it isn't a place you want to charge across without support from your teammates. It has it's rewards, as it is an effective and quick route to camo from sniper, but is also risky. The top mid on this map has a large amount of cover and is too constricted. I would like to see it lowered, or the adjacent rooms raised, as well as the top mid expanded and some covered removed. Try something less chunky, such as railings. Really, the only major issue with the map is cross map sightlines, other than that you've got some solid forging down packed. Good job.
I think everyone is thinking this is a remake or spiritual successor to Guardian too much. Only certain areas are Guardian inspired as I wanted to create an original map so I hope the fact that I didnt recreate certain gameplay elements doesn't effect the way the map is recieved as it isnt really a remake at all . Although I say that I think your ideas would help improve gameplay as top mid should be a more dangerous place to be. Really it all boils down to money issues and OLN restrictions. I can't make the rooms higher it would cost too much, I have 6 dollars left. And the face that top mid is higher than the lifts breaks up the long line of site across from top lift to top lift. I think I can probably do something however by making the bases feel more secure while adding certain walls such as wall halfs to include places to shoot across the map. I may be able to lower top mid slighty and reduce the amount of cover. A second version is already in the works but is so far only concerned with aesthetic problems, most of the z-glitching has been fixed etc. Thanks for the feedback I plan on using it. =)
i remember playing a 2v2 on this map with you and just thinking how brilliant all the features in this map really are. especially how much thought went into even the smallest of areas one of my personal favourite parts to this map is the central control area this is were you think most of the fighting is going to happen however the wide spread weapons and equiptment lures players into the tunnels and hidden catwalks alowing for close combat and large firefights to occure in every place possible however the hight advantage of the central area often lures br and sniper fans. in my personal opinion in testing this map is that a good 3v3 control the hill or 5v5 slayer is perfect for this map well done..
5v5 slayer, when did you get a chance to play with that many people. I honeslty thought that was too many, but some people like the more hectic gameplay =) I still recommend 3v3 or 2v2 team games and 4 person FFA.
xX-Executioner-Xx Appearance- 1.6-Monument game play- 1.4-Exciting Originality- 0.3- Resource presentation- 0.5-Entertaining Over all= 4/5 The map definitely feels and looks like Guardian but sadly to say it plays nothing like it. Don't think I am judging your map on if its like Guardian because I am not I am just saying the game play was good but it felt like the deaths kept happening in 3 areas of the map and no other spots. So the map kinda got a little repetitive because of that. Also you can get on top of the map which changed the game play dramatically but on the other hand the map was fun and everyone enjoyed it. So the map was good over all and its theme was great. Nice job keep up the good luck.