The perfect MLG map?

Discussion in 'Halo and Forge Discussion' started by B3NW, Oct 16, 2009.

  1. B3NW

    B3NW Ancient
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    You wanna tell me thats symetrical again?

    [​IMG]
     
  2. Dragull

    Dragull Ancient
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    1- Yes, I want.

    2- Its "symmetrical".

    3- I won't argue with you. Argue with Wikipedia instead: Rotational symmetry - Wikipedia, the free encyclopedia

    Read and learn before discussing.
     
  3. B3NW

    B3NW Ancient
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    Symmetrical, my bad, Im sorry my spelling isnt perfect :l

    Plus, Luke said it was symmetrical, not rotational. Its Symmetrical as in the sense, when you rotate it, its the same, but he was technically wrong and if thats what halopedia says, they are wrong.

    Neway, off that subject, please guys any ideas are appreciated, there arent enough yet to make a map ;p
     
  4. Aaronator

    Aaronator Ancient
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    Tactical jumps please.

    How about mid-levels. And definitely symetrical. Combination of long range and short range. Vertical combat please, not much horizonal. Thats all i can think of now. I will update though.
     
  5. B3NW

    B3NW Ancient
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    Deffo, its obv that you have something in mind by the specifics you use so if you have a chance can you do a quick drawup of what design you have in mind.
     
  6. Stevo

    Stevo Drunken Bantersaurus Rex
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    Sorry, for restarting the debate on citadel lol.. i just found myself looking at orbital and trying to study the map.

    As a whole, i think citadel would make an excellent MLG map. The only problem it suffers, is not being exactly symmetrical. I think for a forged verison of MLG to work, the maps line of symmetry needs to lie from the midsection of one base to the midsection of another. So whatever happens at one side, will need to be able to happen identically at the other side.

    P.s. Is citadel actually included in MLG now? I heard rumours it was going to be, and i think i've seen someone mention it before hand, but my xbox is broke so i cant find out?

    EDIT: OMG I said orbital not citadel LMAO
     
    #66 Stevo, Oct 22, 2009
    Last edited: Oct 23, 2009
  7. Dragull

    Dragull Ancient
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    I doubt, it just not that competitive. Assembly and Citadel on the other hand have higher chances.

    Arena maps work better for MLG, I think you should focus on that. U-shape is possible, but I don't think it would be "perfect" for MLG.
     
  8. Stevo

    Stevo Drunken Bantersaurus Rex
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    Yeah, i was just being stupid. I meant to say citadel everywhere it said orbital lmao. I was just looking at the map overview on orbital :(
     
  9. Dragull

    Dragull Ancient
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    They are probably testing the map right now. Adding it for Anaheim would be bad for the team (no time to prepare), but I think we might see it in the National.

    Its a very good map, I love it, I think its my favorite H3 original map.
     
  10. B3NW

    B3NW Ancient
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    Okay, arena styleee. U shape is too basic like you said, im wanting to mix somethis like guardian up, so its symetrical but that would be too obvious, I may include an area like the one at top of shoulder, I like that area Very Much :p BTW, ive found a good jump that would be epic in this map, it makes it so like in flag games when the runner jumps the flag up the front of the base except only the normal traits will allow the jump, thats for flag, I may include flag in the map but im not sure yet.

    Lol no problem, I thought the post looked a bit messed up lol.
     
  11. Stevo

    Stevo Drunken Bantersaurus Rex
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    Ideally, I think you should entirely base your map design on ONE gametype.. whether it be Flag, Hill, Ball or Slayer.

    I think Hill is a good shout because it doesn't have any maps that currently succeed in utilizing the hill..

    After looking at someones map that was a feature not long ago.. it was a Hill based map on foundry and had 5 hill zones scattered at different levels.

    I think the map should have 2 bases laying opposite each other at the right and left side of the map. At the bottom have a raised tower which acts as hill 1. In the middle having a ramp down to a lower levelled hill from hill one = hill 2. and at the top of the map it should have an area for hill 3 which above it has another pathway around the to the opposite base. So its essentially like Onslaught/ Amplified layout, but has A large open area beneath the top of the map, and a small confined area below the bottom of the map.

    Do you get that? :S



    Also where is this map going to be?
    And whats its base map? Sandbox / Foundry?
     
  12. B3NW

    B3NW Ancient
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    The good thing about KOTH is that most maps built for KOTH still work really well for team slayer, and that is what im gonna do, base the map on KOTH but make it still really playable and keep the gameplay awesome for TS too. Thanks for your ideas they are good, and as I said im gonna look at Insanes map and get some inspiration from there.
     
  13. Blaze

    Blaze Sustain Designer
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    For KOTH you want to make it team based. That's why it's so hard to get a map into MLG for king. You see how construct usues teamwork to spawn your team in sword when the hill in on bottom and trys to keep hold of gold control when on the others.

    Make it so that it uses teamwork, that's what MLG is about.
     
  14. B3NW

    B3NW Ancient
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    Well that is dependant on the spawn system and tbh im terrible at spawn systems, tough improving.
    I will most likely need help on this part :p
     
  15. Dragull

    Dragull Ancient
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    A "symmetrical Guardian" could work very well.

    First invent a good layout.
    Forge the map and place the spawns
    Then fix some areas for the spawns to work better e take off the spawns that don't work well.
     
  16. B3NW

    B3NW Ancient
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    Yes the symetrical gaurdian may be a good idea but it is an obvious idea and not very original, I may go on to make this if this current project turns out well.

    Ahah, I know how to forge a map, its just spawn placement I find difficult and setting up such a spawn system that is needed for this map I would need some expert help. I will need to study the spawns on the map after test runs as well, it will take a while ;p
     
  17. Stevo

    Stevo Drunken Bantersaurus Rex
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    *shrug* if you have 5 spawn areas for each team that arent too far apart.. it'll be perfect.
     
  18. B3NW

    B3NW Ancient
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    Wait what? Shrug?

    Maybe 4 for each team then 2 neutral :p

    Thoughts?
    [​IMG]
     
  19. Stevo

    Stevo Drunken Bantersaurus Rex
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    Yeah shrugging is like a meh... lol

    the 2 neutral ones would be hard to do..

    Try download Onslaught or Ldown and look at the spawning on that map. See if theyre dedicated spawns or just neutral and see what the Respawn Areas cover.

    The picture is quite confusing.. but actually looks rather good.

    Can you explain it a little more?
     
  20. B3NW

    B3NW Ancient
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    Its based on guardian, except its rotational symetrical, which is much fairer (fair because the hud covers some parts of your screen and if its symetrical, one team always has an advantage at the beggining).

    Basicly, its the sniper tower area with shoulder leading to green (green is all scrapped and its just a walkway) and then leading to bottom mid, which meets the other shoulder to green to bottom mid from the other side, and theres a long walkway from one side to the other underneath that meets the two shoulder ramps. gradients indicate ramps..
     

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