Genome Created By: Ladnil aka Vodka Fountain An inverse symmetric map in the skybubble that plays MLG TS, 5Flag, King, and Sky Ball Weapons: 4 BRs 2 Carbines 4 Plasma Nades 1 Plasma Pistol Basically this map was started in about October last year, right around the time Ghost merging was discovered. The idea for the over/under bridges was one I'd had in my head for a long time, but doing it was too frustrating. With ghost merging, I quickly whipped up the bridges in about 90 minutes and then realized that was the extent of my idea. Days of doodling in class led to a design I thought was beastly, until I built it. I gradually grew to hate the map more and more and abandoned it until Solo asked in the MLG forge forum what happened to it. I looked at the map again, and came up with a couple new ideas. I deleted pretty much everything I had except the bridges and built the new map. This now lives up to the potential of the original idea, and I'm very proud of the work I've done, even if it was done weeks too late for the map pack submission deadline. [bungievid]107697822[/bungievid] Please note that since these screenshots were taken, attackers/defenders has been switched. Teams now spawn properly in their colored base. Thanks for taking a look, and once again, a download link: Download Genome And for those who are interested, I created a standard gametypes version. Notable changes are the regens in the grass, the sword on the lower bridge, and snipers on the 'nades ramp. I titled the standard gametypes version Genetic to differentiate it from Genome. Download Genetic
really unique, i had kinda the same idea but you did it better than i probably would have. Looks solid, but it will play 4v4? it just looks a tad bit small for 4v4 gameplay, i see from the screen shots you played 3v3 and it presumably worked well. Anyway the forging looks great good job on it. Edit: i guess its just cause the mappack but dam alot of good mlg maps have been coming out lately.
The 3v3 was just the last game I got on it before posting. And the only changes I made on that version were some fixing of Z-fighting and a name change. Don't worry, it got many 4v4 tests.
I assume the red column in the second to last picture is the jump-up we were suggesting. I am not a huge MLG Buff, but the map is very unique and solid.
dam wat a sweet design, i have yet to forge in the skybubble. I'd like it for 2v2 or 3v3, but i think its good for 4v4 too cause of all the layers. I barely ever have a bunch of halo 3 friends on at once so i can only do a 1v1 or 2v2, but i'll try it out anyway
Yeah after doing a forge through the map is alot bigger than i thought, it could host a 4v4 pretty easily. One question though, why the plasma pistol up top haha personally i'd have changed it with rockets that has 0 extra clips. Meaning its got the default 2 shots (needed for a map this size) and that's it. Nice map though the levels make gameplay extra fun and the callouts are easy to learn. Overall a great mlg map simplistic yet very very efficient.
Thanks for the comments guys. For those mentioning power weapons, this was tested with rockets, mauler, and a neutral sniper(obviously not all at once) and none of them played very well at all. Mauler was not very useful at the map's combat range, rockets were overpowering on such a small map, and sniper made King games a little less back and forth but for Slayer and Flag it just didn't play well. Plasma Pistol actually plays great on this map since many of the common lines of sight you'll fight across are in that perfect medium-short range where a PP shines. I know we've all been conditioned to mostly ignore the PP in Halo 3, but I suggest giving it a shot, you won't regret it on this map.
That was a really fun game we played on here last night. A little MLG was a nice change of pace, (even thought I already said I would like more weapons in MLG, I do really like the faster movement and more damage.) I think you did an excellent job forging this. That "over, under" bridge design is completely sweet! I personally really like the way grass looks as well. Overall a very solid map, imo. Lol, I didn't know our game was going to make it into a thread?! Haha, I'm glad I picked my game up a bit! Normally I'm pretty laid back when I play, but you guys were going to town on us pretty good (I meant to balance teams better) so I figured I better take it up a notch. And dang, you know your map good! You're all jumping around like a ninja! Triple assassination what?!? XP
Thanks Nondual. And yeah, our game made it because it was the first game under 5 minutes (actually exactly 5 minutes) since I got my new monthly render minutes. I wasn't going to spend money to render a more competitive game
I agree with this. I like the flow but it looks like it might need some more cover at the spawns. It seems that the fighting does not take place as much on the underside of the map, tyr puting a power weapon down there if you want more combat down there. It makes me sad to see that area not used to its full potencial. Overal, great job.
I really tried to get something in there, because my objective when imagining this map was not an Onslaught/Amplified style BR arena. It just kinda worked out that nothing really played well on a map this size. I tested thoroughly with custom, rockets, snipers, maulers, and various combinations of those. The ground serves more as a flanking/escape route than a major combat area, and I think that's fine. Try King of the Hill if you'd like to see some more action on the floor. Thanks man. We haven't played in a while, get off CoD and play with me sometime.
This map is just really unique it has walls used as floors and its very smooth i could not get the walls as floors to look like that after forging.
Thanks. It's all about pre-bracing them into their rotation so that they don't rotate unpredictably. Luckily, Reach is almost here and nobody will have to struggle to make their floors flat.