Propulsion By: JJ3672 'This high-velocity collision testing facility is now a combat zone. Safety checks have not yet been conducted. 4-12 players.' Download Here: http://www.bungie.net/forums/posts.aspx?h3fileid=32965940 Map Description: Propulsion is a symmetrical, medium-size, foundry-based map with DEADLY SOCCER BALLS. Now I’ve never seen anyone else incorporate soccer balls into a competitive multi-gametype map, but I believe that I have done it quite well. I’ve tried to include them as a factor that would make the map interesting and fun to play without seeming gimmicky. More on the soccer balls in the special features section… Judging by the map name, it’s no surprise that I used the full quota of mancannons and grav-lifts in the design, allowing for some fast-paced action. Whether you come speeding out of the soccer ball tunnel or flying over the raised H-shaped center of the map, you will have a great time doing it. So try it out and leave feedback on what works well and what needs improvement. FYI, this is my second posted map, I will be remaking my first (Shafted, in sig) for an upcoming release (without ghosts and shield doors). Just like the first, Propulsion is team-based with each team having a side but not distinct bases. And, before you ask, most of this map is interlocked/merged with map geometry. Weapons/Equipment: r=respawn time c=spare clips 1 Rocket Launcher (middle of map, on top of “Hâ€): r=150, c=0 1 Shotgun (directly below rockets in tunnel): r=150, c=1 2 Snipers (far back of each team’s side, in center tunnels): r=180, c=1 2 Brute Shots (hanging upside-down from merged fence boxes): r=120, c=2 6 BR’s (leaning against fence-wall barriers in each side alley): r=30, c=2 2 Carbines (diagonally across from each other at tips of “Hâ€): r=30, c=2 4 Spikers (two in front of each team’s tower resting on door): r=30, c=2 4 Plasma Rifles (two on top of box directly in front of each team’s spikers): r=30 2 Maulers (in corner to left of each team’s high launcher): r=60, c=1 8 Frags (behind barrier near soccer ball spawn and to right of brute shot): r=10 4 Plasmas (diagonally across from each other on opposite side of carbines): r=10 4 Firebombs (near each staircase, in four corners): r=10 1 Overshield (in pallet-bordered box on one team’s side): r=180 1 Active Camo (same as OS on other side): r=180 2 Bubble Shields (on top of sniper tunnel): r=60 2 Power Drains (across from plasma rifles on other box): r=60 Gametypes: 1. Slayer – ‘nuff said… 2. CTF – flag spawns and returns are in each team’s merged fence box (below brute shot) 3. Oddball – ball spawns in one of two mancannon (soccer ball) tunnels 4. King of the Hill – five hill spawns consist of both mancannon tunnels, OS/Camo box for each team, and on top of “H†near rocket launcher 5. Assault – bomb spawns are on top of each team’s tower, bomb plants are in each team’s OS/Camo box Note: starting points for all gametypes are next to fence wall barriers in side alleys, with each team facing the merged fence box (teams start diagonally across from each other) Special Features: 1. Forge techniques used include interlocking, merging objects with map geometry, and the floating objects glitch. 2. The mancannon tunnels each consist of three mancannons, designed to speedily bring player or soccer ball from one side of the map to the other. The first two mancannons are on the tunnel floor and the third is on the ceiling to bring the player or ball back to the ground. Upon exiting the tunnel, the player or ball bounces off the merged fence box at a 45 degree angle and heads toward the sniper tunnel. Each tunnel has a guard at the entrance to prevent players from going through the tunnels the wrong way. 3. To the right of each team’s tower is a sideways grav-lift. Soccer balls spawn inside this grav-lift and are pushed by it into the mancannon tunnel. The balls then come out the other side of the tunnel at deadly velocity and (assuming that they don’t hit anyone) bank off the fence box and roll behind the sniper tunnel, eventually stopping after hitting a window panel used as a barrier. Each ball is on a 20 second respawn, with one spawning at start and the other spawning 20 seconds into the game. The balls end up circulating the map about once a minute. 4. Each team also has a high mancannon launcher, which consists of a raised double box with a mancannon at the high end. A sideways grav-lift pushes players up the box and towards the mancannon, and players are then launched up and hit the invisible barrier on top of the level. A skillful player can float down and land on top of the “H†near the rockets. 5. Each team’s OS/Camo box has small entrances on each side covered by pallets. The pallets must be destroyed to allow access to the OS/Camo. 6. A fence box has been merged into the ground vertically on each team’s side (which I’ve not seen done in another map, is down about 4 or 5 door-edges) brute shot has been hung from the ceiling of the box and players can barely reach it by jumping and pressing RB. The brute shot can dominate on this map and is set up as a power weapon. 7. The sniper box has been merged into the ground slightly for smoother access. A crate can be jumped on to get to the top of the box with the bubble shield, and a small stairway of crates can be jumped on to reach the top of the tower, which is an excellent sniper spot. However the crate stairway can be destroyed, restricting access until the crates respawn. Screenshots: This is why I call it the “H" (power drains have been moved, see weapons section)... View of side alley and end of mancannon tunnel through merged fence box… View of staircases, high launcher exit, and the middle of the “H†(a.k.a. the wall) View of sniper tunnel entrance, high launcher entrance, and the wall… We all know where this is going… Ahh, how dare you make me bleed my own blood… I see the light… How do I gets to teh overshield? Well that was easier than expected… Beckham’d… White Spartans can’t jump… Where’s this going to land? Eh? What is this? 10 points to anyone who figures it out… So, I highly urge you to DL this and give it a try, and make sure to leave feedback on what you thought of it and how to make it better. My next maps will probably be Cagematch and Shafted v2, so look for those in the near future.
Quick bit of advice because you are fairly new to FH. Dont put V1 in your title. We appreciate that you want to improve your map, and thats ok, you can. But putting that there shows to players that it will be frequently improved, which is going to put people off downloading and playing your map. I will download and get back to you on the map itself.
looks cool. I'll DL when i get home, but for the record your URL is added to my list of "download when i get back to my own province" list
Looks good, but i doubt the soccer ball swill really be a great threat... Do they kill someone once a game, once every 5 minute, or once a minute roughly?
They don't kill that often, but we're talking about slayer here, not dodgeball. I guess you could say that they affect the gameplay but don't control it. Anyway, I would think it would be frustrating to get killed by a soccer ball every five seconds. More often then not, they'll just take your shield down and not kill you (has to be a direct hit). And Matty, I edited the thread title for ya...
I have to say it looks good, i dont usually post unless i think so, i do like how you put the soccer ball in just for something to look out for, keep it up and you will be making awesome maps.
Well you don't have to play with them, just go into forge and delete them if it's than big of a deal. The map's fully functional without 'em. The screen is a plasma grenade, the guy in the first post guessed it so nobody else really needs to. And I'm still open for suggestions/feedback, especially from those that DL'd it. And if you haven't, give it a try, you won't be disappointed...
And I really suggest that you just close down this thread, put some serious work into cleaning up the map until everything is straight, and then repost it as a final version.