Ebalere Ebalere is a fairly large 2v2 map that I designed around the idea of a giant building with a natural, outside area connecting it all. It consists of mainly 4 rooms and two main floors, not including the ledge hovering above bottom mid hoisting up the CPU. Ebalere must be played with regular gravity and jump height settings for jumps and the lift to work correctly. I recommend the CPU to increase Damage Resistance. Also, video soon of Flamingo and I overcoming a, like, 15-24 deficit on Ebalere. Weapons *For drop spawn Weapon/Spare Clips/Spawn Time *Sniper Rifle/0/90 *Grenade Launcher/2/120 Spiker/0/45 Plasma Pistol/-/60 Needle Rifle/2/30 Magnum x2/2/30 DMR x3/2/30 Frag Grenade x2/-/45 Plasma Grenade/-/45 Health Pack/-/45 Custom Power-Up/-/150 CPU does NOT spawn at start Pictures Ebalere
It's about time Erupt. This is one of the many maps that show how far you've come from Gallant, which is already a solid map. I had fun testing this map, but not sitting in forge for hours watching you decide how to fix the previous problems. And speaking of the problems of the earlier renditions: I believe you did a pretty good job addressing them. The map seems to revolve around the teleporter room, but you give the opposing players enough counters to ensure that it is not an overly dominant position. Look forward to your next release.
ossim possim map looks ossim grade possim... the map looks good and such, those 1st, and last look damn sexy, all around the map is just damn sexy lol,green + balconies and stuff like in the last pic and you got me. great job Erupt. good use of the Braces btw.
wow! This map looks great the natural pieces fit together perfectly with the rest of the map and the grass in those squares looks awesome! (how did you do that?) +1 dl.
I think they are 3x3 shorts sunk into the ground in a flat area of terrain.the 3x3 make the borders...I think.
Actually, I'm pretty sure they are 2x2 flats. They look really cool nonetheless. Anyways, I've never played this, but I downloaded this a long ass time ago and looked awesome. Hopefully I can get a game on here soon.
Erupt, I must say that this map looks both well thought out, well tested, and damn pretty. For the gfameplay I cannot say much other than I dont see anything that jumps out to me as bad in any way. I would also like to thank you- as you were one of the few who I looked to on forgehub when I ventured into the smaller map design area. Through looking at your maps (among the others of equally talented forgers) I learned quite a bit about design. So thank you for that. I wish you luck in the next creation you have been planning. Hopefully I can get a game on E-baller some day. If I do I'll get you some feedback.
Currently my favorite map on my reccomendations list, (yeah I check it). I flew through this yesterday when I saw it there and it's pretty friggin awesome. I love the lift to custom and I really like the entire outdoor area and rock bridge/arch. As well as the 2x2s with the grass. The layout is awesome too. I probably won't get any games on it, not gonna lie. But I still had to let you know I really like this map so, yeah. Good job.
I get on forgehub to do my usual lurking/trolling and i see mr. lag posted ebalere. It is about time you finished this. This map is one of my favorite 2v2's to play, and most of the problems I had with the map were addressed. So, good job mr. lag.
Been awhile since I played this... Remember that it seemed a bit large initially, but it didn't play bad at all. My biggest concern had to do with the teleporter exit node. I remember often camping there and pulling some real bullshit jukes because of it. Done anything to address that issue yet?
They are 2x2 Flats sunk into the grass. I spent around half an hour finding a spot that was flat enough and getting them at the same height without them disappearing under Forge World. Wasn't a fun time. Thanks! Thank ya. Mr. Lag.. I tried to find another internet provider but I still can't Annd thanks. Your feedback definitely helped And one of your favorite? Even with the rocks merging into the 2x4? Thanks, means a lot from you. Being one of my favorite Halo 3 forgers (although you haven't made much in reach. :/) Lol, well planned out. I totally wung this one. It came together really well though.. I think anyways. Also, thank you. I'm glad I could sorta teach someone else something since I had to do the same thing you did/are doing- studying other's maps to learn. Thank ya. The tele room definitely has the most traffic, but I didn't notice anyone staying in there on any games in the final version. That window definitely helped a lot... I think that was your idea too Yeah, it is a sorta slow paced 2v2. I've never tried 3v3 or more though.. Depends on what version of the map you're talking about. Originally the receiver was on the bottom floor, but I did get the occasional guy sitting behind it backsmacking anyone who came through. So I put the receiver on a raised platform so you can't get up there without going through the sender, which makes it so you have to leave that room to get to it. Which also helps get people out of there, like I said above. If you go through the sender, you either accidentally fall off (which is what I intended to happen) or you sit up there. While sitting up there You are incredibly exposed. You can be seen from the rock path because of window and from the rest of that room. I've never seen it be a problem before.. I can imagine it being an issue in a 1v1, but not a 2v2.
Clearly you were not convincing enough, so it took good ol the Xzample to explain how it benefits the map. Erupt, I was the one who told you that cluster**** of a hallway on the second floor in the middle needs to go, and I recommended the drop down to teleporter. I still wish you would have made a drop down into the back hallway. It would have made for some interesting flanking from teleporter room.
So I just looked at this in forge and I was like, "wait, is this that map Erupt kwpt toying around with in the canyon early last summer, circa Roundtown?" so is it? It seems to be in the same location and have some similarities in layout and theme at the very least. Anyway, I like the CPU platform, and a few other things about the map as well. I gotta say that I don't like how the ramp bunker textures don't quite match each other.
Agreed... I thought comparing the window as the top of the base los to middle bridge on onslaught would have been good enough.
Nah, I asssume you're talking about the hexagonal map.. Don't remember the name. I've never really had a special place in my heart for the bunker ramp lining, but it looks decent, and it serves all the purposes I needed it to. The textures not matching up never really bothered me, but I suppose its just personal thing. Thanks! @Tyrant: lolol
That would have been more than enough reason for me, but Erupt here is from Forgehub, and most Forgehubbers have not been enlightened by the greatness that is SaLoT and his many masterpieces, such as the work of art known as Onslaught.
Oh yeah... that's what I was thinking of. It's been so long I couldn't really remember. And I just don't like the trim on the bunkers because the trim is rotated 180 degrees between pieces. It's just something that nags at me a bit, I don't think Salot of people will notice.