Fortress / Stalwart

Discussion in 'Halo 3 Competitive Maps' started by LieutenantAshler, Jun 20, 2008.

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What is the best aspect of this map?

Poll closed Aug 31, 2008.
  1. Layout

    55.6%
  2. Gameplay

    55.6%
  3. Appearance

    55.6%
  4. Other (specify)

    22.2%
Multiple votes are allowed.
  1. LieutenantAshler

    Senior Member

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    FORTRESS/STALWART

    BACKSTORY
    This bunker was set up by Marines in a last ditch effort to protect the Orbital Defense Grid's power supply. 2-10 players.

    Fortress is located between the outskirts of District K-72 (Compound) and Nuclear Fission Power station R-54 (Meltdown). Marines dug in here in an attempt to protect the power station supplying energy to the MAC platforms in orbit.
    INTRODUCTION
    When I first started work on Compound, I had intended to make it a symmetrical map that boasted a grandiose structure that dominated the map (in appearance, not necessarily in Gameplay.). Due to several factors, including resource constraints, The map ended up being an asymmetrical Urban battleground as opposed to the original scheme. After failing to draw much attention, especially in comparison to my other maps, I realized that although Compound was fun, I hadn't really achieved what I had set out to do when I built it. And so began the construction of Fortress... ...This is Compound as it was meant to be...
    [​IMG]

    A WORD ON PRECISION
    This map is the smoothest one I've made or played yet. You literally have to hunt for bumps to find them.
    Throughout the entire process, I meticulously measured each piece of the map's geometry, making for top notch accuracy and symmetry.
    [​IMG]

    LAYOUT
    Fortress is a symmetrical map boasting a very large central structure reminiscent of a cross between the Citadel* in my previous map of the same name, and the defense base from Compound. Each of the default Foundry bases has been substantially augmented by means of a wall which must be crossed to gain access. In the center of the map is the Fortress itself, a last line of defense for the Marines during the Covenant occupation.
    [​IMG]

    TWEAKS
    The first playtest revealed that anyone who controlled the top of the Fortress could completely domintate the game. So... ...I implemented tons of little changes, that, together rebalanced the map and made it fair, both for people controlling the top of the structure, and for everyone else.
    The first change was to remove half of the barriers from the top of the Fortress, reducing the amount of cover available to those atop the wall.
    The second change was to add a pair of fusion coils on the front wall, which could be used by both parties, as will be explained in the tips section.
    Another section of the map was added, a double box connecting the symmetrical bases above Shotgun Spawn, which provided a small area with even elevation as compared to the top of the wall.
    The Spartan laser was moved from the hallyway above the shield doors to the double box above Shotgun Spawn. Extra barriers were added to the symmetrical bases, providing more cover for anyone trying to reach the Fortress.
    The truck in the courtyard was moved to its current location and replaced by a merged open double box to mirror the other one.
    The Deployable Cover's spawn time was lengthened to 180 seconds and all of the clips in the Fortress were reduced by one, forcing the defenders to leave the top to acquire more ammunition.
    Finally, an extra Gravity lift was added in the second merged open double box and a pair of active lifts were added in the back corners, creating a rapid route to the top of the wall.
    [​IMG]

    SYMMETRY
    Despite being symmetrical, Fortress can also play like an asymmetrical map. In gametypes such as One Bomb or One Flag CTF, The Defenders are charged with protecting the Fortress itself,


    [​IMG]

    [​IMG]

    while the Attackers are given both of the bases used in symmetrical games.
    [​IMG]

    [​IMG]

    Sound familiar? It should. The concept was derived in part from one of my previous Maps: Citadel*. Other changes are also implemented in asymmetric variants. The two window panels that spawn in the center of the back hallway are removed for asymmetric variants. In order to increase mobility between each side of offense base, a pair of two-way Teleporter nodes spawn.

    SCREENS
    Shotgun Spawn
    [​IMG]
    The Shotgun spawns on the weapon holder, Laser spawns above it in the double box, while the deployable cover spawns above that.

    Sniper Spawn
    [​IMG]
    The Sniper Rifle spawns on the other side of these signs. The other sniper spawns in the same place on the other side of the map.

    The Cortyard
    [​IMG]
    The Courtyard sports 2 Carbines, a Needler, two Sniper Rifles, the Shotgun, four Spike grenades, two Plasma grenades and two Gravity Lifts.

    Phail (hard)
    [​IMG]
    So the bomb run didn't go as planned, we'll get 'em next time...

    Thwarted
    [​IMG]
    Nolan's attempt to get the bomb was even less successful...

    TIPS
    [​IMG]
    The fusion coils on top of the base can be used for or against anyone near them, Defenders on the wall can push them off...
    ...Or they can be shot to weaken anyone behind the barriers.

    [​IMG]
    The Spartan Laser is an excellent way to rid yourself of an annoying wall-crawler...



    OFFENSE-
    -The Deployable Cover spawn above Laser is an excellent view point and puts you on an even footing with defenders on the roof. Be careful though, it's easy for defenders to grenade your position.
    -As mentioned Above, you can shoot the fusion coils on top of the base to weaken defenders.

    DEFENSE-
    -Be sure to keep the active gravity lifts in the back of the alleys destroyed, doing so will reduce the number of ways that attackers can get in.
    -You can avoid damage from the fusion coils on the roof and possibly damage opponents below by knocking the coils off of the edge.
    -Save the power drain at the bottom of the Fortress until you are about to be overwhelmed; it can be extremely beneficial to soften up you enemies just before they leave with the flag or plant the bomb.

    SYMMETRICAL DEFENSE/OFFENSE-
    These tips apply equally to both sides since each base is equally laid out.
    -Send at least one to two men from your team to the Fortress to support your attacks on the other team's base. Be aware though, that they will be unable to reach you immediately from their position should close range assistance prove
    necessary.
    -Because it is slightly out of the way and spawns relatively quickly, the Shotgun is occasionally overlooked. Be sure to check for it at regular intervals as it is invaluable for base defense.
    -The oft underestimated Carbine can work wonders on this map. Despite some comparatively long lines of sight, it often out-performed the Battle Rifle during playtesting.

    FFA-
    -In King of the Hill, banking grenades is very useful.
    -If Shield Door campers are giving you problems, throw a grenade at the corner of the shield door, it should detonate one of the fusion coils.
    -Another alternative is to aim your grenade for the narrow gap at the top of the shield door, although when doing this you risk losing sight of your oponent.



    Weapons on Map (Outside of the Fortress):
    Shotgun: x1; 1 Extra Clip; 120s
    Sniper Rifle: x2; 1 Extra Clip; 180s
    Spartan Laser: x1; 150s
    Needler: x1; 2 Extra Clips; 90s
    SMG: x2; 2 Extra Clips; 10s
    Plasma Rifle: x2; 20s
    Battle Rifle: x6; 2 Extra Clips; 20s
    Covenant Carbine: x4; 2 Extra Clips; 20s
    Brute Shot: x2; 1 Extra Clip; 45s
    Magnum: x2; 2 Extra Clips ; 20s

    Weapons Inside of the Fortress
    Mauler: x2; 0 Extra Clips; 90s
    Brute Shot: x1; 1Extra Clip; 45s
    Plasma Pistol: x1; 60s
    Battle Rifle: x4; 1Extra Clip; 20s
    Covenant Carbine: x2; 1Extra Clip; 20s
    SMG: x2; 1Extra Clip; 10s
    Plasma Rifle: x2; 2s

    Equipment:
    Bubble Shield: x1; 180s
    Regenerator: x1; 180s
    Gravity Lift:: : x2; 45s
    Deployable Cover: x1; 180s
    Power Drain: x1; 180s
    Grenades:

    Fragmentation Grenades: x8; 10s
    Plasma Grenades: x8; 10s
    Spike Grenades: x4; 10s

    Support Weapon:
    Machine Gun Turret: x1 Asymmetric spawn only 180s Spawnt at start: No



    Recommended # of players: 2 - 8



    Supported gametypes (recommended games are in bold):
    Slayer: FFA, Team
    KotH: Crazy King (recommend 45 second move time), Team King
    Oddball
    Territories
    Assault
    CTF


    [​IMG]
    1st floor

    [​IMG]
    2nd floor

    [​IMG]
    3rd floor



    Download Fortress








    THANKS TO:
    Rusty Eagle and CommanderMatt for suggestions relating to bridge
    merging (I didn't end up merging the bridges like you guys tried to help me with but
    thanks anyways.)
    P0P TART D0WN, XGT LuckyShot & Rusty Eagle; for pointing out how
    domination of the main Fortress was overpowered (This issue has been resolved.)
    Carpartz & Axenreign for suggesting I reduce the Mauler clips.

    VERY SPECIAL THANKS TO: Honour Blade for inadvertently suggesting the version 2 name.


    Playtesters:
    Rusty Eagle, Qrangeremi, I HeAVeNraVeN I, Rubiks43, Honour Blade,
    XGT LuckyShot, L0N3 S0LD13R, Kapura, DeSneakyOne, Carpartz, SMSGT waller, MSGT waller, P0P TART D0WN, AxenReign, LT Ashler(me),
    The Winja, others


    Development time (includes roughly 1 & a half hours of playtests):
    10+ Hours (Across the week)
    Either I forge REALLY fast, or some people don't take the time to add up their forging
    sessions and have poor time estimates.

    *The link to Citadel goes to my Urban Warfare Map Pack as Citadel is a part of it.
     
    #1 LieutenantAshler, Jun 20, 2008
    Last edited: Jun 25, 2008
  2. XxWolfy663xX

    XxWolfy663xX Ancient
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    Hey the interlocking looks really clean and smooth

    gameplay looks fun too, so ill deff. DL it

    if u want check out some of myt maps 2 bro

    maybe we could forge some time
     
  3. Jimbodawg

    Jimbodawg Ancient
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    It looks okay, but also looks like the others I've seen recently. Also, the name "Fortress" has been used numerous times. 3/5
     
  4. Jakattak418

    Jakattak418 Ancient
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    this isnt a symetrical map symetrical means the same on both sides this map is not but other than that this map looks good so ya nice job
     
  5. LieutenantAshler

    Senior Member

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    Erm, yes it is symmetrical, if you cut the map in half along the pipes, you'll find that it is indeed symmetrical, take the first screenshot for instance.
     
    #5 LieutenantAshler, Jun 21, 2008
    Last edited: Jun 21, 2008
  6. Knight Kninja

    Knight Kninja Ancient
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    wow this is another of one of the best maps i have seen in a while. i played a fortress map recently but none compare to this. i cant wait to try it out since ive started obsessing over custom games recently lol
     
  7. XBlackDarknessX

    XBlackDarknessX Ancient
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    this map is sweet it looks like it could be good for king of the hill assualt and more you interlocked and geomerged very well nice map it looks sweet for aopen map
     
  8. Case117

    Case117 Ancient
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    no offense dude, but i just posted a map called fortress 1 day ago
     
  9. R0CKET M00SE

    R0CKET M00SE Ancient
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    cool map well interlocked but could use a less plain name.
     
  10. LieutenantAshler

    Senior Member

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    Yes I know Fortress is an overused name, But I'd run out of ideas for names.
     
  11. ZServ

    ZServ Ancient
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    BRB, I have to get a rag to clean up my drool, because this map is AMAZING.
     
  12. Steeveness

    Steeveness Ancient
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    Add my temp account until my Steeveness account get live back as I'm skint!


    Steve MLG let's forge now!!!
     
  13. Lone Deity

    Lone Deity Ancient
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    It was quite fun trying to take over the fort from the other people, and I hope the fixes improve the gameplay even more!
     
  14. faceplanter7774

    faceplanter7774 Ancient
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    looks very nice and simple
     
  15. dented_drum

    dented_drum Ancient
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    I second the name statement. The only place you're lacking is the name. I'm no fan of fortress maps, but I'm impressed with how you built it.

    The interlocking and geo-merging do, in fact, look incredibly clean. I'm pleased to see that you actually playtested for map flaws and then posted the map. 'Grats to you, Ashler. Very nice job on a very nice map.
     
  16. LieutenantAshler

    Senior Member

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    Thank you, I like the map but somehow it still hasn't accomplished what I wanted it to.
     
  17. Supa Spartans

    Supa Spartans Ancient
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    Good interlocking. This idea has been done too many times.
     
  18. LieutenantAshler

    Senior Member

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    No single idea was the basis of this map. Please be more specific in your post.
     
    #18 LieutenantAshler, Jun 21, 2008
    Last edited: Jun 21, 2008
  19. xxAl Capwnagexx

    xxAl Capwnagexx Ancient
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    Haha, sorry, the map is great and all and very smooth, but it looks like someone went to thesaurus.com for the tips section.
     
  20. LieutenantAshler

    Senior Member

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    Sorry! XD Just toned down the vocabulary, I'm in college so it becomes habitual.
     

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