Nucleus V2

Discussion in 'Halo 3 Competitive Maps' started by Rhys J Mitchell, Jul 7, 2008.

  1. Rhys J Mitchell

    Rhys J Mitchell Ancient
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    NUCLEUS V2
    Created by RJM619

    Supported Gametypes:
    Especially designed for new gametype Conflict v1.1

    Also supports Conquest, Land Grab, Oddball, & Team Slayer.

    Conflict is a variation of Conquest, but instead of simple back-and-forth action, the game emphasises multiple access points to each territory. Conflict maps have a 'Central Hub' with a greater number of entrances (other Territories have only 2) but also a power weapon. Controlling this central hub will be difficult, but its occupation gives a great advantage for taking over the rest of the map.

    The gametype is vaguely MLG-esque; BR starts, no Radar, but with no grenade starts (to prevent spamming), increased health & decreased speed. Like Conquest, there are 3 rounds of 3 minutes.


    Map Description

    The original Nucleus was based vaguely on a Honeycomb, but the new version has been extended to give more space to combatants.

    The map has 5 territories; 4 with 3 access points each, while the central hub has 4 access points. While it is difficult to control this central hub, it gives you greater command over the rest of the map.

    The structure off the map is a square within a square:
    [​IMG]

    THE MAP HAS A ROOF. IT WAS TAKEN OFF FOR THE PICTURES. THE MAP IS INESCAPABLE.

    Teams begin at either ends of the map. There is a shotgun (no spare clips, never respawns) for each team leader to take:
    [​IMG]


    Conflict maps have no grenade starts, to prevent spamming in the outer square:
    [​IMG]

    Control of the central hub is difficult, but critical. It can bee accessed by all for outer corridors, but gives greater command over the rest of the territories:
    [​IMG]

    Conflict maps have a power weapon that spawns above the central hub when there are 30s left of the round, to give the controlling team an opportunity for a Final Push. In this map, it is a Rocket Launcher (but it only has 2 rockets):

    [​IMG]

    This is an extra incentive to hold the tricky central hub.

    Weapons

    [​IMG]

    Notes:

    All weapons have a 1min respawn time, except the shotgun, which never respawns and the Rockets, which only spawns at 150s, giving the controllers of the central hub a chance for a final push on the rest of the map.

    Conclusion

    This is a remake of the first truly competitive map I made, so essentially it is Map 0 in the Conflict series (there are 3 more planned at this point). It is much improved from the original, in that I actually know how to Forge now!

    Anyways, I implore you to check out my other Conflict Maps Hourglass & Diamond, and I hope you enjoy. As always, feedback is greatly appreciated.

    Download Nucleus V2
    Download Conflict v1.1
     
    #1 Rhys J Mitchell, Jul 7, 2008
    Last edited: Jul 7, 2008
  2. SiN Fwang

    SiN Fwang Ancient
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    pretty cool. i like the maze-like layout, which adds to the surprise and intensity of the map, like u never where a guy is gonna be. nice post, 4/5
     
  3. sickandstoked

    sickandstoked Ancient
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    Looks very fun and chaotic. I'll download and tell you what I think of the game play.

    Great job.

    DOWNLOADED
     
  4. Speed-e-cake

    Speed-e-cake Ancient
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    I liked Hourglass and Diamond so I'm sure I'm gonna like this! 4.5/5 More interlocking would've been nice though...
     
  5. Rhys J Mitchell

    Rhys J Mitchell Ancient
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    I'd say about 90% of the walls are all interlocked.
     
  6. Oddisey

    Oddisey Ancient
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    This looks like a really good map but only for CTF and only as a one layered map. id like it if there was a little more to jump to.
     
  7. IPokeNinjas

    IPokeNinjas Ancient
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    Looks well made and like the others have said it would make for "chaotic" gameplay , also looks like weapon spawning isnt a problem here which is great.

    In a normal match which is better AR or BR Spawning , just like to know how well the gameplay is because it looks great i jut dont want a downside to it lol
     
  8. BlueMasterChief

    BlueMasterChief Ancient
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    looks pretty good, dont see anything wrong with it ill give it a try x3
     
  9. Rhys J Mitchell

    Rhys J Mitchell Ancient
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    It's desgined primarily for Conflict (the link is in the topic); a Land Grab variant I created, and am pushing as an alternative to Conquest.

    It's not really designed for TS though it does incorporate it; either would work - AR because it's quite close quarters, but BR because there's plenty off cover too. Maybe BR starts, but increase player damage resistance.

    Oh, and DEFINITELY turn off grenade starts; there is anerror with the weapons display as it misses off 2 frags that spawn near the Spikers.

    =============

    For extra play, try out Conflict SWAT; its essentially the same gametype but with SWAT settings, and is pretty ****ing intense!

    Give it a try and let me know what you think; there is nothing that can't be changed for V2.
     
  10. Ryan. K.

    Ryan. K. Ancient
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    Awesome map, I'll be sure to check it out.
     
  11. Rhys J Mitchell

    Rhys J Mitchell Ancient
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    Just to let you all know this map has been remade, with a new level introduced, and a new gametype added.

    Check it out here, or click the link to the Conflict Map Index in my sig.
     

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