Fortress Defence

Discussion in 'Halo 3 Competitive Maps' started by Flexwalker100, Jul 19, 2008.

  1. Flexwalker100

    Flexwalker100 Ancient
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    Fortress Defence


    Description

    Fortress Defence is a competitive Slayer, Team Slayer, King of the Hill and Capture the Flag map. It consists of a Main building in the middle two side buildings on either side of the map a main walkway and some cover spots.

    Shotgun X1
    Rocket Launcher X1
    Setinel Beam X1
    Spikers X2
    Mauler X2
    Snipers X2
    Some Battle Rifles
    Some Assault Rifles
    Custom Power-up X1
    Overshield X1
    Bubblesheld X2


    Pictures

    Overview
    [​IMG]

    Main Building
    [​IMG]

    Side Building
    [​IMG]


     
    #1 Flexwalker100, Jul 19, 2008
    Last edited: Jul 20, 2008
  2. VOPOGON

    VOPOGON Ancient
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    Thats pretty cool. I think it might work great with infection. 3.8/5
     
  3. Obibital

    Obibital Ancient
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    It would go good with infection. nice interlocking too. 4/5
     
  4. STEClash96

    STEClash96 Ancient
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    Very nice map, 3.9/5 because u didnt put anything else around the map
     
  5. Flexwalker100

    Flexwalker100 Ancient
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    what do you mean by i didnt put anything else around the map
     
  6. Dr. Chombie

    Dr. Chombie Ancient
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    i'm not quite sure what he means but i think he means there's no moveable scenery anywhere on the map ie, forklift, crates, etc....
    The map is great though. you did an excellent job
     
  7. sexy dude

    sexy dude Ancient
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    i think he could me cover maybe but i agree with my self it needs more cover it is a nice map but a weird shape map, you only used that bit of space which i wouldn't do really, i like the map thought 4/5
     
  8. xSharpshooter94

    xSharpshooter94 Ancient
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    It has come to my attention that you have done something in the forum that is deemed inappropriate.
    These are Double Posting, Spamming, Advertising and Derogatory Comments.
    Spam Includes:
    "5/5 definite DL"
    "Wow Nice Map"
    "I’m Dling"
    "this map sucks"
    etc.
    All those and more are counted as spam, when you post make sure you have something good to say or alternatively post constructive or negative criticism(that is not just "this map sucks, needs work").
    You Have 3 Chances.
    OR you will be reported and in turn
    banned.
    Thank You
    Mini Mods


    As for the map it could use a little more interlocking. And you need a little bit more cleaning up and staightening out.
     
  9. SE7ENS1NS4M

    SE7ENS1NS4M Ancient
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    this looks like a pretty good map it looks a bit open though 4/5 solid work on the interlocking
     
  10. Flexwalker100

    Flexwalker100 Ancient
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    i fixed the side wall so you can no longer get out of it i also will add a bit more cover to the map and more scenery.
     
  11. Saint Prodigy

    Saint Prodigy Ancient
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    nice geomerging and interlocking. it would work great with infection
     
  12. Flexwalker100

    Flexwalker100 Ancient
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    its ok with infection but it works best with slayer or team slayer
     
  13. Pegasi

    Pegasi Ancient
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    This map has some really strong qualities going for it. The quality of forging and balance are strong and consistent, and weapon placement seems solid for the most part. The structural work is very nicely thought out and symmetrical, simple but very well done for what it is. Your geomerging is also very good, and nicely implemented. The chosen space has been used well, all objects seem nicely spaced and you have picked the right shapes.

    I had fears of spawn issues judging from the small and largely open nature of the map, but these fears were dispelled when I looked around. All spawns are placed in logical, well distributed positions as well as being in good cover from the majority of vantage points. There are not a massive amount of spawns, so they are at risk of becoming predictable with larger team sizes, but due to this maps size this shouldn't be too bad, as it doesn't seem suited to larger parties.

    The bases and central structure are simple but nicely thought out. I do find the stairs leading up to the first floors of these structures, the ones that are up against the single boxes, a little ugly. They (as well as the boxes themselves) are not at the same height as the floors made of walls. This makes movement awkward, as well as leaving a gap looking into the ground floor. But I notice you have put barriers there as well, and these factors combine to limit easy movement in and out of cover in these positions, arguably a good thing to avoid overpowering the structures. I have mixed feelings toward this choice, and feel that placing single walls on top of the single boxes to even out the height whilst keeping the barriers would be a nice compromise. The stairs would then not reach the surface by a little amount, but this is fixable by merging them raised at a slight angle to achieve the right height. Take a look at the taller, thin staircase at one edge of Furious D 18's featured map Unchained to see what I mean.

    I do have a couple of suggestions though. As far as weapon choice is concerned I think it is pretty suited to the map, but have a few problems with the power weapons. 2 Snipers seems way too much for a map this size, especially at starting points. I would take them out and put a single sniper where the shotgun currently is, probably with only 1 spare clip and a medium/long respawn. Its a better reason to go up on that double box structure than a shotgun, and would reduce the snipers strong presence in the map.
    I also wouldn't have a shotgun on this map, and would probably advise only using a single mauler, placed where the rockets currently are. I enjoy rockets alot but they become much too important on maps this size and shape, making gameplay repetitive and overfocused, as well as less enjoyable for those who dislike rockets. This still has the problem that the 2 power weapons (mauler and sniper) are very close to one another, but at least it gives those outside the base something to work with and encourages use of the double box structuring.
    Since you clearly have a good grasp of clean geomerging, I'd suggest you merge the open single boxes used as tunnels into the ground slightly to make the floor inside the tunnels flat.

    This map shows a strong degree of skill and good design ethics in terms of movement, cover, spawns and weapons. But it is a little unoriginal in nature, a very good example of this type of map, but nothing new or eyecatching. The Competitive Map sections has, ironically, become very competitive (some would say repetitive) when it comes to getting your map noticed. General forging quality, even amongst newer members, has gone up alot, and a new and exciting design is the new name of the game, twinned with an interesting and fun gameplay experience. You clearly have a very good understanding of the key principles of forge as well as having a good grasp of the structural forging techniques. If you could use these to create something new and distinctive then I believe it could be very popular. As it is, this map is of a very high quality in its own way, but will probably have trouble standing out from the crowd.
     
  14. Flexwalker100

    Flexwalker100 Ancient
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    thank you very much pegasi for making that long review. i myself thought of taking away the snipers and rocket due to overpowering issues right from the start. the only thing i do not understand is about geo merging the single open boxes i did not quite understand what you were talking about.
     
    #14 Flexwalker100, Jul 20, 2008
    Last edited: Jul 20, 2008
  15. Irc WindDragon

    Irc WindDragon Ancient
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    Nice map, especially with the interlocking and geo-merging. The name of the map though, is misleading. When you said Fortress Defense, I was hoping to see a castle/fort/etc. (you get the idea) at the back of the map, with the main concept of trying to take over said fortress.
     
  16. Flexwalker100

    Flexwalker100 Ancient
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    thank you i had a hard time thinking of a good name for the map.
     
  17. Metallic Snake

    Metallic Snake Ancient
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    what he said completely. hes got it pretty close. sorry, im not a fan of semmetrical
     
  18. Flexwalker100

    Flexwalker100 Ancient
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    i am thinking of a map nobody has done before and i am currently looking through the forums to see if any ideas spark in my head.
     
  19. Ryan. K.

    Ryan. K. Ancient
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    Good job, I see you've Interlocked and Geo - Merged, great fantasy, boy, nice Forging dude, 5/5.






    *Downloading*....
     
  20. Flexwalker100

    Flexwalker100 Ancient
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    thank you very much
     

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