Holdout-Requiem

Discussion in 'Halo 3 Casual Maps' started by Oakly HiDef, Aug 14, 2008.

?

How would you rate this map

  1. Very good with nice gameplay and design

    21 vote(s)
    80.8%
  2. Work on improving gameplay

    1 vote(s)
    3.8%
  3. Work on improving aesthetics

    1 vote(s)
    3.8%
  4. Definetly needs to be remade completely

    3 vote(s)
    11.5%
  1. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

    Messages:
    515
    Likes Received:
    0
    Holdout-Requiem
    “mass for repose of the soul of the dead”

    Created by RivalMass

    [​IMG]

    Download Holdout Requiem [Map]
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=53991534

    Download [zm] Holdout [Gametype]
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=53991572




    Supported game types:

    Infection
    [zm] Holdout

    This is essential for the map to work as intended. Humans have assault rifle start and pistols as secondary weapons. They do slightly more damage and have 150% gravity which keeps them from getting into unintended areas and doing certain things such as climbing crates in area III.

    Map Description
    Holdout Requiem is a remake on foundry of an old infection map that I had made before

    With all the new tricks now, I decided to go back and perfect it.
    -this time around I used:
    Unlimited money, geomerging, merging, switches, timed map events, and aesthetics


    On to the map

    Holdout Requiem is essentially divided up into three areas of game play. The zombies spawn in a small room with a teleporter. The teleporter will drop them off in a small chute where they will slide down into area I.

    The point of the Chute:
    -The small fall down will conceal the teleporter and make it seem more like zombies are coming in through there rather than appearing out of nowhere.
    -It will also create an alpha zombie with an overshield that spawns every thirty seconds. This method makes the game play more balanced. The first zombie will travel into area I and have an overshield which will keep him from dying immediately. Since the overshield only respawns every 30 seconds, the humans will have an easier job of killing the zombie when he respawns. Due to the fact that the shield expires with time, it will also keep the zombie from becoming too powerful in later areas when humans are low on ammo.


    Overview of Area I (front)

    [​IMG]

    -Two SMGs are on the floor right by the crates
    -A battle rifle is resting against the pipes
    -The rockets are behind the pallette that can be seen in the back


    Area I (back)
    [​IMG]


    -Shotgun in the room to the left of the picture (one clip)
    -Sniper resting against the door (one clip)
    -Sniper next to the crate (one clip)


    Area I is pretty open and the humans start off in the back. The weapons seen above have only one clip each which means that every shot counts. Humans should combine fire to take down the zombie. The area is supposed to be easy at first but when ammo starts to run out it gets harder. An alpha zombie will appear with an overshield within the first seconds of game play and every 45 seconds thereafter. At 60 seconds the teleporter in the back will be unblocked and the humans can proceed. If you stay you will die since the weapons don't respawn and shield doors appear at 90 seconds.

    [​IMG]

    Hints:
    -grab the rocket launcher right after the strong zombie dies
    -rely on snipers
    -keep the shotgun for area II
    -wait until you kill the zombie before entering area II

    [​IMG]


    Overview of Area II

    Area II right side
    [​IMG]

    Area II left side
    [​IMG]

    Area II is in the back tunnels on foundry and focuses on close quarter combat. When you come into this area it will randomly be from two teleporters on opposite sides of the hall. Three SMG's lie on the ground towards the right as well as some fire bomb grenades. These are very useful in the first half of the tunnel on the right, where there is lots of room. This advantage is negated because the zombie might spawn in the left side of the tunnel and get you from behind. To the left there is a shotgun with 6 shells. On this side however, there are shield doors cutting across the tunnel. It will be hard to shoot the zombies until they are very close which means that the only person who should be hanging out on this side is the person with the shotgun. If he falls then the zombies will be able to hit the other defenders from behind. This area is a bit harder than the one before and requires good teamwork.

    [​IMG]

    The teleporter in the middle will be unlocked at 120 seconds meaning that if you entered this area just after it was unlocked, you have to survive 60 seconds before moving on to Area III.



    Overview of Area III

    [​IMG]

    This is the final area where survivors must last until help arrives in 6 minutes. It is fairly large as you can see in the pictures and there are four main options to choose from as you come into this area. What you choose to do depends on how many survivors there are and how much ammo you have.

    Option I: Ammo

    Trick Door

    [​IMG]

    Inside the Armory
    [​IMG]

    [​IMG]

    If you find yourself low on ammo, which is likely, then you might want to head over to the right corner of the map on the ground level. There will be a trick teleporter that looks like a door but if you walk into it, it will take you to the armory. The armory is a fairly small room with powerful weapons.

    1 sniper: two magazine each.
    2 Assault Rifles: with two clips each.
    1 Rocket launcher: with four rockets.


    This may seem overpowered but due to the small size of the room there isn't much chance of defending it. None of the weapons respawn so its best to get the guns and leave immediately through the trick door at the top of the stairs.

    Option 2: Armory base (many defenders)

    This base sits on top of the armory door which leads to the "basement". The main way in is to step through the teleporter on the right. This takes you up onto the walls and any number of people can use it. The teleporter can be blocked by grabbing the custum powerup which will then cause it to be blocked. By doing this the zombies have no direct way in and will have to stack to jump onto the base or lunge at people too close to the edge. The base is fairly well equipped with weapons. There is one battle rifle and two smgs (respawns are at 60 sec). Two plasma grenades are placed over by the spartan laser which is very handy but never respawns.

    This base can be very hard to take if enough defenders are placed on the walls. It is also a good idea to bring the snipers found in the armory up into the base.


    [​IMG]

    Door Unlocked
    [​IMG]

    Door Locked
    [​IMG]

    Once the infected are up there isn't anywhere to run

    [​IMG]

    Option 3: Elevator base (Several defenders)

    The base can be seen running along the back of foundry and is accessed in two places. The main way is to use the elevator. Only one person will fit at a time and others will hav to wait for it to reset in order to get up. (humans cant use the crates to get up due to high gravity)


    [​IMG]

    At the top there are two battle rifles and a sniper rifle. These are very useful since the base faces the zombie teleporter. The other ways up, if the elevator has been used, are on the left where you jump on the crates and further on the right of the turret base.
    view from the elevator base

    [​IMG]
    Here you randomly arrive through teleporters in the back left and right.
    -there is a active camo in the open box on the right

    BEWARE: Zombies can jump from the elevator base onto the armory base, be sure to defend it

    Option 4: the tunnel (few defenders)

    Located in the center of area three, this passageway is ideal for a small team to hold out. In the middle of the main tunnel is a turret. It is positioned to give decent defense but since it is somewhat close to the entrance, two zombies can take it out. Humans will probably break it off but don't do this prematurely as it won't respawn. The tunnel funnels attackers into the middle and a machine gunner with someone for assistance will be fairly safe.

    [​IMG]


    If the humans have entirely run out of ammo then they will be forced to pick up swords and fight to an ammunition drop zone over by the teleporter. Every 180 seconds (place at start: no) Three SMGs each with two clips will spawn as well as three magnums with full ammo. This ammo drop will eventually force all humans out into the open. Clever zombies can throw themselves at the humans; take some hits and then back away in order to deplete their ammo. This in turn will soon result in a human raid on the guns. I am sure these confrontations will be fun and make the game play even more intense.

    [​IMG]

    I hope everyone likes this map as I think that game play is excellent and balanced

    The game has been tested and the links below lead to tweaked versions of the original. In order to fully enjoy the map please download the gametype as well.

    Download Holdout Requiem [Map]
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=53991534

    Download [zm] Holdout [Gametype]
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=53991572
     
    #1 Oakly HiDef, Aug 14, 2008
    Last edited: Oct 8, 2008
    Obibital likes this.
  2. Darkdragon

    Darkdragon Ancient
    Senior Member

    Messages:
    646
    Likes Received:
    1
    This looks very well made, i love how the dumpsters in the wall look like they were meant to be there
    i will DL
     
    #2 Darkdragon, Aug 14, 2008
    Last edited: Sep 14, 2008
  3. Ja Red is Ninja

    Ja Red is Ninja Ancient
    Senior Member

    Messages:
    670
    Likes Received:
    1
    this looks like a ok mapzorz. it has goodish design and interlox 4/5
     
  4. Camel Carcass

    Camel Carcass Ancient
    Senior Member

    Messages:
    1,359
    Likes Received:
    0
    looks very nice indeed, i will definately consider downloading. I like the fact there is different options for the defenders, and this should definately make for an interesting new gameplay style. It's clever and the re-playability is increased greatly. When i get some freinds round, i'll test this out. keep up the good work!

    ----------------------------------------------------------------------------
    Maps in Progress: Corruption Corridoor, Dead eye Sniper training, Downhill destruction
     
  5. Pennywiez

    Pennywiez Ancient
    Senior Member

    Messages:
    947
    Likes Received:
    0
    this map looks pretty cool and i like how you added some map mechanics to the map to good job
     
  6. NarutoHaloFan13

    NarutoHaloFan13 Ancient
    Senior Member

    Messages:
    38
    Likes Received:
    1
    This seems to be an okay infection map.Could use some work.
    Oh, and nice interlocking/geo-merging.3.5/5
     
  7. Lamposts

    Lamposts Ancient
    Senior Member

    Messages:
    313
    Likes Received:
    0
    Dude this map looks awesome! The interlocking and geo merging look superb! Both the Infection and the Assault would be great on this. From the pictures everything looks clean, smooth, and it looks like the gameplay would be fun as well! 5/5!
     
  8. Obibital

    Obibital Ancient
    Senior Member

    Messages:
    563
    Likes Received:
    0
    this is a fantastic infection map, the design looks very nice. the opening door was a nice touch.
     
  9. Wraith

    Wraith Ancient
    Senior Member

    Messages:
    748
    Likes Received:
    0
    Argueably one of the best serious Infection games I have seen in a while. It lasts for an incredibly long time, thus more fun. Armorys on this map are simply nothing but little stacks of weapons, most which do not respawn. It has many options for survival, each with an advantage in certain situations. I cannot think of a way to possibly improve it besides mindless geomerging, mindless being unnecessary. Even that isn't much of an improvement. 5/5, downloaded.
     
  10. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

    Messages:
    515
    Likes Received:
    0
    Thanks for all the support. The map is nice, though if I had to change anything it would definetly be the last area. I would like to make it look better and add more aesthetic touches to it but item limits stopped me. I'm glad you take this map seriously since I tried to make it as balanced and fun for both teams as possible.
     
  11. buderbal14

    buderbal14 Ancient
    Senior Member

    Messages:
    3
    Likes Received:
    0
    Looks great! I can't wait to play this as I have been browsing for Infection maps with quality like this.
     
  12. Savagesound

    Savagesound Ancient
    Senior Member

    Messages:
    302
    Likes Received:
    0
    I like everything except the tele's (camping) and the ridiculas amount of mongeese just because you could have used that space for swomthing better.
     
  13. StreetSoccer12

    StreetSoccer12 Ancient
    Senior Member

    Messages:
    590
    Likes Received:
    0
    Cool map I'll have to check it out, I really like the design of the map.
     
  14. GraveDigger

    GraveDigger Ancient
    Senior Member

    Messages:
    1
    Likes Received:
    0
  15. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

    Messages:
    515
    Likes Received:
    0
    Camping isn't much of an issue here and I made sure to have the receiver nodes in the air in several places to avoid this.

    The mongeese were a bad idea and I have to admit they were thrown in there without much thought. But my items list was running short and I didn't wan't to make something too fancy. I will however look into this and try to make a geo-merged box close to the ground like in area I.
     
  16. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

    Messages:
    515
    Likes Received:
    0

    (EDIT) These problems have been fixed and the links lead to the updated versions

    Attention:
    During playtesting there have been a few problems.

    -large parties might have someone spawn outside of the intended area due to the fact that there aren't enough spawn points. (there should be at least 8 though)

    -The gameplay is a little difficult in the beggining and so you might not get to all the areas. To fix this easily just set the respawn for the overshield in the chute to 45 seconds, place at start no

    -The elevator might malfunction once in a while

    If these problems are causing too much trouble then I will look into a version 2. If there is anything else that could be added then give me your suggestions
     
    #16 Oakly HiDef, Aug 15, 2008
    Last edited: Sep 7, 2008
  17. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

    Messages:
    515
    Likes Received:
    0
    Rather than make a new post for an updated version I decided to edit the whole thing. Pictures have been changed and the links now go to the updated versions

    -sorry if this is against the rules
     
    Norbert220 likes this.
  18. OMFGDRPHL

    OMFGDRPHL Ancient
    Senior Member

    Messages:
    112
    Likes Received:
    0
    I like that the last area makes you choose what to do or die trying. The number one thing you need to think about is how smart the people have to be to play this map. Most of the people on xbl will just run at the zombies with some smgs, or go into a corner on their own until a zombie comes. I don't think that the last area will work too well, because people will go all over the place. Although that is probably my favorite aspect of the map though hehe. I wouldn't take that aspect out, but instead add some stuff to make up for that in a later version. I also prefer geomerged vehicles to a turret, because they can't get taken off, and they are destroyable. 5/5 though, because almost all of my favorite aspects are in here, and a few I wouldn't have really thought of.
     
  19. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

    Messages:
    515
    Likes Received:
    0
    The last area runs pretty well but not as I expected. people do tend to spread out and go in random places. Also, by area III there are usually only a few people left and they still don't go to the turret very much. I don't think the turret is a big problem because it is close to the entrance rendering it vulnerable. If someone detaches it, they will have limited ammo and the turret won't come back
     
  20. Oakly HiDef

    Oakly HiDef RivalMass
    Senior Member

    Messages:
    515
    Likes Received:
    0
    Please don't spam map posts. Comments must at least show that you read the post. Offer feedback that helps

    Here are some more pictures:

    --------------------------------
    Humans spreading out in Area I

    [​IMG]


    --------------------------------
    Don't get too close to the chute

    [​IMG]


    -------------------------------------------------------------
    Stupid people trying to teleport at 30 seconds always get killed
    [​IMG]

    ---------------------------
    Look both ways in Area II

    [​IMG]
     
    #20 Oakly HiDef, Aug 24, 2008
    Last edited: Sep 28, 2008

Share This Page