Subduction Map made by Mearm. 4-12 players. Subduction is a map made for either people who like long range combat in the upper section of the map, or CQB combat in the lower section. Players start in the bases near one of the two entrances to the underground, as I call it. The top floor is made with boxes for floors, and has many structures on it, as Forge Hub seems to like that style of flooring. The bottom floor is made how I like to make maps, with walls, crates, dumpsters, etc, using many scenery objects. Weapons on the map include: 2 assault rifles, 2 battle rifles, a shotgun, a sniper, 4 SMGs, 4 spikers, 2 magnums, 2 plasma pistols, 2 plasma rifles, 2 needlers, a brute shot, 2 maulers, 2 carbines and a rocket launcher. The Rocket Launcher spawns in 3 minutes and has no extra clips. It also spawns only in asymetrical games. Equipment on the map includes: 8 frags, 6 plasma grenades, a bubble shield, a power drain, a trip mine, a regenerator, a grav lift and a deployable cover. This map has symetrical bases, but it has asymetrical features, such as the sniper post, or the boxes in the middle. Also, the underground is asymetrical, while less noticable than the upper area. This allows for different styles of gameplay in different areas of the map. The upper floor of this map is mostly used for long range combat, but can be a battleground for CQB combat as well. In contrast, the lower floor is used almost exclusively for CQB combat, as it is almost impossible to snipe in such close quarters. As you can see from this picture, the lower floor looks very different from the upper floor. This is actually a picture of a symetrical gametype, and some objects on the lower and upper floors are set to spawn only in asymetrical gametypes, you may see that later in some action shots. The additions are very minor, but they can change gameplay and come in handy, usually for the defenders. Now some people might think that this is an easily camped area, and to some extent, you can camp here, while not entirely sucessful. Testing shows that the underground's only good camping area is the shield door in the middle, and even then, people can just go around the shield door and shoot you through a fence wall. Action Shots A fence wall to prevent camping of the entrence to the lower floor. A shield door to prevent grenade spamming as soon as you enter the underground. This was very annoying, so I added the shield door in. No more spammers. Long range combat is at its peak in the upper area. Get away from my hill! Explosives; fun, and very useful, especially on this map. Escape this! Carbine battleground. The needler could have been useful in this part. The shotgun won't save me now... Credits I made this map by myself, and it was not easy getting the ramps to the sniper spot right. They aren't even perfect now, but they are the best I could do with that part. Thanks to Parune for taking pictures with me, and comments and suggestions are greatly appreciated, so please post them. (I am the one in steel and yellow armor, Parune is in green and white) Here is a link to the map: http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=54156153
the map looks very good and all and it looks very close quarters, but you could have done a better job on the floor because people dont like stubbing thier toes. other than that it looks pretty cool keep forgin
Yea I dont know why but the some boxes were crooked or slanted and I tried to fix as much as I could. I admit I am not the best at box floors.
Yeah, I have that problem too. But perfect interlocking, I believe, is not necessary if the map promises good gameplay, as I believe yours does. Members will criticize you for not interlocking everything perfectly, but oh well. The 1st version of my maps are rarely completely interlocked. They are more of a 'draft' version. So my advice: get parties of this map going, listen to criticism, and take mental notes. Then come version 2, you can interlock more and change things depending on everybody's likes and dislikes.
I'm glad some people share my point of view in this matter. I prefer maps that have good gameplay. Thank you for the comment.
If you interlocked the boxes together it would work better... I really like this map, incredible job with the creative layout, interlocking and your choice of weapons =) I can't wait to play, this looks very fun!
good but the you should or merged the floor on the second level but still a very good job other than that
Great map the gametpyes me and my friends tried for this early really flowed with the map (great with oddball, FFA, and my favorite king of the hill) I would however suggest making a V2 and maybe fixing the floor Other than that 5/5
This map is very nice. the desing is great and the centerpiece is cool. Adding floors, I think, was a great idea. The floors create places to get around easeier like if you getting shot at you could go down there for saftey for a minute well your sheilds go up. On the downside parts of the map need just a hint more of interlocking. Well thats about it 3.9/5 good job!
I must say this is one of the better MLG maps that i've seen, i really do like the idea of the fence wall from upper to lower floor to prevent camping! very nice forging, keep it up! 5/5
this map looks clean, and decently smooth. From the pics, I can see a couple of spots in the floors shooting up that you should flatten down. Note; all the double boxes you used for the floors should be interlocked and the same height in order to prevent those ugly bumps during gameplay. Besides some minor flaws, it shows great forge potential and not much else of it looks bad at all. i qued a dl and from then pics, about a 3.75/5
Nice going, from the start I knew that almost every single person was going to comment on the floor. I dont mind it because I dont care about those little details, just the gameplay, and the gameplay was fun. I dont want to know how long it took you to make those ramps in the needler spot, but good job anyways 5/5.
You're very welcome. Personally, I don't go on Halo to look at the beauty of maps. I have fun from playing it.
Wow, it looks so amazing from all the pictures. Beautifully interlocked, the only edge of a box I can see is on the first picture, but there's no way there'll be nades getting stuck anywhere. I really like how you've put the fencewalls above the entrance and made sure that no grenade spamming is possible. I really don't know how you managed to make the lower level as good as above, I really struggle with doing that myself. I also like how you've contrasted between symmetrics on the different floors. It also looks like there is no way whatsoever out of the map, I like how it's just to Foundry's roof barrier. Whether that was accidental or not, it's going good towards the map's rating. Brilliant map, I'm about to look at some of your others. Keep on forging. 5/5
this map is nice, keep seeing maps lke this, and they are usualy pretty crapy yet this on is btter the floor's interlocking is not that good, looks kinda bumpy, makey to solve this problem, interlock walls over the floor level, and interlock them in to the FH structures" as you called them
Actually, I went back and walked around over the box floor and there are only 2 boxes that I found that were slanted. I might go back and fix that later.
it's not that they're slanted it's that they aren't interlocked. I would really like to see a V2 of this map with a cleaner floor, it is the main reason I have not downloaded this. You have a great map, just fix up the floor and it will be AMAZING =D EDIT: fix the slanted ones too of course =P
I'm almost out of boxes though, only 6 single boxes and 4 open single boxes I think. Will that be enough to fix the entire floor though? I'll go see if I can interlock the whole floor, otherwise I'll interlock at least some of it.