Vantage Point

Discussion in 'Halo 3 Competitive Maps' started by JSlayer7, Oct 12, 2008.

  1. JSlayer7

    JSlayer7 Ancient
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    lol. I agree that Halo 3 =/= COD4, or something along those lines, when it comes down to crouching. I wanted to incorporate that in the battlefield to give a sense of duck, cover, and shoot. By back base, I assume you mean the defenders' base. Either way, there are 8 spawns on each side of each base (you do the math, that's 32 spawn points). On the occassion (and quite annoying at that), you will find yourself spawning on the same point over and over again. I actually don't know how to control this from happening. My immediate solution would be spawn areas, but, with the # of items required to make the map, that was impossible to do for every gametype. As for your slayer criticism, I agree. It's an asymmetrical map, but not one like High Ground, where one team needs to ascend the hill for greater coverage. Even though I and my testers found Slayer games prettly enjoyable (because instead of constant run-n-gun, which I sometimes find repetitive, we could strategize for teaming up), I found objective games the best to play. Thanks for the in-depth review. I appreciate it.
     
  2. Blazen Nite

    Blazen Nite Ancient
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    This map is so very original. I love the layout of both bases.

    One thing though, you might want to get rid of the dumpster under the A-hole (lolz). It allows people to reach up and grab the flag too easily.

    overall, good job dude, i just love going around and looking at it.
     
  3. JSlayer7

    JSlayer7 Ancient
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    Well, when you think about it, it is essential that the dumpster is there for both bases. For the defenders, they can easily access the second floor if they are occupied in the battleground, instead of taking 5 minutes to reach it. lol. And for the attackers, it enables them an alternative route. Trust me when I say that the hole there would be pointless if you could only go down it and not back up.

    On another note, I'm currently working on a v2 of Vantage Point. I'm also going to remodel the gametypes and such. I'll let everyone know the details when it is done. I will post it separately and edit my main thread page.

    EDIT: OK Guys. I updated the gametypes. I updated each one, depending on a various array of problems. The biggest part of these gameplay updates is that Damage Resistance is set to 50%. This means that the BR is still the most powerful weapon but only at long distances. Now, any weapon placed on the map can be efficiently used at close-to-medium range. The gameplay is revitalized and much more realistic now. For example, I use SMG's whenever I play Stronghold on this map because the hill is central, and killing from close range is awesome with any dual weapon or AR.
     
    #43 JSlayer7, Oct 29, 2008
    Last edited: Nov 17, 2008
  4. TKOwnedU5

    TKOwnedU5 Ancient
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    This map is very good. the reason being is because of the many structures that are in this very map. The map looks fun for any game type, this is really a great map. I think u should get noticed for this map, because this truly shows some mature forge techniques. To be more specific the geomerging is so very neat. You did a very nice job glad to see you can forge!!
     
  5. xFr1ct10nx

    xFr1ct10nx Ancient
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    looks really good. i dont like big, eide, open maps very much but you pulled it off real nicely. i like the complexity of your bases and you made the map large, but big so that it is too open. you really put foundrys resources to good use. im hoping to see other great maps from you. ill check it out and getback to you.
     
  6. TrioEnzyme

    TrioEnzyme Ancient
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    I <3 this map. The merged arch in the middle and the way that you have used the back parts of Foundry are the best parts. I really like the fact that you have added a switch in, it gives it a slight bit of realism. Overall I want this map's babies.
     
  7. JSlayer7

    JSlayer7 Ancient
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    lol. I see you commented again after your first one got deleted. Thanks for that.
    Thanks a lot man. Hope you like it.
    Thanks yo. Not to mention that the gate does actually affect gameplay. In symmetrical games, when the defenders need to access the attacker's base in CTF or Assault games, they have only two ways to go: through the gate on the left or a large entrance on the right. 45-60 seconds into the game, crates spawn that allow to access the far right or far left sides of the base. This makes it balanced because, well, the defenders' base has a huge # of ways to be accessed.
     
  8. RANDY M47

    RANDY M47 Ancient
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    VERY well done! love the sircle type thing
     
  9. JAC Overlord

    JAC Overlord Ancient
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    Wow, very impresive. I love the box semi circle tunnel thing. Very neat interlocking.
     
  10. H3C x Nevz

    H3C x Nevz Ancient
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    This is the first time I've said this on a map post: I have no complaints, and this deserves a feature. Usually I have a good 1-2 paragraphs on places of improvement, but everything looks great on this map. You combined beatiful interlocking and merging with plenty of aesthetic movable objects, with unique gameplay features. How often does the door work? Is it fairly reliable or does it have some trouble? That's really my only concern. 5/5, and a definite download.
     
  11. JSlayer7

    JSlayer7 Ancient
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    Thanks for that great review. The door can be compared to the door on High Ground. Once you open it, it stays open for the whole game. On the occassion, one of the dumpsters may get slightly stuck, but it rarely happens. Even if it does, one of the two dumpsters is always airborne, so you can walk to the side. But again, it only happens when the dumpsters are already up and they need to respawn to be lifted up. Yes, the door does also affect gameplay because flags and bombs have been placed seconds away from it.

    Glad to hear you guys liked the circle tunnel. Seems to be the highlight of the map.
     
  12. macpatterson

    macpatterson Ancient
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    i just got done with a play test, and this map is epic. there are so many details you have built in, such as the tunnel from the top of the "armadillo" to the bottom that you can go up and down!

    weapon placement was fair enough, but a bit more testing would help, there are a lot of weapons on the map and that is understandable because you built it for btb
    I realize that the turret helps balance, it mows people down out in the open. possibly find a way to constrict its view?

    also, i would set the outside fusion coil to symmetric only, so that to open the door, someone must get inside the base first, this brings a new objective to the game play, such as in high ground, where people have to get to the panel.

    a few small changes make this map feature worthy. (and i don't say that often)
     
  13. JSlayer7

    JSlayer7 Ancient
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    Thanks a lot for the comment...but sadly, it really sounds like you played this map without SWAT settings. lol. Is this the case? Anyways, I need more comments like yours because I've received a frenzy of good, bad, and in-between comments related to gameplay. I've received so many odd views and opinions that I don't know how I could improve it (if I could). Thanks again dude.
     
  14. mikeblair333

    mikeblair333 Ancient
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    This map is amazing. You capture the feeling of an urban territory very nicely, and the fusion on this map is great. It looks like it has great gameplay for team slayer and 2 sided objective games. Overall 10/10, I can find no obvious problems with this map.
     

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