Fissure 8.3

Discussion in 'Halo 3 Competitive Maps' started by H3C x Nevz, Nov 10, 2008.

  1. H3C x Nevz

    H3C x Nevz Ancient
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    Fissure is a project that I have worked on for months on end, testing and re-testing, perfecting again and again. I wanted the best gameplay possible, then I wanted to achieve the best aesthetics I could, without harming the gameplay. I enjoy Custom Games just as much, if not more, than I enjoy designing a map. I think that a well-forged map is nothing without solid gameplay. And after testing and re-testing, and making drastic changes 83 times, I am satisfied.

    I submitted Fissure to matchmaking today in Atlas, and I look forward to seeing my results, whether Fissure is accepted or not. If not, then I will go back to the drawing board. Either way, I enjoyed the process. Anyways, enough about my journey, on to the map.

    Fissure is an advanced map with a unique layout, that utilizes all of Foundry but the back hallway. Its unique rows of boxes divide the map horizontally, and bridge hills provide cover while providing a unique atmosphere. Fissure combines long lines of sight and a competitive feel with unique battle tactics. It has a number of landmarks including the back sniper towers. Although the map, divided into two sides, is asymmetric, the gameplay is perfectly even, and each side has the same attributes and advantages. An interesting quote arose, stating that Fissure "played like Avalanche," but on a smaller scale. I can see where that came from; the map itself may appear to have little cover, but the natural geometry and hills provided the protection. The middle wall dividing the two teams is now inaccessible and completely redone. FIssure utilizes many complex techniques, such as geomerging immovable objects, geometry interlocking and geomerging gravity lifts, but always maintains a "gameplay first" mentality.

    A standard complaint that has been asked about time and time again is "if there is enough cover." Yes, there is. Just because I didn't have geomerged walls or barriers spreaded around my map, doesn't mean cover is non-existent. It is just a different type of cover. The map itself, the rows of boxes, the bridge hills, they provide enough cover. Please do not ask about cover. There is enough, and if you ever play the map you would agree with me.

    The map can play anywhere from two to fourteen players successfully, but it works best with four to twelve. Any more, and it gets crowded. Any less, and the power weapons become a bit too common, and the map is too open, with too little action. As for symmetry of the map, you could argue both: by its geometry it is asymmetric, but the sides have the exact same attributes, weapons and landmarks.

    Below are the screenshots, with captions photoshopped in.

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    Extra Files

    Optional Gametypes
    These files are not required to play Fissure, but they do improve gameplay. The most notable change from the default is the lack of radar. It also makes flag capturing a bit easier, because the flag carrier is a bit tougher than normal and walks at normal speed.


    Map Variants
    These will be submitted to Matchmaking along with the default Fissure. I have a version modified for Team SWAT (Only one bubble shield, now in middle, Carbines on map) and a version for Team Snipers (Beam Rifles on map)


    Big thanks to:
    - ArrrghSAM, Furry x Furry, IrishRebelA07, Crusty Inferno and Golfer43815. Teh gang. For all their help testing in the past and supporting my ideas.
    - Testers including Devinish, Sdrakulich, GDBlueDevil27, and Insane54.
    - Insane54. Again. No explanation needed, it's Insane.
    - The Ghosts of Onyx. Great group.
     
    #1 H3C x Nevz, Nov 10, 2008
    Last edited: Dec 13, 2008
  2. Jackalman

    Jackalman Ancient
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    This map looks great! Weapon placement seems even, great aesthetics, clean interlocks. I like the bridge ramps throughout the map, they look like great cover or ghost jumps. The bridges also make it look like an earthquake hit this level (hence the name Fissure?). The snaking double boxes and alleys look fantastic! keep it up.

    p.s. how many players would you suggest for this map?
     
  3. H3C x Nevz

    H3C x Nevz Ancient
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    Thanks, yeah I got the name Fissure from the snaking double boxes and bridge hills. The map can play anywhere from two to fourteen players successfully, but it works best with four to twelve. Any more, and it gets crowded. Any less, and the power weapons become a bit too common.
     
  4. Insane54

    Insane54 Ancient
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    D: liar, wheres my picture?!

    I thoroughly enjoyed the map...especially grabbing both snipers and pwning at the middle while my teammates grabbed the flag :D

    Only problems I had were fairly minor spawn issues very occassionally.
     
  5. H3C x Nevz

    H3C x Nevz Ancient
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    It's up now. ^_^ Enjoy. I know where the spawn issue was, and it has been resolved.
     
  6. IrishBeast

    IrishBeast Ancient
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    Wow this looks really good! I think that your post is utterly outstanding! The descriptions leave me with no questions! I do have something to suggest! The maps seems to have good enough ground cover, though no overhead cover, fix maybe? Other wise this map is very neat and looks to have great gameplay!


    -Irish
     
  7. H3C x Nevz

    H3C x Nevz Ancient
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    Thanks for the reply. The second floor cover is an interesting thing, actually. I'm satisfied with the amount of it, because if there's too much cover on the second floor, it would be easy to dominate from there, and people on the first floor are screwed. Although it looks like very little, if you're being hit from the second floor, you just drop down to the first floor behind cover.
     
  8. DEANM12

    DEANM12 Ancient
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    LOLz. I played this map with you before and my team lost. ( :D damnit insane stop using the sniper). LOLz this map was amazing when i saw even when my team kept losing
    i shold DL
     
  9. NUKEZILLA

    NUKEZILLA Ancient
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    nice looking map good interlocking and geomerging. however there looks like there is insuffecint cover and doesnt look like it took very long
     
  10. Jakattak418

    Jakattak418 Ancient
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    i think that it looks good the interlocking looks good and i love how you posted it from some of these pics it looks a little open but ill dnld and do a forge through and get back to you ya nice work though good job also i think it would be cool to have at least like a small tunnel through the big wall mabey up a floor cause in my opinion levels that have only 2 levels(besides sniper towers) anrnt that much fun just a suggestion anyway good job
     
  11. HydroZoid

    HydroZoid Ancient
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    version 8.3....

    whats good about reposting is that you IMPROVE every version instead of making a versionwhere the changes are negative.

    and since i saw the first version, i know that these changes were positive.seeing that it was pretty much 6 birdges and a few boxes, the changes were definetly a good thing.

    congratz, and a defnite DL from me
     
  12. H3C x Nevz

    H3C x Nevz Ancient
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    ...Thanks? But if you saw the first version, you saw an entirely different map...
    - Sniper towers were symmetrical
    - Two-floor middle wall, where the top is accessible
    - Warthogs in each base
    - 2 Bridge hills instead of four
    - Not all double boxes flipped
    - Non-geomerged centerpiece, sniper tower or grav lifts
    - No archway in the middle
    I've done a lot more than "a few boxes" in these changes. The list goes on from that.
     
  13. Huntar

    Huntar Ancient
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    very nice map! looks really fun!
    best feature imo is the bridge stucture, looks like rape. Overall it looks really fun and entertaining. Looks like it has clean lines, smooth interlocking, amazing aesthetics. I would download but im full right noa =|

    overall looks amazing! =]
    4/5
     
  14. SiN Fwang

    SiN Fwang Ancient
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    this is awesome! the interlocking is very smooth, and i love the geomerged grav lifts. way to make use of even the hardest to master techniques. i only have one issue. there may be a little too much open space. i dont know. it doesnt matter. i give this a 5/5. nice job keep it up!
     
  15. AKILLYEZ

    AKILLYEZ Ancient
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    very clean interlocking and a very cool post. this map seems like it would have insane gameplay and looks realy fun. i may have to try this one out and see what my friends think as well. great map 5/5
     
  16. Metallic Snake

    Metallic Snake Ancient
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    this is pretty nice, im still not too hot on the sniper spawn, like i said before. the sniper should spawn in an extremely innaffective spot, to reduce camping and encourage player movement to effective high ground. but overall id say this is a pretty well made map, and those speedbumps look familiar, but still rarely used. also i suggest removing the 8.3. people really arnt that interested in how many times youve revised it, and it sort of gets in the way. ill download and try to get you my opinion sometime soon.
     
  17. H3C x Nevz

    H3C x Nevz Ancient
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    Thanks for all the replies guys. If you said there wasn't enough cover on the ground floor, please read my OP.

    Thanks. I don't really see what you mean with the sniper spot: there is nowhere for him to camp up there, and they often have to leave the sniper tower fairly quickly. I don't see how a speedbump can be "rarely used:" it's just part of the geometry. I put the 8.3 in there so no one who has seen this before thinks I am just reposting the same map. Thanks for the thought out post, much appreciated.
     
  18. arrrghSAM

    arrrghSAM Ancient
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    Glad to see SWAT has gone ahead :D
     
  19. H3C x Nevz

    H3C x Nevz Ancient
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    Haha, thanks for all your help along the way Sam.
     
  20. xPsychZerox

    xPsychZerox Ancient
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    This map is perfect in every way I can see! Interlocking, geomerging, aesthetics and gameplay would look fabulous! nothing bad to say about this map. Already downloaded. 5/5 Keep up the good work! And AWSOME post!
     

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