INSULATION By LIGHTSOUT225 >>DOWNLOAD<< Supported Players: 4-10 Supported Gametypes: Multi-Flag, Assault, Neutral Bomb, Team Slayer, Flag Rally, Land Grab, KotH Recommended Gametypes: Multi-Flag, Flag Rally Premise: "What Is The Forge? In the beginning, there was a single sniper rifle on Colossus. And it was not so good. One of the new multiplayer features introduced in Halo 3 is the Forge. The Forge is an object layout editor, a tool to allow players to rework the various weapons, vehicles, and scenery that Bungie’s multiplayer designers have thoughtfully placed around Halo 3’s multiplayer maps. Better still, the Forge is a multiplayer editor in every sense of the word: you can enlist the aid of a few friends to edit a map with you, in the same game, over the usual gamut of multiplayer situations (splitscreen, system link, or Xbox Live.) Of course, any gathering of friends inevitably devolves into shootings. Fortunately, the Forge also plays host to a variety of novel combat conditions, and even a couple of peculiar games made possible by the lax rules and on-the-fly editing." -excerpt taken from September 17, 2007 edition of the Bungie Weekly Update For a long time, I’ve felt that Multi-flag on Snowbound would work wonderfully without the shield doors. Well, as you know, we now have the pleasure of playing on Boundless. Using this canvas, I reworked the weapons and spawns in an attempt to turn my most hated map into something much more enjoyable. I’ve added more cover on the surface, and blocked the tunnels from each base to the central tunnel off in an effort to transfer more of the traffic above the ground. Specifically designed with Multi-flag in mind first, yet plays very well with a myriad of other default gametypes. This will be my 2nd of 4 map entries for ATLAS Weapon Load: Carbine x8 -- 30s Needler x2 -- 60s Plasma Rifle x4 -- 30s Spiker x2 -- 30s Rocket Launcher -- 150s Hammer -- 150s Brute Shot x2 -- 30s Plasma Pistol x2 -- 45s Equipment: Plasmas x8 -- 20s Deployable Cover x2 -- 45s Radar Jammer -- 90s Vehicles: Ghost -- 180s Side overview Other side overview Mid overview; Radar Jammer shown Base action Using the Deployable Cover as a tactical offensive maneuver Crossfire Base action Blocked off tunnel Tunnel block from other side Thanks to those who helped me test, and thanks to G043R and the Ghosts of Onyx for lighting the Pre-DLC fire under my ass.
Doesn't look too shaby LIGHTS. I see you used teleporters like I did in my Freezing Point map. Lulz, anyways, looks nice. I'll have to give it a shot sometime. I'll also have to revamp my Snowbound map without the shield doors. >
I've never seen anyone use boundless like that, big points for that. Though it does kind of seem like just a weapon replacement in boundless with a few doors blocked off. I'll have to see how it plays, but as of now I can't be sure.
I espected more. But something new on a old map is welcome. I''ll test it and get back to you but it doesnt have much to it if you ask me :/
It's because there's no instant stand out/defining features to it. It confuses and upsets people. From what I can see, you've put some thought into lines of sight and cover when on the acutal snow. The deployable cover intrigues me also, they can really diversify gameplay. I'll try to remember to play a few games on this as I've actually got it queued, unlike others. It's surprising what a few 'little' tweaks can do to a map.
You might as well made this a SWAT or [put random gametype here] map. Its virtualy a deafault canvas with some scattered items needs more meat to it even if its for one gametype it should still make me want to download this map instead of just making the same thing in 10 minutes before i invite my party to play.
I'd so laugh if the ATLAS submission went well and it appeared in a playlist. You can tell from the placement of weapons (if you've read the list) and cover that this was not a 10 minute job. Of course it had to have taken less time to make, but remember it's all about quality, not quantity. LIGHTS, I really like what you have done to cover in this match. You've placed it in the optimum positions so that running around in the snow isn't a complete disaster anymore. Especially in these areas: Picture 1 - In any gametype, here is a death-trap Picture 2 - Once again, you can rarely get past here without being noticed Picture 3 - It has always been too open in this area. It's a great tactical point with cover The weapon choice is a lot better for Snowbound too. The way you have reverted to a covenant style compliments the map well. Especially, with the usage of carbines, outside play will be much more competitive. The equipment placed around the map looks like it can do wonders for gameplay. I've got one problem with the deployable cover though - didn't Bungie remove them from maps because people can shoot though them (while protected behind the sheilding)? If not, a couple of bubble shields will suffice. Now for the layout. Blocking off the underground 'corridoors' was a fantastic idea. I trust a stay grenade or what-not will not be able to move the cases. In my opinion, flag games will become a lot more fun and challenging. I guess the team will have to work well together and support eachother while running around on top of the snow. It certainly gives potential for more of the map to be played, for the better. Is it only me, or does this layout remind you of flag game on 'The Pit'? There are two bases, a central route and two side routes (now with cover). Also, I see the flags are situated inside the bases. Like, on 'The Pit' it's a great idea and is an interesting switch from the usual outside spawns. 'Another name change you say! With 'Verbatim' surely we can't go through this again...' I know this last bit sounds a bit picky, but I think you could do with a better name =D As you are capitilizing on outside play, the name 'Insulation' gives it more of an inside feel - which is probably not what you want. Yes, I know, Cold Front etc have a Avalanche feel to it but another name would suit it better. Good luck if you do change it, I have no ideas yet! Sorry this took so long to write up - I started writing, accidently posted, had to have dinner and then finished it. Overall, a well deserved 5/5 from me and good luck for the ATLAS submission. EDIT: I've downloaded, but it's queued.
as youve noticed, ive deleted your posts. i told you to stay out of my thread, and i will continue to delete them. and no, you cant spawn kill. trust me. i think ive done just a little more testing than you have. if you cant trust a LIGHTSOUT map then you might as well snap your H3 disc in half. oh, and one look at the DL thread at BNet tells me you haven't DL'd it yet.. no one has this map on their 360 except for me as of yet. stay. out. of. my. thread.
This map looks sexy Lights. I like how you've laid out the boxes for the cover in the snow. It actually looks aesthetically nice as well as being a good mechanic for gameplay. I already loved Boundless the way it was [minus the missing ghost], but i wanna see what this is like. I have one question since i cant really answer it for myself.... have you removed my baby?
lol I have in fact removed the shotgun. Sorry, but my goal for the map was to get away from the camping in the tunnels and bases and spread the map above ground, so the shotgun most certainly had to go. There is, however, a Hammer beyond the Ghost in the rocks (150s respawn). Its not as strong as the Shotgun, but still effective in the short range aspect
you have broken my heart sir... however, i understand that this is supposed to play differently than Boundless, so ill go into it with an open mind... whenever that will be. i also commend you for using a not so popular piece of equipment. next map, id love to see a flare. i miss them.
Honestly LIGHTS, I am sorry but this looks like it took about 5 minutes to make. It really looks like it is not going to have any potential of getting anywhere in the map section because honestly..It is not very pleasing to the eye. I don't know what your thinking but, just because you are staff you can't just throw this piece of garbage out there. I am sorry once again but I was really thinking that
actually, i can throw whatever map i want out there. as for the "garbage" bit... your face is garbage. my forge resume speaks for itself. the map took me a few hours, for the record. you forget spawns, objectives, weapons, im not counting testing, but i will count watching films of those tests, and tweaking. thedarkknight, YOU are exactly what is wrong with the general population of FH. grow up.
Why are people saying it's not "aesthetically pleasing"? It's on Snowbound, there's nothing you can really do to make it look better. I played this a couple times, and it made Boundless remind me even more of Beaver Creek than it did before. I liked it better when it was easier to use the tunnels to run the flag, but that did speed up the games a lot and I don't think Lights wanted it to play that way. I think there should have been at least one long range weapon, maybe a sniper with 4 shots or a laser or something. Since there isn't one, it's not really very easy to spawn kill people on this map I don't know how people were saying this was too easy to spawn kill on.
Appreciate it, sir. Glad someone can appreciate real forging around here. The tunnel blocks are really interesting actually, because you can still do a Isolation-esque flag throw/transfer between teammates on opposite sides of the barricade. Three well-coordinated teammates could score a flag in a matter of seconds if set up correctly and their timing is appropriate. And yes, you are corect in assuming that they cannot be moved. Those supply cases aren't going anywhere at all. As for the name changes and the Verbatim case (lol), this is already the map's 2nd name. The original was Blinder, but I found people didn't take to it so well.. so I searched long and hard using dictionary.com and thesaurus.com to come up with alternatives. I had a lot of possibles, and it came down to this one. Insulation, in one sense, means "a material that reduces or prevents the transmission of heat or sound or electricity." If you take a close look at Snowbound, one base (the lower one) is on, or still functioning. One is not. The one that is still functioning has no snowfall on it. When operating these bases are insulators. That being said, I probably will still be looking for more suitable names up until I submit it to ATLAS. Although Shishka is very picky about map names over there.