Continuity

Discussion in 'Halo 3 Competitive Maps' started by Benji, May 8, 2009.

  1. Benji

    Benji Ancient
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    Continuity is a symmetric conquest map that is also set up for CTF and Assault. This is my first conquest map so if there is anything wrong with the Conquest-iness of it, let me know. This is also my first enclosed map so if you find a way to escape, let me know.​

    Weapons list
    (All weapons are set at 60 second respawn, spike grenades are 30, and Frag grenades are 10)
    Battle Rifle x4
    Sniper Rifle x2 (0 Clips)
    SMG x6
    Magnum x2
    Plasma Pistol x2
    Plasma Rifle x2
    Brite Shot x2 (1 Clip)
    Spiker x4
    Frag Grenade x4
    Spike Grenade x4​

    Here is a high overview of the whole map w/ the territories
    [​IMG]

    You spawn at the bases (obviously)
    Here is the spawning area
    The other base is the same, but it looks reddish​

    [​IMG]

    You turn the corner as you continue through the first territory
    In the First territory there is a Brute Shot, x2 SMG, Mangnum, Plasma Pistol, BR, and Spike Grenade​

    You leave the tunnel here
    [​IMG]

    You continue to the second territory where there is x2 Spikers, x2 Frag Grenades and a Spike grenade.
    [​IMG]

    Take another right and you will be in the third territory
    there is a BR and a Plasma Rifle
    [​IMG]

    Hop over the ledge and you will be in the fourth territory
    There is two SMGs in this Territory
    [​IMG]

    Here are some action shots:
    [​IMG]
    [​IMG]

     
  2. Mr Garfunkle

    Mr Garfunkle Ancient
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    Oy...


    The map looks very good. I like the aesthetics a lot. I'm not exactly sure, but I don't think that you can have outside paths in conquest. It has to be one long path from what I remember. Territories 1 and 7 areas are outer paths. It may be allowed, considering it connects to a main middle hallway, I am no conquest officianado. The weapon set looks nice, you could use a little cover in the middle area, but what you got probably works ok. Good job, this was a pretty inspired map keep it up.
     
  3. HunTedMeat

    HunTedMeat Ancient
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    Yeah just like what he said, I also have to add that all the territories must be touching. However, the 2 columns in the center took very sloppily done. I would recommend cleaning up more of the other interlocks for a more aesthetically pleasing map.
     
  4. Rifte

    Rifte Ancient
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    Now this, looks like a fun conquest map. The only thing that I am unsure of, is the proportion where you have to jump, because I find things like that annoying, simply because it interrupts gameplay. However, I do like the way you used the forge items such as in the 5th pic with the plasma rifle. Furthermore, the aesthetics and merging in this is very smooth, followed by clever use of the items, and balanced weapons making this a great conquest map.

    Worth a dl in my opinion, I sure will. 4/5.
     
  5. Bartoge

    Bartoge Ancient
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    Ok, this is a good start but there are many technical problems. Let me go through them with you. If you want me to show you in person let me know.

    - spawns {they should all be facing toward the shortest path, meaning around the first corner. Right now they are all straight and you should angle them a bit to the square with weapons for some of them.}

    - BR {when you do the spawns the BR will be not noticable, so move it further down the path by about 2 blocks allowing it to be seen}

    - weapons block {remove plasma pistol, as you have to go around the block to get it and its not worth it. Put the SMGs lying against the block from the front. HAve the Magnum lying against the block facing the brute shot}

    - Brute shot {its very hard to notice the Brute Shot since you can't see it in front of you. Make it visible when you are walking, so that people will actually know it is there}

    - spiker {replace with plasma and increase respawn time, this is a wide map so spikes aren't very useful}

    - territrories{ this is a pretty large conquest map so you want 7 territories. make the 1st territory end at the beginning of the stairs, the second going from there and continuing straight forward and have something to "section off" the 2nd territory, and the thrid territory go from the second until that jumping block}

    - sniper {if you do the territories, then move the sniper to the first territory}

    - frags {remove one fo them or remove all and replace with plasma}

    - BR[center one] {make more noticable by moving in your line of sight when walking by, so once again people wil notice it.}

    - center territory {add ramps to the blocks so that it doesn't hurt the flow of the map}

    This is an excellent start of a conquest map. I know how to make great conquest maps, and trust me, if you do all of those things you will notice an improvement in your map. Again, if you need me to show you these things just tell me/invite to a game
     
  6. Benji

    Benji Ancient
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    Well all the territories are touching




    Thanks for the advice
    it is very much appreciated
    but i pretty much already have the territories you suggested
    and what is you gamertag?
     
  7. Gunnergrunt

    Gunnergrunt Ancient
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    Yeah i'd go with Bartoge's suggestions. He knows what he's talking about!

    This map has a nice layout, but there are too many places for assassinations, such as the center. When players are jumping into the center territory, enemies could crouch behind the pillars and assassinate them. Sometimes assassinations can make a conquest map fun, but that is rare. For the most part, there should never be any assassinations in conquest. I think Bartoge covered everything else quite well. If you would like any help making improvements, here are a few good conquest guides:

    Gunnergrunt's Conquest Guide
    The Book of Conquest
    Complete Gametype description: Conquest
    Conquest Featured Library
     

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