Foundry Judgement on The Asylum

Discussion in 'Halo 3 Casual Maps' started by patt06snipe, May 12, 2009.

  1. patt06snipe

    patt06snipe Ancient
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    [​IMG]

    First off -- this is not a remake of the COD5 map. It is a totally different design.

    Introduction

    As many people know, the very popular **** Zombies from COD5 has made its way into Halo 3 and you may know it as “Judgement on The Last Day”. It has made its impressions on many people and the community and has had great success. If you have not heard about the new map coming out for this intense game of infection then you are about to be informed of it. The newest release “Judgement on The Asylum” is the latest release for the ‘Judgement’ game type. After nearly 2 months of hard work, the map is finally finished and ready to be played by those who dare to defend it’s closed in rooms and claustrophobic corridors. Let the zombie carnage continue!

    Overview pictures of the map

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    Basic Explanation of the Map

    The map itself may look confusing, but it is very simple once you really look at it. The building itself contains 2 floors, each floor with a number of rooms and different attributes. The first floor contains 4 rooms, 3 of which are obtainable by the human and zombie players at the start of the round. The second floor is divided into 3 rooms and a hallway leading to the staircase; all 3 rooms are open at the beginning of the round while the hallway is blocked off by a dumpster door (can open at 60 seconds). The human players are split into 2 groups; 1 group on the first floor and 1 group on the second floor. After 60 seconds of intense fighting, man cannons spawn allowing the humans to open up dumpster doors. These doors are located in precise spots that keep each human group from reaching the other; so, once the doors are opened the humans can meet up in one of the 2 other rooms to make their last stand. That is a basic summary of how the map works.

    BR room upstairs

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    Facing the BR room upstairs

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    Looking out of the Last Stand Area upstairs

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    Last Stand Area again

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    Looking into the Last Stand Area

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    Room downstairs

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    Looking out of the blocked off room downstairs after the door opened

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    Room Downstairs

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    Room downstairs

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    Weapons
    Downstairs –
    1x BR
    1x Assault Rifle
    1x Sniper Rifle (human)
    1x SMG
    1x Mauler
    1x Fragmentation Grenade
    1x Trip Mine

    Upstairs –
    1x BR
    1x Carbine
    1x Beam Rifle
    2x Spike Grenades
    Plus the Random Weapon Box

    Blocked off room –
    1x Shotgun (human)

    Features of the map

    1. The famous Random Weapon Box (designed by RivalMass)

    Picture of the random weapon box in use

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    All you have to do is run up to the propane tank and hit it. Once you hit it quickly move over to the weapon swap and look horizontally at the wall in front of you. The weapons will fall from above and you must grab one before they hit the ground; it is random nearly every time.

    2. Weapons on the Walls

    Yes, there are weapons on the walls in this one too. Hopefully this adds a more **** Zombie feeling to the map. Enjoy.

    3. Zombie Windows (zombie windows are SIGNS and DOORS)

    Zombie window from the outside

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    Zombie window from the inside

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    Why is this a feature of the map? It simply keeps humans inside where they should be, and yet allows zombies to get in. If you are infected, just run up to the sign and it will say “board the mongoose”. Do as it says and then you will be inside an area you cannot really see much in; just get off the mongoose and you will be in a sense, warped inside the building.

    4. Opening doors

    Dumpster door before man cannons spawn

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    Dumpster door after man cannons spawn

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    Opened door!

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    The doors in the map are the key parts that allow the map to work. It keeps the 2 groups of humans from getting to each other for a certain amount of time. (60 or 90 seconds) If you are a human that spawns downstairs but wants to get upstairs you must last for 60 or 90 seconds. At that time the man-cannons will spawn allowing you, humans, and zombies to run up to the dumpsters blocking the path and slide open the door (the dumpsters)
     
    #1 patt06snipe, May 12, 2009
    Last edited: May 13, 2009
  2. patt06snipe

    patt06snipe Ancient
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    5. Specific Zombie Teleport system

    The zombie spawn system is what keeps zombies from choosing the easiest way in (not that there is one); it makes it fair for humans so that instead of zombies coming from just the 2 closest windows, they come from nearly all of the windows in the map. The way this works is that there is a series of teleports that randomly sends zombies to 2 areas close to zombie windows. The areas, in which zombies are teleported to, are all blocked so that zombies cannot just wander around. There are a few teleports that are specifically to certain areas but it is only 2. Now, as I said before there were 2 rooms that were inaccessible until the doors were open; the zombie window for these rooms has a specific teleport to it that is also blocked off from zombie use for 60 seconds. In the zombie spawn area there is dumpster blocking a hall. At 60 seconds a gravity lift spawns, thus pushing the dumpster out of the way and allowing access to the teleport.

    Pictures of area 1

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    Pictures of area 2

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    Pictures of area blocked off for 60 seconds (and how to get there)

    The teleporter that takes zombies to the blocked off area is blocked for 60 seconds

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    At 60 sec. a grav-lift spawns pushing the dumpster out of the way

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    This is what your screen will look like when you go through the tele

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    The room downstairs that you get launched into (the shotgun room)

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    6. ‘Judgement’ (V2 version) – The game type

    The game type being used for this map is the original, ‘Judgement’, game designed first for, “The Last Day”. Here is a description of the game type below.

    Human Traits:
    - 300% Damage Resistance
    - 90% Speed
    - 110% Damage
    - No Shields
    - 110% Shield Recharge Rate
    - No Vehicle Use
    - Infinite Ammo Disabled
    - Starting Weapon Magnum
    - Vehicle Use Disabled

    Picture of Humans

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    Zombie/Attacker Traits:
    - 90% Damage Resistance (100% in VIP variant)
    - 110% Speed
    - 75% Damage
    - Normal Shields
    - 50% Shield Recharge Rate
    - 50% Leech
    - Full vehicle use
    - Infinite Ammo Disabled
    - Starting Weapon Plasma Pistol
    - Weapon Pickup Disabled

    Picture of Zombies

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    Custom Power-up Traits:
    - Not placed at start
    - Respawn Rate is 30 seconds
    - 125% Speed
    - Forced Color Zombie
    - 500% Damage Resistance
    - No Shields
    - No shield recharge
    - 100% Leech
    - Immune to headshots disabled.

    Extra Pictures

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    Enjoy!

    Closing


    Alright, I couldn’t finish this post without first thanking MasterDebayter and RivalMass for allowing me to build off of what they started. It has been really cool working on this and knowing that in the end it would benefit their idea and also by just adding to the community. Thanks also to Eternal Reconnaissance and R3pentance along with everyone else who supported the map and also helped with the testing. I sure hope that all of this really was worth it. Thanks guys…A Lot.

    Link to Map = The Asylum
    Link to Gametype = Judgement V2

    Also, MasterDebayter is the creator of Judgement and its original idea. I am simply putting out new content for those who play the game. Thanks for checkn this out.

    There will be a link to his V2 version of the map once he gets it up.

    There will be a video up of the map this weekend, So be on the lookout for it.

    OK, I KNOW IT IS WAY EARLY FOR A V2, BUT THIS MAP NEEDS TO BE REFURBISHED. THE GAMEPLAY AND DESIGN IS GOOD ALREADY, BUT IT COULD BE BETTER. SO, I AM GOING TO BE WORKING ON SOME CHANGES IN THE WAY THE MAP PLAYS. YOU CAN SAY THAT IT WILL BE MORE LIKE THE LAST DAY....ONE ROOM..OPEN DOOR...ON TO THE NEXT ROOM, OPEN DOOR....SO ON. PLEASE BE PATIENT WITH ME AS THIS MAY TAKE A FEW WEEKS TO FINISH.

    YOU CAN STILL DOWNLOAD AND PLAY THE ORIGINAL MAP THOUGH. IT IS STILL GOOD TO PLAY WITH. JUST BE ON THE LOOKOUT FOR THE V2 OF THE MAP. ****DRASTIC CHANGES IN GAMEPLAY AND FUNCTION WILL BE MADE****
     
    #2 patt06snipe, May 12, 2009
    Last edited: May 15, 2009
  3. Powerslave

    Powerslave Ancient
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    the map looks really good, im not going to lie, but it looks confusing LOOKING AT THE SCREENSHOTS, but it probally makes more sense during gameplay. an overview might help understand the idea.
     
  4. Master Debayter

    Master Debayter Ancient
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    I was happy to make a v2 gametype to be released by this map. The zombies can actually be killed from the field explosives now in one hit.

    As for the map, this is a must have for fans of the Last Day. It has a different feel to it than the original map, however, because this is more of a close quarters map rather than a more widespread version like my map.

    There are also a lot more rooms in this one, as well as more ways to camp too... Not only that, but his windows work everytime too... (of course you can't shoot out of them, but that's not a big deal)

    You may be a little confused at first by its confinement, but after the first few rounds you'll pick up the pace and learn how to get around the map.

    Overall, great job man. The map turned out very well and it definately adds a twist to the Judgement gametype.

    Edit: I got exterminator from this post! Woot! This thread has proven good results already!
     
    #4 Master Debayter, May 12, 2009
    Last edited: May 12, 2009
  5. kooljon92

    kooljon92 Ancient
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    i love this map! it in my terms one of the greatest maps on foundary! thanks for making it. in a v2 make it alittle less confusing.
     
  6. penguin asassin

    penguin asassin Ancient
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    WTFBBQ? A foundry map?

    I remember you asking about this on the op of last day, This looks great. How did you get there to be a clean 50% in each room? Isn't the map susspose to get harder over time? When the first barrier opens, it gets 2x easier. I would suggest that happening near the end, With a switch that the humans have to activate themselves. That opens at 120
     
  7. Ahogan11

    Ahogan11 Ancient
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    this look like a pretty good map i was also trying to do the same thing but on the other map and on sandbox but i got a little bored of that this map looks pretty well made and ill go and check it out and see ho close it looks like to the real map 4.5/5
     
  8. Eternal Reconnaissance

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    Wow, after so much work and testing, I can't believe this is up. It has been a long while, searching for updates on the map, changing my schedule just to help test, all that good stuff. But in the end, I know it was worth it. I was here through most of it, watching silently and determining your Judgement.

    I can't say I was always here for the Judgement maps. When I first found the Last Day thread I was just a guest at the time and it was only an idea. I kinda forgot forgehub for 2 months, came back, found the thread reborn, and remembered my password for my account so I came back. The Last Day was released about 2 weeks later and I was there for most of that. I must say, it is going to be hard to come close to that map, and even harder to beat it. This map does manage to come that close, and does Judgement honors. If only more people on my friends list would play halo customs...

    Then I found this, the Judgement add-on. This was really just in early development, and I did support this most of the way. At first, I must admit, it looked really sloppy, no random weapon box, no roof, no weapons on walls, barely any true features, it was really early in development. So, I waited and checked the thread regularly for updates. Soon there were more pics, better aesthetics, features, it looked like... well, Judgement. I decided to give this more support and started talking about Judgement in certain threads that just needed to hear about this, within forgehub laws that is. Finally testing came. You listened to ideas, fixed them, tested again, fixed more problems, and here we are now, a nearly perfected map. Grand job, I say, this is just great.

    Now onto the map: I see that some of the bumps were fixed, and that is pleasing, the random weapons box is neater, weapons on wall, no more warthogs out of bounds for people to mess around on, much much better. In the last test I could only play for a bit before having to go, but I played this again with friends when you sent me the finished product and I was much happier. Great aesthetics, **** zombi-- no sorry, Judgement feel, and just fun overall. This is needed along with the Last Day, in EVERYONE's halo 3 map library, no other way to put it. And another good thing, you guys are using Foundry still, while many would just give up and go to Sandbox. Kudos to you, sticking with this. One new map doesn't mean it is the best for some things, and for these I agree. Great map, after playing so many times and testing for most of them and seeing its progress through the whole development, I just must give this a 5/5. Some people might beg to differ, but I saw the development, I saw this map at the beginning and it has changed for the better. My choice is final when I say 5/5 so there you have it forgehub.

    BTW, thanks for mentioning me in the thanks section. I didn't do much but test and support, but your welcome anyway. It has been my pleasure working with Judgement creators.
     
  9. Drummerguy360

    Drummerguy360 Ancient
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    Wow that looks like one hell of a map. It reminds me of the Last Day. I like the name and I like the rooms. The idea is great, the weapon box is great, and I just like it overall. I agree, it would be nice to be able to shoot out windows but it's not a big deal like Master Debayter said. However, I do recommend geomerging that fence wall on the right side in that fourth pic from the bottom just to make it smoother and look like you spent more time making it perfect. Still, I love the map.

    I also want to ask you a question. I made a **** Zombie map a while ago and it turned out horribly, but that was when I was still a beginning forger. I was wondering if you'd be interested in making an incredible one on sandbox with me. Although, you just finished this, so I'm not expecting you to. Thanks for the great map and the hard work.
     
  10. patt06snipe

    patt06snipe Ancient
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    Thanks for the reply...I'll look into the fence wall.

    For helping you, I don't have mythic yet and I'm not really sure when I'll be able to get it. And of right now I'm not sure what my next project will be. I'll get back to you on your map in a day or two.
     
  11. Kalriq

    Kalriq Ancient
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    It looks like a VERY well forged map, it close combat oriented layout will make some very intense gameplay, the only downfall is that it is not as accurate remake as Debayters, I know its of Verruckt and I think whats missing is the size of it and the full connectivity.
    Like I said its incredibly well forged, and looks good, although the teleports are confusing.
    The gametype works well with it, but I think the map could do with tweaks in places, maybe Sandbox would be a better choice for a V2?
    -K-
     
  12. MaxSterling

    MaxSterling Ancient
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    Originality - I've never played COD5, so I'm not familiar with what this map is supposed to resemble. To me it looks like a 2 story house on Foundry using the same window concept as The Last Day... so overall not very original. Then again you can't be very original on Foundry anymore.

    Aesthetics - Merging is well done, as expected.

    Game play - I'm a big fan of Judgement on The Last Day. The reason why I believe it was so successful was because of the simplicity of the rooms. Big room with a couple of windows and a couple of weapons, timed door opening, new big room with a couple of weapons, timed stairwells, final big room with a couple of weapons. This map is a lot more confusing to navigate. The new teleport system kinda sucks. If you're the zombie and go through a teleporter, you're stuck entering the window you're teleported to... or that's how it seemed to me. There's less chance of coordinating a single precision planned attack since you can't choose which window you will enter.

    Improvements - First thing is the teleporter system. I prefer the open area that you can walk to a window you choose, not get forced to a window by the random teleporter.

    Barrels holding in the mongooses wasn't a great idea either. Suppose a zombie drives the mongoose away from the window... it screws the next person forced to enter that window. A human may also be able to throw the trip mine under there and blow the mongoose away from the wall, keeping zombies from being able to enter there.

    I kinda found the layout a little confusing as well, but I guess after playing it a few times you'll get used to it.
     
  13. Master Debayter

    Master Debayter Ancient
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    Guys, just so you know, this isn't a remake of Verruckt like most of you think. This was designed as a completely original design that was strictly made to play well with the Judgement gametype. It does just that.
     
    #13 Master Debayter, May 13, 2009
    Last edited: May 13, 2009
  14. InherentFlame

    InherentFlame Ancient
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    i played this map with master debayter and i find it really good. slightly annoying when you cant get on some of the mongeese but still good.

    i'll rate 5/5
     
  15. CAT6 BlackFire

    CAT6 BlackFire Ancient
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    WOW! This map looks incredible. Everything about it looks clean and well forged. It does look a bit cramped and confusing but im sure it will be fine during gameplay.
    At the moment I won't download it but only because I can't and am out of free slots, but as soon as i delete some stuff I will be sure to download it.
    This map extremely fun to play so I'll give it a 5/5.
     
  16. patt06snipe

    patt06snipe Ancient
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    Si senor, you are right all the way. Thank you for explaining that to everyone. I should probly put a thing in the post sayn its not a remake.

    Shroomz -- The teleport system is just as open as The Last Day(there are 2 teleporters that take you upfront and 4 that take you back behind.), plus there is only one spot you are sent to where you are close to a sign...if you actually read the post it explains why but I'll explain it to you. There is a room downstairs that is blocked off from humans...so if zombies were able to get into it they would be stuck for a period of time = bad playability of a map. At 60 seconds the door to that room opens allowing humans to go in it, thus there must be a specific teleport to that room if there is window for it...also, zombies can choose which teleport they want to go to...they can go through the random teleports or can choose to go to the specific teleport. So, please read before you start posting things that aren't true.

    Also, zombies cannot drive the mongooses out of the hole. The boxes are pushed in to keep the mongoose in. I have tried it, it doesn't work.
     
    #16 patt06snipe, May 13, 2009
    Last edited: May 13, 2009
  17. MaxSterling

    MaxSterling Ancient
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    Whether this map played well with Judgement, that's a matter of opinion. The new door system is too confusing for some people. The doors are not uniform. Some are doors, some are signs. The learning curve on this map is a bit much. Humans also spawn in separate sections of the building. This totally sucks for zombies stuck in the other section. They all now need to wait until the door opens up. Some crates also respawn blocking off some areas upstairs. Not sure if that was intentional, but when zombies are stuck in areas and can't get to anyone, they lose interest and quit. I downloaded it and played it a few rounds. Gameplay is nowhere near as fun on this map. This one's coming off my hard drive.

    I really wish people would stop rating in their posts. All they do is lose credibility when they rate maps blindly. Especially when they say they can't download a map and then give a rating of 5/5. This makes rating seem more like it's about popularity than it is about the actual map. Too many people rating 5/5 when majority of the maps here don't deserve that kind of rating. I especially love it when people say a map is good or point out one thing wrong, then give it a 5/5.

    Edit: I just went through it with a forge session and noticed that humans can escape the map, which they can then go through the teleporter and get outside the map out of bounds... where there is a mongoose, deployable shield, needler, carbine, mauler, and sentinel beam... and yes, my gravity was set at 200%.
     
    #17 MaxSterling, May 13, 2009
    Last edited: May 13, 2009
  18. patt06snipe

    patt06snipe Ancient
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    Gameplay is the same...just because humans aren't together and the rooms are smaller doesn't mean the map sucks...this is a different style of gameplay for Judgement, so it is the different kind of gameplay that you do not like.

    Ok, doors and signs, people can use their brains, its not that hard. Also, if you have a decent party (amount of players) and the zombies kill all the humans on one part of the map they only have to wait for like 20 seconds at the most. Killing all the humans when there are a lot of players (which happens not fast at all) takes some time to do. The doors open at 60 seconds, so after the time it takes to kill the humans there is little time left to go to wait for the doors to open, if the humans are all killed on the same floor.

    Yes, the crate must be there. Once again, read before you post. If that wasn't blocked off then humans and zombies could get to the blocked off area which would hurt this maps key gameplay feature...humans being split into groups working together to get to each other.
     
    #18 patt06snipe, May 13, 2009
    Last edited: May 13, 2009
  19. MaxSterling

    MaxSterling Ancient
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    Okay, you just contradicted yourself. Gameplay is not the same. There is a difference between 100% of the humans being together and 50% of the humans being together. They may be somewhat similar on a smaller scale, but definitely not the same. Take a football offensive team and split them in half and try to convince me that things will be the same. An offense without a QB or a QB without a wide receiver, will definitely not play similar.

    I also never said the map sucked. I think it's decently forged, but there are some issues and some things that are not clearly explained.

    I think you didn't update your map in your fileshare because...

    Crate issue...
    [​IMG]
    The mancannons appear and constantly push this crate closed. My question was, is this supposed to open up as well after 60 seconds? If so, it's not doing it. The mancannons are closing it.

    You claim that I did not read your post, but you mention no crates. I know that trash dumpster are "supposed" to be moveable after 60 seconds according to your OP... but I see a mancannon by that crate and can't help but wonder if it's supposed to get sucked between the fences and open up as well. Why even bother with a mancannon if it's just supposed to stay shut? You could have just closed that off with the wall you interlocked with the box.

    Trash dumpster issue...
    [​IMG]
    How is a mancannon supposed to move two dumpsters after 60 seconds when a fence wall is in the way? Is there some kind of setting that makes fence walls disappear after 60 seconds as well? If so, please share your secret.

    Escape from the map...
    I won't post an image so all the n00bs exploit this, but on the 2nd floor, there is a door entrance using a door ( not a sign ). Knock over a barrel, jump on it, jump on the bridge, jump on the door, jump on the box and you're out of the map and heading for the teleporter leading to outside the map that I mentioned in my last post... or spawn killing zombies. You could also essentially jump on someone's head and get through a window panel as well.

    Teleporter issue in my first post...
    I must've entered the same teleporter every time because I kept teleporting to the same spot with the boxed in door every time. After going into forge mode, I now see the different teleporters in the open area and retract my statement about needing the open area. The teleporter system is still a little complex and will definitely take a while to figure it out completely.

    Doors and signs issue...
    I still believe that it is an issue. Yes, some people can use their brains... but you also have to realize that infection is very popular to very young kids, too. Sometimes everyone that knows the system may be humans, thus leaving us unable to talk to the zombies that don't know what's going on. If I hadn't already played The Last Day, I would be lost on your map. To me, it would look all closed off with no way in... except maybe jumping on a zombie's head and trying to get in over a door.

    The use of the mongooses on The Last Day made sense. It was to simulate a zombie crawling in through a window, which somewhat did look like a window... but what is your use of mongooses supposed to simulate? Hopping in through a closed window? Crawling in over a door?

    Mongoose issue in my previous post...
    It appears that you are right and the mongooses are pretty snug between those boxes. It would most likely take more time than the game would last to knock that mongoose out of there.

    I apologize if my posting on your map seems negative, but unlike everyone else here... I'm actually taking the time to try to help you out. People going along with others and not really paying attention doesn't help you out.

    This post proves how few people actually take the time to look at maps and just blow smoke up people's arses. Nobody that gave 5/5 scores actually took the time to download the map and see any of the possible issues. They just blindly gave 5/5 scores because of who the person was. This is a perfect example of a failed rating system and the idiots that post here. People should just refrain from rating maps because anything you all say is pretty much untrustworthy at this point.
    [​IMG]
     
  20. patt06snipe

    patt06snipe Ancient
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    please read --

    ok, i know it is way early for a v2, but this map needs to be refurbished. The gameplay and design is good already, but it could be better. So, i am going to be working on some changes in the way the map plays. You can say that it will be more like the last day....one room..open door...on to the next room, open door....so on. Please be patient with me as this may take a few weeks to finish.

    You can still download and play the original map though. It is still good to play with. Just be on the lookout for the v2 of the map. ****drastic changes in gameplay and function will be made****
     

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