Houdini

3v3 Custom

Map Description

  1. SkyMan EvoLV3d
    <em>*NOTE:</em> Not All above screenshots are representative of the most current version of the map. New and dramatic visual touches / geometry have been added throughout in Version 3.0+ Also a <em>revised edit </em>of the walkthrough video has been uploaded for your viewing pleasure. ENJOY![​IMG]

    <ul>
    <li><em>2/16/2015</em>__UPDATE__Version 3.1 is now avalible on my file share. (<em>Check Update Section for details.</em>)</li>
    </ul>

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    Originating from a map layout I had sitting among my sketches for years, Houdini has finally come to light and is a fantastic fit for the Halo 2 Anniversary Sandbox. Even though the map supports more players it is still well sutied for more drawn out stratigic 1v1 matches. The One versus One Arena is a sacred place where power balance is essential to a fair showdown. With Houdini the focus primarily on a more vertical multi layerd flowing map; where sightlines are definite and weapon/ power up selection has to be carefully timed. Throughout my years of Forging I have always strove for dynamic yet focused combat scenarios with my maps and Houdini is no exception.

    Case and point the dual power ups create a more strategic flow to power ups. With Active Camo at start and on a much shorter timer I decided to place it up high in an easily seen position which requires navigational prowess to reach and use effectively. Risky Indeed. While on the other hand Overshield is purposely few and far between dead set in the middle of the map, right in line with a balcony nesting the Bruteshot and Plasma Pistols on the flanks; which either could easily render that Overshield null. Pushing for either Power Up has a strong risk vs reward in place.

    Another standout dynamic in place is the "criss cross teleportation setup" leading from either base on the second floor up to the third floor on the opposite side. Imagine if you will an X with the two way teleporters taking you diagonally across the map. This set up can lead to some truly strategic 1v1 firefights and games of hide and seek Houdini!

    To be able to share this map with the rest of this wonderful community is truly a pleasure. Love it or hate it? Feel free to leave YOUR FEEDBACK as there is always room for improvment. Most importantly please enjoy my gift to you all and have fun laying the smackdown on eachother!

    <p align="center">
    <hr width="100%" />
    <p align="center">LIST OF WEAPONRY
    <hr width="100%" />
    <p align="center"><br />
    <p align="center">Power Weapons/Power Ups
    <p align="center">1x Brute Shot - 90sec. 1 Spare.
    <p align="center">Active Camoflauge - 90sec. At Start
    <p align="center">Overshield - 180sec. Not at Start
    <p align="center">
    <p align="center">Skill Weapons
    <p align="center">1x Sniper Rifle - 90sec. No Spare
    <p align="center">4x Battle Rifle - 40sec. Default
    <p align="center">2x Plasma Pistol - 30sec. Default
    <p align="center">
    <p align="center">General Use Weapons/Grenades
    <p align="center">2x Silenced SMG - 60sec. No Spare
    <p align="center">2x Magnum - 30sec. Default
    <p align="center">1x Assault Rifle 75sec. No Spare
    <p align="center">4x Frag Grenade 15sec. // 4x Plasma Grenade 15sec.
    <p align="center">
    <p align="center">Forge On!
    <p align="center">GamerTag: CaptainHotDaddy
    <p align="center">Special thanks to DASTARDLYDAWSON for his continued support in testing and design.

Discussion

  1. SkyMan EvoLV3d

    SkyMan EvoLV3d Forerunner
    Senior Member

    Messages:
    36
    Likes Received:
    19
    Originating from a map layout I had sitting among my sketches for years, Houdini has finally come to light and is a fantastic fit for the Halo 2 Anniversary Sandbox. The One versus One Arena is a sacred place where power balance is essential to a fair showdown. With Houdini the focus primarily on a more confined but nevertheless flowing map; where sightlines are definite and weapon/ powerup selection has to be carefully timed. Throughout my years of Forging I have always strove for dynamic yet focused combat seenarios with my maps and Tether is no exception.

    Case and point the dual power ups create a more straiegic flow to power ups. With Active Camo at start and on a much shorter timer I decided to place it up high in a easily seen position which requires navigational prowess to reach and use effectively. Risky Indeed. While on the otherhand Overshield is purposely few and far between dead set in the middle of the map, right in line with a balcony nesting the Bruteshot and Plasma Pistols on the flanks; which either could easily render that overshield null. Pushing for either Power Up has a B risk vs reward in place.

    Another standout dynamic in place is the "criss cross teleportation setup" leading from either base on the second floor up to the third floor on the opposite side. Imagine if you will an X with the two way teleporters taking you diagonally across the map. This set up can lead to some truly stragegic 1v1 firefights and games of hide and seek Houdini!


    List of Weaponry
    Power Weapons/Power Ups
    1x Brute Shot - 60sec. No Spare
    Active Camoflauge - 90sec. At Start
    Overshield - 180sec. Not at Start

    Skill Weapons
    1x Sniper Rifle - 90sec. No Spare
    4x Battle Rifle - 40sec. Default
    2x Plasma Pistol - 30sec. Default

    General Use Weapons/Grenades
    2x Silenced SMG - 60sec. No Spare
    2x Magnum - 30sec. Default
    1x Assault Rifle 90sec. No Spare
    4x Frag Grenade 15sec. // 4x Plasma Grenade 15sec.

    Forge On!
    GamerTag: CaptainHotDaddy
    Special thanks to DASTARDLYDAWSON for his continued support in testing and design.​
     
    #1 SkyMan EvoLV3d, Feb 8, 2015
    Last edited: Feb 8, 2015
  2. MarcoStyleNL

    MarcoStyleNL Legendary

    Messages:
    9
    Likes Received:
    9
    I really like the layout of the map and it provides good cover in pretty much all areas but after playing it a few times I still feel like there needs to be some things imrpoved on.
    1. I feel like the brute shot isn't really a power weapon and the weapon was pretty much obsolete in my experience.
    2. the map has a little too much heigth difference to it, making it more difficult to nagivate and making ramps fell more clunky
    3. the map also feels a little bit too big.
    4. I didn't like the spawning camera
    In short, a somewhat smaller version of this map would probably play great for 1v1. right now I feel 3v3/4v4 is more of a fit. and that was all.
    I know these are just some small things but I feel they will greatly imrove the overal feel of the map.
     
    SkyMan EvoLV3d likes this.

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