I should make this clear right from the start: This is a rough draft, I know not all of the pieces are perfectly placed.. What I have here is my first serious attempt at forging a map. While most of the pieces are very close to their right places, no-clipping all of the parts that would benefit from such an action would take a long time. Instead, I rather have the bare bones down when it comes to no-clipping, and show off my map while asking for pointers in balancing, ideas, ect. Currently speaking I am maxed out money wise, and while this is a glitched map I'm using, not everything was glitched correctly for some reason. For example, I can't go over the budget and make more Ghosts. It's grayed out while the other vehicles are still usable. Sadly, most of the grayed out things are building material such as walls, which would make big changes more difficult to manage. Enough prologue, more pics. SIEGE RUINS Gametypes: Slayer, 1-Flag Players: Two teams of 4-8 (8 recommended) Overview As you can see, one team starts off in the remains of a fortress, while the other team starts behind the few remains of a destroyed temple like building. The middle ground contains mostly wide open areas, but with two man canons as well. Defenders' Base -A nice view of most of the spawn points. The higher ledge connected to the steps is where the flag spawns during 1-Flag games. You can also see one of the Beam Rifle spawn points. Yes, it's fully possible to get up there without an grav lift by jumping to the outerwall, and then onto the thin slotted window walls and over, though there is one nearby. I've tested both sides and have reached both sniping ledges easily without the grav lift. What isn't visible in the picture is the Defenders' Ghost, which spawns on the other side of the Flag platform. An interior view of the fortress. Two out of the three turrets are clearly visible, as is one of the mongooses. If you look past the far ramp and steps, you can see one of the holes in the outside wall which the attackers can use instead of the man cannons/front entrance. The front view of the Defenders' base. The two sniper upper ledges, two mongooses, and three turrets are quite visible here. In the two front arches, gravity hammers spawn, but not at the start of the game. Attackers can pick these up after taking the man cannons to give them a great close range attack, or the Defenders' can yank them up first and come down on top of the Attackers. Attackers' Base A lot of the rubble the Attackers' call a base is seen here, as well as one of the man cannons. The Chopper and Attackers' Ghost can be seen, though will be better shown later. A view of most of the Attackers' spawn points, as well as all of their vehicles (Mongoose x2, Ghost, Chopper, Warthog). If you look carefully, you can see one of the two sniper rifles. In 1 flag, the flag return point is in the middle of that spawn platform. Wondered what that tube was for? It's where the Attackers get their rocket launcher. Yes, you can get it without a grav lift. In fact there are several paths to it. Dropping out the front lands you right in front of the path the mongoose is likely to take. Mobile rocket launcher anyone? Ghost tube (left) + Sniper tube (right). The sniper rifle is barely visible, but it's there. Cloak spawn point + better picture of the Chopper Tube. But of course, there needs to be an incentive to rush out of your base, particularly for the Defenders who are more safe within their walls then the Attackers. So, there is one. A very important one. Missile Pod. I tried my best to make the distance even between the two bases. Obviously the mongoose is the best way to go for both sides, Defenders can shoot out with their turrets, but the Attackers have their Chopper and ability to grab snipers sooner. The Missile Pod only spawns once every 120 seconds, and only has 1 clip, but it's a potentially game changing factor at the start of every round. Weapon/Vehicle/Equipment Breakdown (Note, I made some changes shortly before putting up the file share, so I could be off on the exact numbers. But they are at a minimum close) Battle Rifles: 12 - 20 second respawn Assault Rifles: 10 - 20 second respawn Shotguns: 2 - no spare clips - 45 second respawn SMGs: 6 - 30 second respawns Spikers: 2 - 30 second respawns Carbines: 2 - 20 second respawns Maulers: 2 - one spare clip - 30 second respawn Brute Shot: 4 - 30 second respawn Beam Rifles: 2 - 45 second respawn Sniper Rifles: 2 - one spare clip - 60 second respawn Gravity Hammers: 2 - 45 second respawn - no spawn at start Rocket Launcher 1: 1 - one spare clip - 60 second respawn Rocket Launcher 2: 1 - two spare clips - 30 second respawn Spartan Laser: 1 - 90 second respawn Machine Gun Turrets: 3 - 30 second respawn Frag Grenades: 10 - 10 second respawn Plasma Grenades: 4 - 10 second respawn Spike Grenades: 4 - 10 second respawn Ghost: 2 - 30 second respawn Chopper: 1 - 30 second respawn Warthog: 1 - 30 second respawn Mongoose: 4 - 20 second respawn Grav Lift: 3 - 20 second respawn Regen: 1 - 60 second respawn Bubble Shield: 1 - 60 second respawn Power Drain: 2 - 60 second respawn Fire Share: Bungie.net : Halo 3 File Details Comment please. I'll gladly take any advice.
You can't really say that until it's tested. Which I can't really do, as most of my friends have given up their 360 for university, or are at least rarely active. And at a minimum it needs cosmetic no-clipping into the ground, particularly in the Attackers' side. But that's why I posted it here.
It looks pretty good, but I do have a couple suggestions. Take all of the gold columns out of the rubble. Look at sandtrap, it has small bits of gold which translates to the edges of the tubes. Secondly I think it would help gameplay if you moved the wall up to the forward middle of the map.
To be honest, it doesn't look like ruins... it just looks like a bunch of random crap strewn about. My advice to make something look ruined is to build the building pretty nice and then slowly start to "destroy" it by moving a few pieces here and there... topple a tower over, or blast out a wall.
Eh, it was suppose to be really old ruins. I had a mental picture of Egypt in my mind, where sometimes ruins don't like like much more then random crap. >_> <_< No-clip merging would help this a lot though, but I do agree it could look a lot better. I just kinda ran into that issue about not all items being money glitched. Forward middle? I don't have all of the terms down yet. lol