Shipyard Created by: padres1944 and IIRemy Download: Shipyard Recommended Gametypes: 1-Flag 1-Bomb One sided Territories Team Slayer Description Shipyard may in fact be the first competitive map forged on Longhsore. It is asymmetrical map using the attacker side of the normal Longshore. It is a semi-cluttered abandoned shipyard that has now become a battlefield. Best for 4v4 games. I'll let the rest of the map describe itself with pictures. NOTE: Much more work was done(geomerging, creation of structures) on the attackers side because the defenders side uses the maps geometry. V2 is now up! Several pieces of geometry were added, most to the Defender's side. Clip sizes were lowered on the Defender's Rockets and the Defender's Shotgun. The Defender's shotgun was moved into the Defender's base, and the Attacker's Shotgun was removed and replaced with a Brute Shot. The Bubble Shield was moved slightly out of the Taco Shack, and the Needler was moved from the roof to the ground next to the shack. I also added a few more Respawn points so the spawns had more options. Weapons: Sniper x1 Rockets x1 Shotgun x1 Brute Shot x1 Needler x2 Battle Rifle x5 Carbine x2 Frags x8 Plasmas x8 Equipment: Bubble Shield x1 Regenerator x1 Power Drainer x1 V2 Pictures: Attacker's Brute Shot New geometry and cover around Defender's Base. Pictures(captions below) Attacker Spawn Attacker side with wall, archway, and ramp leading up from bottom. Middle Another view of the middle Defenders side(spawn in gold room) Back of defender base with bomb plant/flag spawn The Dock (not playable) That's it. Hope you guys like it! Any and all constructive criticism is welcomed and much appreciated! Enjoy! I you would like to know what each co-forger did, I'll list it here. Most of the general ideas were mine, along with spawn, weapon, and objective placement, and some small bits of random object placement(mainly the jump ups and things made out of crates). All of the ghost-merging was done by Remy because he was host(I couldn't), along with other object placement. Download: Shipyard
This is another great map, padres! Worked great for 1 flag. Oh and if any of you think it's pretty much the same as Longshore, you're wrong. It's actually pretty much cut in half and it has a bunch of well placed boxes for cover. I really had a good time playing this map. Lots of nice BR battles out in the open. I really like that.
Looks rather nice, as a matter of fact. I am excited to get some Forge structures on Longshore, thanks for inspiring me
I only got to play Halo for 5 minutes in the last month. Those 5 minutes being getting the skulls and trying ODST. But, I had followed LongShore for Months before it came out. I think your map will inspire others to build on such maps. It looks like it plays well. It looks fun, And I like how you built your own Structures, you did not change the weapons and call it a map. You built a Divider wall, a Dock, Another huge wall, a Crazy Ramp. It is the kind of mapp I would make. I only could say one thing that dissapointed me. There was no dock on the Playable Zone. It would have been cool, with two dinghy's there waiting. A few crates, maybe a Crane built out of boxes. Did you Ghost Merge?
Yes, there was extensive ghost merging used in the creation of this map. We chose to build the dock outside the playable area because we wanted it there only for aesthetics. It would have served no purpose being in the playable area, just extra empty space, serving to confuse people while they move around.
Very Nice Job on this, I really think that this will inspire others including myself to make maps on Longshore. Looking forward to see all the maps you inspired. Great Job as I said before. - 10/10 because of this map and the many maps to become from this. - Reincarnation
Surprisingly it turned out better than I had thought it would, and I had fun forging it and coming up with new ideas. Anyway, I really liked the way it played, and I hope to see this map become more popular and inspire some more people to Forge on Longshore. (Despite any criticism.) Oh yeah, it's also very aesthetically pleasing, and thanks to those who helped test out the map a little.
ha, forged a map on longshore already good job! forging looks neat but unfortunately I cannot rate properly as I cant distinguish it from default longshore! will get back to you when Im used to longshore! sorry man
Well, one major factor is that it is only using half of the default map. We have also created our own geometry and cover to make it different.
Well, I must say, this is one of the first maps to use Mythic II. I see you used the no-clip glitch for everything. You need to work on neatness. That is my only real problem. The No-Clip glitch can make extremely accurate merges, however you need at least 2 controllers. Don't have your friend make sure everything is all right because host problems can cause it to look different for your friend. There are only a few things that I noticed that looked odd; I'm not saying It's "OMGWTFBBQ That's sloppy". Just that a few box heights are odd. Some merged crates look weird. Also this map took little planning. It looks like you said "Today, I'm gunna make a no-clipped map on Longshore". Also, half of the map looks exactly like default Longshore. You could have added more on tops of the buildings and on the walls. 3/5 for effort.
If you could point out a few exact places where the things aren't lined up right, that would be great so we can go back and fix them. I didn't help him in lining up no-clipped objects because I was aware that it looks completely different on my screen. There were times when an object would be halfway across the map from where he was placing it on my screen. Who are you to say this map took little planning? You weren't there with us forging and planning it. Don't assume things. Nevertheless, you are right. We didn't plan it far in advance, but we had a general idea going in. I've always been a fan of "forge-as-you-go" because it allows opportunity for spontaneity and change, not just stuck to the rigid plan. I don't think lack of planning was an issue here. Now, for the defenders side of the map basically being default, you are right. We did add cover, and close one of the doors to the D-base, but other than that not much is changed. We did not want to go overboard with unnecessary merging, and any on that side certainly would have been unnecessary, and detrimental to gameplay.
This is actually really good considering the limit to the objects placable compared to sandbox/foundry, so props. I think you should make more stuff on LS just to see what you can come up with. 4.4/5
V2 is now up! Several pieces of geometry were added, most to the Defender's side. Clip sizes were lowered on the Defender's Rockets and the Defender's Shotgun. The Defender's shotgun was moved into the Defender's base, and the Attacker's Shotgun was removed and replaced with a Brute Shot. The Bubble Shield was moved slightly out of the Taco Shack, and the Needler was moved from the roof to the ground next to the shack. I also added a few more Respawn points so the spawns had more options. V2 Pictures: Attacker's Brute Shot New geometry and cover around Defender's Base. Download V2!
Nice changes Padres. I get why you added more stuff to the defender's side. It did seem a little barren... Originally, I thought that the defender's Rocket ammo was fine the way it is, but I guess it is sort of over-powering. Anyway, I'll be downloading this when I get on today. Adding spawns was also a smart move, because in one-sided objective, it's never good to be spawn killed. Nice job, Padres.
This is great and original with the placement of scenery (perfectly interlocked). Something I definitly will download and play.