Mythic II DLC Citadel (MLG)

Discussion in 'Halo 3 MLG Maps' started by tanks, Oct 3, 2009.

  1. tanks

    tanks Ancient
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    Hey guys,

    Download Citadel v0

    I posted this over on the MLG forums, but I thought it would be good to see what the community here thought of it as well.

    This version Supports TS, KotH, and Oddball. I don't believe CTF works well on this map at all.

    I see there are several other versions of Citadel out there, but none of them were quite what I was looking for, so I decided to make my own version. I made this completely from scratch; though some elements in here may appear similar to other versions of Citadel out there. I assure you I did everything by myself.

    I have not tested it yet, mostly because I don't really have anyone to test it with. Please feel free to download it and test it, and post here with feedback.

    Changes:

    Weapons:
    - Rockets Removed from Top Mid
    - Sniper Rifles removed
    - Plasma Pistols added to each "main ramp" (see key)
    - Shotguns removed

    Powerups:
    - Custom Added to Bottom Mid (2:00, place at start = No).

    Map Changes:
    - Ramps added going up to each base (see screenshots below)
    - "Shotgun Hall" blocked off.

    Spawning:
    - Starting points moved (see key).
    - Neutral spawn area added to whole map for all gametypes.

    Rationale for some of the changes:

    Shotgun hall was blocked off mainly because it seems to promote camping (especially with the oddball).

    The oddball does not spawn in the center because the Custom spawns in the center. Either way, it takes the same amount of time to reach the oddball off spawn no matter which base you spawn at.

    There is no hill in the middle because I see no good way to set up for that hill. A hill in the center will promote nade spamming, and won't allow for any significant amount of teamwork to hold it.

    Ramps were added going up to the main part of each base because jump-ups were not fluid enough, and because that area needed to be more accessible so that setups can be broken--I though that 2 viable entrances into such a strong power position was inadequate; now there are four.

    Custom was added to help break setups and to promote people to use the whole map--this gives players a reason to use the middle area, and also makes gameplay on the map more intense.

    Rockets were removed for two reasons. First, rockets seem too powerful for such a small map with so many tight corridors. Second, it is easy to blow yourself up with rockets because the map has so many narrow passages.

    Snipers were removed because they don't flow with this map very well at all. Not enough long lines of sight, and way too many "sharp" corners. In essence, the map has too much cover and is too close-quarters to have a sniper work well.

    Plasma pistols were added to balance out the custom, and to mix gameplay up a little. Since there are no power weapons, I though just BR's and Carbines were too bland.

    Key:

    [​IMG]

    Screenshots:

    New Ramps:
    [​IMG]

    New Ramps:
    [​IMG]

    Blocked off Shotty Hall:
    [​IMG]

    Blocked off Shotty Hall:
    [​IMG]

    Custom:
    [​IMG]

    Bottom Hills:
    [​IMG]

    Top Hills:
    [​IMG]

    Starting Points:
    [​IMG]

    Thanks for feedback everyone.

    -tanks
     
    #1 tanks, Oct 3, 2009
    Last edited: Oct 3, 2009
  2. tanks

    tanks Ancient
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    From my original post:

    "Rockets were removed for two reasons. First, rockets seem too powerful for such a small map with so many tight corridors. Second, it is easy to blow yourself up with rockets because the map has so many narrow passages.

    Snipers were removed because they don't flow with this map very well at all. Not enough long lines of sight, and way too many "sharp" corners. In essence, the map has too much cover and is too close-quarters to have a sniper work well."

    That help?
     
  3. Meteor

    Meteor Ancient
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    Ok so I understand why you have removed snipes and rockets, but why did you place custom on the bottom floor instead of the original rocket spawn... it seems a little too protected.
     
  4. Meltyourtv

    Meltyourtv Ancient
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    I honestly think this map is a very unique creation. It's added and natural geometry is neat and great for an MLG map. But, since there are so many close quarters, maybe add a Mauler?

    I'll have to test this before I comment any further. ;)
     
  5. Scobra

    Scobra Ancient
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    I agree with this. A Mauler or two could work well on this map. Also, I waould also think the custom should be placed on top of the pedestal and not below it. I'll download this and play a few games and see how well it plays with the added geometry.
     
  6. RedNeck

    RedNeck Ancient
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    Everything looks great! I'd say everything you changed was for a valid and understanable reason. Since your map has not been tested I would recommend you head over to the Testers Guild to test your map. Make sure you read through the rules and regulations so your post & test is sufficient. (If your test complies with my schedule I will likely sign up for it)

    RedNeck
     
  7. tanks

    tanks Ancient
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    Thanks for the feedback thus far everyone.

    I'm actually inclined not to have a mauler because the map is so close quarters. That encourages people to camp with maulers, rather than moving throughout the map.

    Out of curiosity, why do you think Custom should be on top of the pedestal? It already has problems with getting burned too often. One shot from anyone anywhere on the map just before you pick it up and its burned. I'm actually considering getting rid of the custom all together and maybe putting in Camo in the same place.
     
  8. Blaze

    Blaze Sustain Designer
    Forge Critic Creative Force Senior Member

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    You should fix up a few more things then submit it to atlis to possibly go into matchmaking. We need a few more maps in MLG because of Blackout being removed soon after placing it into MLG and the other maps that failed to make it.

    Good map and the ramps are very creative.

    Suggestions:
    - The ramp beside shotgun hall has cracks on both sides making it often annoying when fighting while going up it. Maybe fill it in on one side with a ramp and the other side with a block equal to the height of the platform the ramp goes on to.
    - Moving the ball into the bottom middle because the custom does not spawn until 2 mins into the game. This would be better because it is more central and makes it harder to move the ball toward your teams area, also 1 side has a slight advantage because it is easier to move into their base.
    - Flag could be added, heres how. Use "MLG Ons CTF" making it 5 to capture and your flag needs to be at home. Add the flag to the bottoms of the bases and the capture points at the bottom of shotgun hall (or top if it somehow plays better).
    - You may also want to block off the area above and to the side of the new ramps. You know what I mean? That corner you can sit in up past the window. I know that's the first place I'd go with the ball.

    Lastly
    - possibly make a version for all gametypes, blocking off certain areas and diffderent weapon placement just as onslaught and amplified has other version for the oposite gametypes. and
    - the holes in the floor in the middle area make nades bounce back up at you. This is not needed but it may be a good idea to merge a wall flat inside those to prevent it.
     
    #8 Blaze, Oct 6, 2009
    Last edited: Oct 6, 2009
  9. Meltyourtv

    Meltyourtv Ancient
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    I just played a 4 player game of FFA on this map, and let me tell you how much fun it is. The gameplay was hectic, and had some great lines of sight perfect for BR battles. But, I agree with what you said. The Custom is burned WAY too easily.

    Also, there is a camping spot I found, but I don't think it's much of a problem, because although it serves as a good vantage point, is that once you're seen, you're done. Great map, Tanks. I'll gladly help you test out the v2 (or v1). ;)
     
  10. tanks

    tanks Ancient
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    Thanks for the suggestions Blaze.

    I understand what you are talking about, but I have yet to see this as a significant problem with the map that needs changing. I am trying my hardest for the map to remain as close to "original" as possible. If it presents itself as something that keeps coming up, I will fix it as suggested.

    First of all, let me make it clear that I am already leaning towards doing this. That being said, I still haven't tested the map 4v4 with ball yet, but I don't see why one side would obviously have an advantage to the other when moving the ball into their base. The distance to the high spawn area is equal for both sides of the map (with the current ball setup that I have).

    There have been several versions of Citadel released that have flag variants. It seems to be the consensus that flag does not work well on this map. Because there are so few long lines of site, it is nearly impossible to stop the flag once the other team gets it on their side of the map. It has to do with the geometry of the map, not the gametype variant.

    I'm not exactly sure I know what you mean. I think I have an idea, but are you talking about on the ramp side of the glass window or the high hill side of the glass window?

    I tried this with my map MLG Vestige, and the community didn't like having to download two different maps. However, I don't think that this is impossible, but for now I will try and keep all gametypes on 1 map variant.

    Interesting suggestion, I will look into it.

    meltyourtv:

    I actually haven't played many FFA's on the map, but I would imagine it would be a little hectic. I'm really unsure of how it works as a FFA map, but keep in mind, I am designing this as a team map so if it works for FFA that's purely coincidental.

    Yeah, now imagine 4 more people being in the game, who know exactly when it is coming up every time. I am strongly leaning towards Camo.

    Interesting. Where is it? I'm pretty sure I know of every camping spot on the map, but none have proven to be huge advantages or game changers. For the most part, the only advantage they give you in a 4v4 is that they allow you to win a single BR battle by getting the first shot.

    Thanks for the feedback everyone!
     
    #10 tanks, Oct 7, 2009
    Last edited: Oct 7, 2009
  11. Blaze

    Blaze Sustain Designer
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    I'm not sure which one... All I know is where you added the new ramp, there is a slight hlg-ish spot near it.
     
  12. tanks

    tanks Ancient
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    I think I know what you're talking about. I actually like that spot (the little blue ledge near the window opening at the top of the ramp), its good for healing, or for forcing people to come out onto the ramp if they're chasing you.
     
  13. OMFG Im Booth

    OMFG Im Booth Ancient
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    It seems like the custom would be burnt everytime, maybe your better off with a camo. Or maybe put a power weapon instead. A mauler would be a definite power weapon for this map, it's tiny.
     
  14. Blaze

    Blaze Sustain Designer
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    No, not that one. the other side.

    nvm... I donno. :p I respect your judgment. ha
     
    #14 Blaze, Oct 7, 2009
    Last edited: Oct 7, 2009
  15. padres1944

    padres1944 Ancient
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    Or, if you really want the overshield, but it always gets burned, you could always use a Red OS. It isn't unheard of.
     
  16. Scobra

    Scobra Ancient
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    I'm going to have to agree with this. For the scale of this map, it seems like it would work out better and actually up it's usefulness by about half.
     
  17. Cal

    Cal Ancient
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    I actually only recently downloaded all of the updated MLG variants (v7) and was amazed to see no MLG Citadel. I went in search of one, and found this. This map exceeded my expectations on what i would have expected to see published by MLG Gametypes. Definitely downloading this one, and I can say I am incredibly impressed.
     
  18. tanks

    tanks Ancient
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    Wow, that's a really nice compliment! Thank you. I'm working on v1, but I need more testing on v0 before I release a new version.

    I'm leaning towards Camo rather than any kind of OS. It works well in a close quarters map, and helps break setups. Also a crowd pleaser.
     

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