Sandbox Elevation

Discussion in 'Halo 3 Competitive Maps' started by dazzlerdee, Oct 10, 2009.

  1. dazzlerdee

    dazzlerdee Ancient
    Senior Member

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    Elevation
    Created by Britneys fears

    Supported Gametypes:
    Slayer. (So far).

    Map Description
    Vehicle-orientated combat but with enough cover for foot-soldiers. Primarily for 12-16 players but does play well enough with 8.



    Red Base front
    [​IMG]

    Blue Base front.
    [​IMG]

    Skybox. Above Blue Base.
    [​IMG]

    Monster Garage. Attached to Red Base
    [​IMG]

    Bridge.
    [​IMG]

    Outpost.
    [​IMG]

    Snipe Tower.
    [​IMG]

    Panic Room.
    [​IMG]

    Map Overview.
    [​IMG]



    Firstly, many thanks to Shock Theta and X5 for the thread's on how to post a map and how to embed pictures. As I'm not very computer-literate these helped me immensley.

    This is the first time I've used Forge and therefore the first map I've created. I've been a member of the site for some time now and just sat in awe at some of the creations the community have made that I had to have a go myself.

    So, I give you: Elevation. It's only set for Slayer for now and I'm still trying to get my head around the thread on Spawn Points and didn't want to ruin anything by getting it wrong. I'm just at a loss as to creating a map with good spawns when gameplay is so dynamic.

    My forging, as you can see, isn't first-rate but I've tried to smooth any of the gameplay surfaces as much as I can to avoid any of those annoying 'bumps' when you're moving across them. I guess I'm just after feedback as to where I can improve as I've really enjoyed making this and seeing the end result has brought a smile. But please, make it constructive. Brutally honest if you want, but constructive, as my experience of map making is lacking.

    EQUIPMENT:
    2x Power Drain. 120 secs.
    2x Bubble Shield. 90 secs.
    2x Regenerator. 120 secs.
    1x Overshield. 180 secs.

    WEAPONS:
    2x Rocket Launchers. 150 secs, no reload.
    10x Battle Rifle. 45/60 secs (location dependent). 2x reload.
    2x Needler. 120 secs. 2x reload.
    1x Sniper Rifle. 180 secs. 2x reload.
    2x Brute Shot. 120 secs. 1x reload.
    2x Turrets. 120 secs. N/a.
    7x Sticky Grenades. 45/60 secs (location dependent).

    VEHICLES:
    2x Warthog. 180 secs.
    2x Mongoose. 90 secs.
    2x Chopper. 120 secs.

    Lastly, I hope this post meets Forgehub standards and everyone is ok. Thanks.

    Download Elevation
     
    #1 dazzlerdee, Oct 10, 2009
    Last edited: Oct 11, 2009
  2. madz333

    madz333 Ancient
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    Congrats on succesfully posting your first map! Many new members lack certain things but your post is great.

    Your map seems to be vehicle-oriented, so I would either add a spartan laser or missle pods to counter-act the vehicles, just 2 rockets isnt enough.

    I also noticed that blue base has a sort of sniper tower behind it, whereas red does not. That can cause for unbalanced gameplay.

    Lastly, your map seems to be open, which would mean that going out into the open on foot would be a suicide mission compared to being in a vehicle. That also is a problem if one team runs out of vehicles.

    Overall, the forging seems fine, even though your map is lacking cover and more structures, it is irrelevant compared to if your spawns work, which you should test so that you can tweek the just right.

    I hope my constructive critisicm helps you make better maps in the future!
     
  3. Noxiw

    Noxiw Ancient
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    Brutally honest? Okay.

    pic 1
    I see you are aware of interlocking, geomerging and no clipping, Now take your time with it. I am seeing alot of careless sloppy points in your architecture. It may take almost a century to get something aligned and perfect, but the keyword of that is perfect. Commitment!

    pic 2
    Great base design is all in the flow and structural integrity of a base, bases with neccessary jumps are often considered annoying. Make sure you can access most areas easily just by walking. Don't get me wrong, some bases have areas only accessible by jumping, but looking at yours, most areas you have to jump to. Also no one likes floating lights, there tacky and unoriginal. ;)

    pic 3
    i can't really tell from the picture, but I am assuming that the only way into the "skybox" is on the backside? Which means you have to haul yourself all the way up there. Nothing too vital, but, I'm thinking I would probably never go up there. Personally.

    pic 4
    This is mainly directed for the chopper, when you get into a vehicle you want to decide the path in which you are going to take. When you get in that chopper, you have one choice, boost forward, flying throug the air and crashing into the ground. Options, give players options. Lookg at the overview it is quite unfair that the other team's vehicles get go out straight into the battlefield and this one has to do some crazy turnaround first.

    pic 5
    This is the most unique structure on the map, however it is lacking cover. Needs some refining.

    pic 6
    I am going to vote that most people with just jack the turret rather then sit and use the cover. Not to mension this is a really basic building. Not a bad thing, but a map gets alot from unique designs.

    pic 7
    No no no, I don't even know what is going on here. Not only is this part aesthetically apauling, I beleive I see a fairly large bump in the floor that I am willing to bet is capable of actually throwing you out of the room. Not to mension no one is going to use that to snipe off of. It's basically an announcement saying you are there. I vote you just remove this part all together.

    pic 8
    This is another little thing that will never be used. You're better off finding the enemy shooting at you and using the tall blocks as cover so they can't see which way you plan on going. This is another "just remove" part.

    pic 9
    Looking at the overview, this seems very unbalanced. You definetely have some decent forging skills, and with time could produce something worthwhile, but until then, work on your techniques.
     
  4. dazzlerdee

    dazzlerdee Ancient
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    Thanks Madz.

    We tried it with the Spartan Laser and it was just too over-powered. Really didn't think about Missile pods. Dammit. Thanks for that one.

    The over-view does give the impression of a distinct lack of cover but at ground level it's different. Although I have now found a couple of spots that are rather open. Thanks again.

    The Sniper Rifle is in the Sniper Tower, which as you can see is located centrally. The skybox you refer to is offset by the 'outpost' on the ground level in front of the Red team's Base. And to reach the Skybox with the Sniper rifle means a very long route around as you can't just walk up to it due to how steep the dune is there. In every single game we've played not one player has managed to do it. On that though, I think the overshield needs to be moved. It's location, at the moment, is rather stupid.

    I guess any person get's tunnel vision when creating a map. Glad I posted it here because what's obvious to you may not be obvious to me.

    Thanks for taking the time to type all that. Very much appreciated. I'll definately look at all of it.

    It can't improve unless people such as yourself comment, and yes, brutally honest (but again, constructive) is preferable because otherwise things can get lost in translation.
     
  5. pyro

    pyro The Joker
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    This map is utterly incredible for a first post, I assume you have other forged maps of this caliber, which you should post. The risk vs. reward for everything is perfect, entirely balancing the sniper tower on the hill, which at first seemed unbalanced, with the other high points.

    Originality 5/5 - I have never seen anything like this, especially with this level of interlocking and geomerging, the assymetry perfectly uses risk and reward to keep the game balanced...
    Balance 5/5 - although this is assymetrical, the risk vs. reward balances everything and forces each team to adapt to their own side and use the natural advantages.
    Aesthetics 4.5/5 - the merging and interlocking is perfect in this, my favorite being the tubes merged level with the ground. However a few piedes of structures seem disconnected, and rugged
    Overall 4.9/5 - your impecable merging and large height variations allow long lines of sight, I have no complaint with this map and plan to have many great games here.
     
  6. dazzlerdee

    dazzlerdee Ancient
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    Haha, thanks Pyro. I'm glad you've seen where I was trying to go with this. I've merged/interlocked where I believe it needed it but not with every piece.

    Noxiw is absolutely correct though (I've just had a look), some of the pieces aren't right; tilted slightly or twisted slightly. Actually i'm cringing at a few of them. I'm going to have to set that to rights because bumps are very very frustrating when playing. I guess I just got ahead of myself and just posted it before thoroughly checking.

    Thanks for the offer of playing it. If you'd be so kind as to let me know regarding the spawns I'd really appreciate it. As that was the hardest part of the whole map and I'm far from convinced with how i've laid them out because we did have a few dodgy spawns in customs that we failed to replicate.
     
    #6 dazzlerdee, Oct 11, 2009
    Last edited: Oct 11, 2009

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