Sandbox Dilapidation

Discussion in 'Halo 3 Competitive Maps' started by Zombine, Oct 23, 2009.

  1. Zombine

    Zombine Ancient
    Senior Member

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    Description
    Dilapidation is set in a short story I had written a few months ago, set in a zombie apocalypse. It was originally an Infection map, but turned into a Slayer/CTF/everything else map. It is set in a decaying, dilapidated building, in a fictional city. It has a main room, comprised of platforms, or the old flooring caved in. There are two bases, too, one of which is a separate building, collapsed into the main one.


    Equipment

    BR x 5
    AR x 4
    Shotgun x 1 (No spare clip, 45 second respawn, Asymmetrical)
    Rocket x 1 (1 spare clip, 120 second respawn, Symmetrical)
    Sword x 1 (120 second respawn, Asymmetrical)
    Sniper x 1 (1 spare clip, 60 second respawn)
    Plasma Rifle x 1
    Frag grenades x 4
    Plasma grenades x 3
    Grav Lift x 1 (Attacker side(Red))
    Deployable Cover x 1 (Defender side(Blue))


    During objective games, the Attackers can throw the Grav Lift at the base of the hole in Blue base, and pop up behind the Defenders. The Defenders, however, get a Deployable Cover to throw down the Collapsed Tunnel, or Blue access tunnels.

    Here is some (crappy) gameplay from one of my test games earlier. It was played with 4 players initially, but then turned into a 6-7 man FFA. This was in the middle of the match, because the beginning was laggy, and the end was all of us just t-bagging for 8 minutes straight.

    YouTube - Halo 3 Forge Dilapidation crappy gameplay

    Sorry for crappy quality, I didn't have enough Bungie Points for an HD vid. :(

    Download: Here.

    Pics:

    Overview (with filter on)
    [​IMG]
    Overview 2
    [​IMG]
    Main room (center platform)
    [​IMG]
    Under main platform
    [​IMG]
    Above main platform (what's left of the ceiling)
    [​IMG]
    Sniper perch
    [​IMG]
    Collapsed tunnel entrance
    [​IMG]
    Looking back out of above entrance
    [​IMG]
    Rocket tunnel access
    [​IMG]
    Rocket tunnel
    [​IMG]
    Red base entrance
    [​IMG]
    Red base main
    [​IMG]
    Red base exit (into main room)
    [​IMG]
    Blue base access tunnels
    [​IMG]
    Stairway from Main Room to Collapsed Tunnel
    [​IMG]
    Tunnel Entrance
    [​IMG]
    Tunnel corner
    [​IMG]
    Tunnel opening
    [​IMG]
    Looking back down the hole into Tunnel
    [​IMG]
    Tunnel outside
    [​IMG]
    Tunnel exit to Blue base
    [​IMG]
    Blue base to Tunnel
    [​IMG]
    Blue base access tunnel hole
    [​IMG]

    I know some of the map looks sloppy, but it's more "destroyed beauty." Everything is perfectly smooth, except for a few spots that are intended to be rough. It's a decaying building, after all!

    DOWNLOAD DILAPIDATION
     
  2. pyro

    pyro The Joker
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    First of all, thank you for following the rules in your first post, most people neglect this. Your map really brings out the true use for ghost merging, all the pieces used to make unique cover. Because of the size of the map, the pictures really do not do this justice. Still filters often make gameplay bad, except in isolated cases, and people will always blame loosing on the filter. This is still an exceptionally good map with the close quarters nature in the "caves" and the ranged, open area.

    Gameplay/Balance 9/10 although the gameplay startes unbalanced due to the starting points, the map is small enough that starting points are really unimportant.

    Aesthetics 9/10 You really succeded with the "destroyed beauty" concept, which really makes a good map, but there are still a few places that could use a touch up, to allow players to walk over them more easily

    Originality 10/10 This type of map is rarely done, mostly because of the time needed to merge so many objects.

    Overall 10/10 Great map, out of so many people who try to make this type of map, few have this success. Keep forgeing!
     
  3. Zombine

    Zombine Ancient
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    Thanks. I actually didn't know what ghost merging was until I finished, so I ended up doing this the old fashioned way. I will clean up a few spots (I'm pretty sure I know which ones you mean), and update this with a V2.

    I hope I can rearrange enough of some areas to clean them up, because I have hit the object limit.
     
  4. pyro

    pyro The Joker
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    There are ways to glitch the OLN if you go into forgeing 101. There is no current thread on ghost merging - last time I checked - but there are many videos for this on youtube. All I see that really should be fixed are a few tube entrances. These are actually the most dificult part of forgeing.
    Another thing I forgot to put in my first post, these type of "destroyed beauty" cave maps are great for conquest. You just need to set the layout for this as you begin forgeing, but you could easily do this, as another map project (if you do not know what conquest is, download the gametype and a few maps to see).
     
  5. Zombine

    Zombine Ancient
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    Oh, I know what Conquest is. I've been here for a long time, but I just made a new account because I forgot all of the info for that account. :/

    But I did set the map up for every gametype, but I have yet to try it on Conquest. I should probably go tweak it a little, and set it up for Conquest.
     
  6. Ghost G45

    Ghost G45 Ancient
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    This map is Ghost G45 approved.
     
  7. Zombine

    Zombine Ancient
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    Thanks.
     
  8. Hank102938

    Hank102938 Ancient
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    Very interesting aesthetics. It seems like a treacherous map that would kind of bother with competitive gameplay. Thats not a bad thing, but its really not a competitive like map. I would recommend that maps such as this go in the casual map section. But don't worry about that now just for future reference, say for a v2 that you were talking about.

    I really like how you made caved in like tunnels. Its moves away from the squareness that you see in other maps and makes it stand out from the rest. If you were to continue updating this map, I would make a grass area somewhere (use upside down tin cups incase you don't know) because it would add a nice touch. I know its a building, but the center area where the roof has fallen in would be a possibility. It would really add something more to the map. But good job and keep it up.
     
    #8 Hank102938, Oct 23, 2009
    Last edited: Oct 23, 2009
  9. Zombine

    Zombine Ancient
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    Thanks. I would, but I hit the object limit. I think Ill cut out some parts in the V2, or redo the whole thing from scratch. Just mastered ghost merging, so it shouldn't be as hard this time.
     

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