Heroic DLC Ghost Rider

Discussion in 'Halo 3 Competitive Maps' started by Dirt Jockey, Feb 7, 2010.

  1. Dirt Jockey

    Dirt Jockey Ancient

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    GHOST RIDER
    Author: Dirt Jockey
    Map Download: Bungie.net : Halo 3 File Details
    DEATH RALLY Gametype Download: Bungie.net : Halo 3 File Details
    Players: 4-16
    Recommended Gametype: FFA/Team Slayer, CTF, DEATH RALLY.

    This is my newest version of this map and I thought Id bring it to Forge Hub first.
    The amount of interlocking and the attention to detail is easy to miss as I tried to make things look 'stock' and not out-of-place.

    As far as Gametype and Respawns are concerned, most of the level is unchanged.
    If you arent a big fan of traditional Slayer or Objective games, you could try my Custom Gametype 'DEATH RALLY' to give your Driving Skills a refresher.

    The original Equipment and Weapon set is all still where it was, with the addition of 4 New Ghosts and several Power Weapons to combat them.

    I always wondered why the map "Ghost Town" didnt have a single Ghost on it.
    After adding a Ghost in the forge I learned that almost every doorway in the level was wide enough to allow it passage- but the actual flow was horrible. So outta curiosity I added a ramp system to allow the Ghosts quick transport from one end of the level to the other. It worked well but lead to problems with camping, so I added 2 more points of access by foot to this main 'Highway' which took a lot of time to fabricate but flowed smooth.

    To further improve flow and furious gameplay, I created a new path directly through the middle of the main building using 4 teleporters and creating 2 points of access through a previously unplayable area. This middle room is sick, but it was a little dark- so I Ghost Merged a ManCannon under some rubble in the corner to improve ambient lighting. I also added a Gravity Hammer in here making this room a race to get to.

    Now that 3/4 of the level was completely different, I felt the area near the Overshield looked a little bare in comparison, so I added a Watch Tower in the middle Tree with 2 points of access: one being a ramp to another tree, and the other being several stacked crates forming stairs. This little Watch hosts a Machine Gun Turret.
    It was pretty popular so I added a new Sniper Perch with direct Line-of-sight on the opposite wall. I interlocked many Barricades to make this new perch look as stock as possible, and there are yet another 2 points of access to this new Landing.
    I quickly learned this perch had direct line-of-sight over some respawn points, so I added a strategically placed barrier to prevent Spawn-Killing.
    I then placed 1 more Machine Gun Turret on the building rooftop with another point of access to the 'Highway', and a Spartan Laser directly across (Opposite the level of the Rocket Launcher) to combat the increased presence of Ghosts.

    There are many other touches I added to this level- But I have already written far too much.


    Features:
    -Unplayable area now accessible!
    -Completely new Gameplay and Flow on a familiar level.

    New Weapons: (Previous Weapon Set Untouched) 1x Sniper Rifle, 2x Battle Rifle, 1x Shotgun, 1x Hammer, 1x Laser, 2x Machine Gun Turrets all with appropriate Cooldowns

    Vehicles: 4x Ghost

    New Equipment: (Previous Equipment Set Untouched) 1x Trip Mine, 4x Stick Grenades

    Gameplay: Completely different from the original, fast paced, unreal fun!

    Heads Up
    [​IMG]

    Dark Base View
    [​IMG]

    New Sniper Perch w/ extra Access
    [​IMG]

    Sniper Perch Closeup
    [​IMG]

    Extra Barricade to prevent Spawn-Killing (Can you see it?)
    [​IMG]

    Main Ramp Access
    [​IMG]

    Main Ramp Access #2
    [​IMG]

    Ramp Access #3 & 4 w/ Turret Perch
    [​IMG]

    Ramp Access #5
    [​IMG]

    Ramp Access #5 Opposite View
    [​IMG]

    Underview
    [​IMG]

    Main Ramp
    [​IMG]

    Tree Watch Tower
    [​IMG]

    Tree Watch Tower right side
    [​IMG]

    Tree Watch Tower POV
    [​IMG]

    Previously Unplayable Area Access w/ ManCannon Ambience
    [​IMG]

    Previously Unplayable Area Access #2
    [​IMG]

    Previously Unplayable Area Main Room
    [​IMG]
    (Ya Right, You Gotta Download the map to see that!)

    I made a video demonstrating Gameplay but it turns out you need to be a Bungie Pro member to render video...
    - So you can find it in the same Fileset in my Fileshare if you wanna check it out.

    I hope you enjoy this map as much as I have.
     
    #1 Dirt Jockey, Feb 7, 2010
    Last edited: Feb 7, 2010
  2. The Moran

    The Moran Ancient
    Senior Member

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    oooh hidden room is that all? *note to self, download and get into that room!*

    looks very well made, especially with that room, and all the walkways on ghost town (ghostown? damn cant remember)! definite download

    edit, yet to play, but offline i got into the room, but couldnt get teleports into it, so you have my respect for that... and is a cool ass addition to your map
     
    #2 The Moran, Feb 7, 2010
    Last edited: Feb 7, 2010
  3. xDarklingx

    xDarklingx Ancient
    Senior Member

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    Hey its The Haptic, I sent you that message? well i downloaded an earlier version of this and it it looked ok and all... but not different enough. I'm happy to say this looks HEAPS better and gameplay's probably insane. One thing I didn't get is wether or not the ghosts are meant to go up the wooden bridge smalls, because they don't work for me. I thought the ghost were meant to be able to travel all over the map? Anyway Nice job looks really good, liking tree house and basically everything else! 5/5
     
  4. Dirt Jockey

    Dirt Jockey Ancient

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    Ramp Access 3,4 and 5 are only for foot traffic- and those are designed so you can ambush ghosts sitting up top.
     

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