Triumph

Discussion in 'Halo 3 Competitive Maps' started by haruki jitsunin, Apr 24, 2008.

  1. haruki jitsunin

    haruki jitsunin Ancient
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    Click here for a download

    Triumph is a small, symmetrical map designed for 2-5 players. It works great for doubles and most double objective games.

    [​IMG]
    (an overview of the most distinctive part of the map)

    That's right, it's another map made by haruki jitsunin. Triumph, however, is what I'd consider to be my masterpiece thus far. I'm constantly amazed at what players find to do in this map. There are jumps here that I never intended there to be, but they just further the gameplay. This map has been in production for over a month. The structure has been rehauled 2 times to make for a more optimal map. It is an enclosed playing field, meaning the original structure of foundry (walls, bases, etc) do not affect the playing field (except for that damn crane, which I've blocked off.) It has been playtested countless times and the weapon placement/spawn times have also changed vastly since I began the original construction of the map.

    Triumph is a small, symmetrical map that supports close, mid, and long-range combat. However, the best control point on this field supports mid to long range combat. It is a great map for a small group of people. It's even fun in a 1 v 1 game. This map was meant for 2-5 players, but can support two teams of 3, with little breathing room. It is great for FFA slayer, 1 v 1 slayer, doubles slayer, FFA oddball, Doubles oddball, lowball, crazy king, FFA mosh pit, team or doubles crazy king, and Juggernaut gametypes. The weapons on this map are:

    -Sniper-
    Quantity: 1
    Respawn: 150 seconds
    Spare clips: 2

    -Mauler-
    Quantity: 1
    Respawn: 150 seconds
    Spare clips: 1

    -Over shield-
    Quantity: 1
    Respawn: 120 seconds

    -Invisibility-
    Quantity: 1
    Respawn: 120 seconds

    -Regenerator-
    Quantity: 1
    Respawn: 90 seconds

    -Plasma grenade-
    Quantity: 4
    Respawn: 2 at 45 seconds, 2 at 60 seconds

    -Brute shot-
    Quantity: 1
    Respawn: 60 seconds
    Spare clips: 1

    -Plasma pistol-
    Quantity: 1
    Respawn: 30 seconds

    -Carbine-
    Quantity: 2
    Respawn: 30 seconds
    Spare clips: 2

    -Battle Rifle-
    Quantity: 4
    Respawn: 30 seconds
    Spare clips: 2

    -Frag grenades-
    Quantity: 6
    Respawn: 10 seconds

    [​IMG]
    From here, you can see the overshield and sniper rifle, they're so close, yet so far away.
    [​IMG]
    If you drop down that central hole from the previous version, you arrive at the basement of the level. In this screen shot you can see the invisibility to the far left.
    [​IMG]
    You can see the mauler in this screen shot. That grav lift is a way up from the bottom floor. Pay attention to the stairs to the right of the grav lift, you can actually jump to them from the right or go around to them from the left.
    [​IMG]
    This teleporter is a way up from the basement of the level. If you go right from here, those stairs lead to the place featured in the last screen shot. If you go left, you get to the rounded central area featured in the first screen shot.


    I appreciate all downloads, critiques, and comments about my map. Play it and have fun.
     
    #1 haruki jitsunin, Apr 24, 2008
    Last edited: Apr 24, 2008
  2. Aranore

    Aranore Ancient
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    Looks interesting. Got my vote. q'd for DL.
     
  3. nullstar

    nullstar Ancient
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    yes i agree tight quarters but not too tight ill try
     
  4. Y35 <3

    Y35 <3 Ancient
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    This is pretty cool
    i just built a circular type playing field and its pretty tricky, gratz
     
  5. vinco onmia

    vinco onmia Ancient
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    I like how there is a lower floor
     
  6. haruki jitsunin

    haruki jitsunin Ancient
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    Thanks for the comments and (possible) downloads. I hope to hear back from each of you with what you thought of it.... it did take me quite some time.


    @the official Y35, Originally, I had hoped to make the circle slope up into a point at the top, but I found out it couldn't be done without making for a very rough top, so I kind of settled for the slope downward... It, actually, works better than I had hoped... and there isn't a little "hop" between any of the sloping platforms, which is nice.
     
  7. Iv0rY Snak3

    Iv0rY Snak3 Ancient
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    the first pic gave me a forgegasm, perfectly interlocked boxes and walls to create an amphitheater like are?! sexy as hell, virtually everything looks perfected, and it's good you spent an entire month on it, it shows you have dedication to a project.
     
  8. haruki jitsunin

    haruki jitsunin Ancient
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    Yeah, the interlocking definitely was the most time-consuming thing about this. Virtually everything's interlocked from the floors to the "amphitheater" to the invisibility hall in the basement of the map. I'm glad I spent a lot of time on it.
     
  9. TXGhost

    TXGhost Ancient
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    Wow finally you have posted this map. All the times you whooped my ass on this map. Very fun and very different from the maps out there. How there is a large (relative to the map) space, then there are a lot of tight hallways, which makes for some interesting combat situations.

    If you want a good competition play on this map. 5/5.
     
  10. Nemihara

    Nemihara Ancient
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    Harukin, please have my babies.

    lol, just kidding. But really, this looks super-awesome. That pit in the middle looks so sexy.
     
  11. Deefour

    Deefour Ancient
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    very cool map..played it today with him and donald..A+
     
  12. Mista Skittles

    Mista Skittles Ancient
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    awesome map man, it plays out really well on various gametypes and the whole pit in the middle was pretty cool.
     
  13. Old PatchworkZombie

    Senior Member

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    Well the distinctive feature in this map is obviously the curved half-bowl type thing in the middle of the map. Looks great, i'll download and tell you what I think.
     
  14. Matty

    Matty Ancient
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    Im really liking this map. The amphitheater style room is a very nice touch, if not a little too open. Maybe add a little bit of cover on the top floor?

    You have added a good mix of open and enclosed areas, for a mix of combat. The only problem with that is that you are not giving the player the choice on where to go, because wherever they spawn they will be stuck in from constantly fighting people. I think you could have added another passage or 2, leading back to the amphitheater or to some other open areas, just to balance it out.

    Other than that i really like it. The interlocking is very nice, if not somewhat untidy in places. It looks like a really solid competative map nevertheless. Good job. 4/5
     
  15. haruki jitsunin

    haruki jitsunin Ancient
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    Thank you all very much for those nice words.

    @Matty: I was thinking of adding one more route to the amphitheater, but I thought it might lose its importance as one of the main control points of the map. That, and the sniper might have become completely useless... I don't know, I could try adding another route... I'll check it out.
     
  16. Indie Anthias

    Indie Anthias Unabash'd Rubbernecker
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    Great map, haruki. I did a forge-through and it looks very nice, very aesthetic. It also seems like it would flow nicely. I haven't played a game on it. The amphitheater is pretty original, so good job.
     
  17. haruki jitsunin

    haruki jitsunin Ancient
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    Oh, thanks predicide... if you want to play a game on it, I'm always up for a game... The amphitheater really is the defining poing, and main control point in this map.
     
  18. Mr Pokephile

    Mr Pokephile Forge Labs
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    good discription, i like how you went into detail on all the weaponds, i also like the map disgin, great interlocking aswell.
     
  19. haruki jitsunin

    haruki jitsunin Ancient
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    Thanks, blood fire. I placed those weapons there so that people wouldn't have to do a forge through to see the important aspects, like respawn time/quantity... instead, they could just pick it up and play..
     
  20. Tex

    Tex Ancient
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    i second that statement...

    no fair, that is all i had to say...
     

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