WINDWARD Hey Forgehub! This is my first map/post so excuse me if it doesn't work at first. Well here it is... Description: "High above the city streets, strong winds are not your only enemy. 4-10 players" (Supports Slayer and Team Slayer) What started off as a remake of the Windward firefight map from ODST couldn't be stopped. It went on the integrate aspects from Guardian and other maps and soon grew into its own. Download: http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=117498754 Weapons (Basically the same weapon setup as Guardian in adition to a Tripmine, a Hornet, and a Splaser and Misslepod to combat the hornet.) Gravhammer x1 Splaser x1 Hornet x1 Misslepod x1 Overshields x1 Active Camo x1 Carbine x1 BR x1 Spikers x2 Plasma Rifles x2 Mauler x1 Magnums x2 Shotgun x1 Sniper x1 Plasma Pistol x1 Tripmine x1 Powerdrain x1 Bubbleshield x1 Human Turret x1 Brute Shot x1 And grenades throughout... Overview 1 The layout of the map is mainly two sides. One being a lower laying side, the other having a huge building. Besides these two main areas there are also the Middle, the Ledge, and the Platform. Overview 2 Another overview of the map from a different angle. Middle The middle area consists of mainly three Y-Intersections with walkways in between. These hallways lead from one side of the map to the other. The middle of these three intersections houses the gravhammer and the walkway leading to the platform. The platorm contains a humman turret, bruteshot, and hornet. Ledge The ledge is basically a walkway leading from one side to the other and also to the top of the building, but it also is a good vantage point on the rest of the map. To aid in this there are barriers, but so that it doesn't become overpowered, there are fusion coils behind some of the barriers. In the middle of the ledge is the Splaser to fight the hornet. Landing The landing area of one of the mancannons. There is two mancannons on the map for easy transportation between the two sides. This screenshot of the landing area also shows the bubble shield spawn as well as the shotgun spawn. Up the ramp to the left is a misslepod behind barriers to kill the hornet if need be. The shotgun hallway leads to the activecamo as well as the gravlift (see description of TOP BUILDING) Top Building The top of the building is an open area the holds the BR and tripmine. It can be accessed via a walkway leading from the ledge, the gravlift, or the stairwell. Bottom Building The bottom of the building is mostly open. There are four sides to the bottom, one being blocked off, the other (facing the rest of the map) having stone bridges to serve as barriers, the third being open, and the final leading to the stairwell that goes to the top of the building. There are also collumns that initially serve as support beams for the building but can also be used as ledges to hop down and assassinate other players. In case you missed it: http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=117498754 Please download, rate, and comment...
The design of the map looks nice but the paths don't branch out enough IE there is not a choice very often of going right or left. Placing some gravlifts to acess the upper pathway, and some way to access the hornet area without walking down that skinny path would help greatly. The hornet would be incredibly overpowering should anyone survive the walk down to it, especially since the laser is out in the open where the hornet will easily see and kill a player, and the missile pod shots can be avoided by a skilled pilot. This problem, and the lack of paths is aggravated by the openness of the map which will allow easy spawn kills with the hornet or laser. I suggest adding wood bridges between parts of the map to allow quicker movement, and cover to the more open areas to prevent spawn killing. The hornet also needs to be removed, possibly along with the missile pod and laser which would be significantly overpowering. Players are generally more comfortable with UNSC weapons so adding some of these in place of covenant weapons could make them less estranged. inb4 spamfest
Agreed. There isn't alot of ways to move around the map, or "flow" as you call it. Seems like you can only move around in a single path making gamplay boring and repetitve. And also, not to be a jerk, but this map seems to have no similarties to Windward.
Alright, first there is a choice of which ways you can go if you'll download the map and try it out, there is actually a wide variety of ways to move about the map. I will however think about adding some woodbridges for even more accessibility possibly to the ledge. I wouldve done this already had not i been given the msg that i had too many objects placed on the map. (do u know if there is any way to fix this?) The hornet was a risky addition which i didnt know if i should add or not, and i was going for the fact u had to survive the narrow walkway to get to it and i purposely made it so u can't jump to the platform from either side; i might change that...however i did playtest it a lot with my friends and found the hornet to be easily destroyed I was going for the same weapon layout as guardian seeing as how amazing a map guardian is but i might exchange the current weapon layout for one with more BRs Ill be sure to make some changes based on the ones i feel necessary others i wont so be sure to see a v2 and yes haha there is absolutely no resemblense to windward here just a very very vague similar layout lol but if there is a way to get past the too many objects placed on map msg id be able to greatly improve this map
As everyone has said, the movement on the map may be limited giving it a repetitive feel to it, but on the upside, the merging I can say is clean.
ok the only thing that i can remember from windward is the tunnel to the pelican landing pad and you seem to have no walls or roof for that part. its called tunnel pieces, there helpful for tunnels
Here are my suggestions to improve your map: 1. Replace the hornet with wither a Hornet Transport or a Banshee, preferably the transport. 2. Replace the thin walk way to the hornet spawn with a proper tunnel, extended from the Y intersection. 3. Add a walkway or tunnel from both the landing pad and the area right at the other end of the map (where the scaffolding and oversheild are) to the hornet spawn. 4. Remove the shield door on the top level of the building. 5. Add a second way up to the ledge from the ground floor of the area where the building is. If need some suggestions for things to delete to build all of this... 1. Delete 2 of the columns from the two blocks of 4 on the bottom level of the building 2. Shorten the Shotgun Tunnel 3. The Radio Antennas 4. All the blocks which work as a floor by the ledge past the ramp to the Y intersection on the overshields side, by where one of the radio antennas is, and where the pallets are. 5. Take out any blocks not needed under the building. 6. Cut off a bit of the platform by where the active camo is. 7. Remove both of the scaffoldings with power ups on top and move the power ups further into the map, maybe just leave one of them in the middle Y intersection. Hope this helps, and although you will have to cut back on a lot of the map, hopefully it will be for the best.
First off, thankyou for the suggestions. 1. The Hornet is actually a transport and sorry i dont have it listed that way, ill fix that and thats probably why some think it is overpowered 2. all your other suggestions are good and i wouldve already had them completed and done had not i ran out of space and objects to place 3. All these are good suggestions on what to delete so i can finish the map without ruining it by dleting key items in other places. 4. The walkway to the platform is a good idea by adding more accessibilty to it but still keeping the walkway from the intersections the main path to get there. This will make it seem less "repetitive and boring to play on" as some other hypocritcal people have said Lastly, not to go off onto another subject, and or sound whiny, hypocritcal, boastful, overlyconfident, or insulting in anyway but: All these people that make these stupid and random comments on my map have not used them on there own maps. (I have looked and these suggestions are not present) Heres the part where I dont want to sound rude, but... I've look at numerous maps throughout the competitive section, other sections, and people whove commenteds maps...honestly theyre not good at all having almost no merging or anything good in them, yet they get comments saying "goodlayout" or something else when they suck and heres the part where i don't want to sound proud/ overlyconfident/ or boastful...but my map is way better than many of these maps ive looked at and it gets worse comments than the maps ive seen that have no merging and utterly suck