Warehouse

Discussion in 'Halo 3 Competitive Maps' started by LieutenantAshler, May 5, 2008.

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What do you think of this map?

  1. Poor

    0 vote(s)
    0.0%
  2. Fair

    33.3%
  3. Good

    33.3%
  4. Excellent

    0 vote(s)
    0.0%
  5. Exemplary

    33.3%
  1. LieutenantAshler

    Senior Member

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    Few civilian businesses survived the war. Now machine shops hold the majority of the workforce. 2-8 players
    I've finally finished Warehouse, formerly codenamed "Killswitch", and I think it turned out better than I'd hoped. It definitely buries Citadel (my citadel, not Shock's).
    Warehouse is a symmetrical map designed to play like any of the default maps shipped by Bungie. The map truly shines with Slayer and CTF, but you can play any game on it that tickles your fancy.
    I finally managed to interlock those blasted roofs using the stacking method for floating objects. I was unable to interlock part of the Central Tower so I changed it a little, see screen below. The final build is now in my fileshare. Versions one and two had 70 downloads. Enjoy and comment!
    Each base is identical
    [​IMG]
    and sports two battle rifles and a regenerator inside, a sniper and bubble shield on the bottom 'floor', a turret and carbine on the roof, and a pair of stickys and a plasma pistol on the entry platform. I used both interlocking and floating objects in the construction of the bases, and the floors match up perfectly.
    The central hub, or tower
    [​IMG]
    serves to house the Shotgun in symmetrical games and the sword in asymmetrical variants. The top of the tower boasts the map's Spartan Laser and firebomb grenades.
    A fence prevents would-be flag thieves from crossing the intervening stretch between courtyards and forces them to either jump, pass through one of the side tunnels, or charge straight through the central hub. Taking the catwalks is also an option, although riskier.

    [​IMG]
    Right to left, Tower, Courtyard, Base

    [​IMG]
    Despite the ground-based layout, Jumping features prominently on this map.

    [​IMG]
    Fights for control of the central tower tend to lean on the side of intense.

    [​IMG]
    A view of one of the courtyards.


    Weapons:
    1x Shotgun: 150s symm
    1x Sword: 150s asym
    1x Spartan Laser: 120s symm
    1x Fuel Rod Gun: 150s asym
    2x Sniper Rifle: 180s
    2x Plasma Pistol: 60s
    2x Mauler: 60s
    2x Needler: 120s
    2x Brute Shot: 45s
    4x SMG: 10s
    4x Plasma Rifle: 10s
    4x Carbine: 20s
    8x Battle Rifle: 20s (To those complaining about a lack of weapons, if 8 BRs ain't enough, too bad!)

    Equipment:
    2x Power Drain: 150s
    2x Regenerator: 120s
    2x Bubble Shields: 120s

    Grenades:
    2x Frag
    2x Firebomb
    4x Spike
    8x Plasma


    Download Warehouse
    Champion Slayer (infinite kills, Time limit) tends to work very well on this map.

    If you're going to say that it needs more interlocking tell me where or don't mention it! Period!!!

    Edit: Sorry about the double post, I honestly don't know what happened.
    Also: Sorry about the pics, posted only part of the code, (accidentally left off the "[​IMG]
     
    #1 LieutenantAshler, May 5, 2008
    Last edited: May 14, 2008
  2. Craz

    Craz Ancient
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    You posted pics in you map citadel, so no need to tell you how to. So, I'll just leave it at:

    I can has pictures?
     
  3. KB

    KB Ancient
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    needs pics
     
  4. duff himself

    duff himself Ancient
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    not even a link to the map?
     
  5. LieutenantAshler

    Senior Member

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    Just updated the post substantially. Added weapons list, cleaned up grammar, etc. And,Yes Craz, you can has pics. :) Also, please rate and comment on the Bungie.net thread.
     
    #5 LieutenantAshler, May 5, 2008
    Last edited: May 5, 2008
  6. pajamaSAURUSrex

    pajamaSAURUSrex Ancient
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    not sure if it's completly original. but i think it looks great. i'm sure it would host some great gameplay.
     
  7. LieutenantAshler

    Senior Member

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    I developed this completely independently of anyone else's map. I started with the central hub and the map sort of grew from there.
     
  8. TheLollipopLad

    TheLollipopLad Ancient
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    cool This is a extremely cool map
     
  9. LieutenantAshler

    Senior Member

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    If it's so cool y didn't u DL it? It sounds to me like you're just trying to get extra posts.
     
  10. Craz

    Craz Ancient
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    You know, if there wasn't a custom content limit in H3, more people would DL, but when you get in a position like I am in, you have to be choosy. Just because a map is cool, doesn't mean I'm going to delete a sweet vid or something to make room. Though I agree, it does look pretty good. However, you're going to hear at one point in time or another that it would need to be interlocked. Always adds to the looks. 4/5
     
  11. LieutenantAshler

    Senior Member

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    You do know that you can effectively double gametype and map space? Go to customs, pick a game and map that you want to save, and start the game. After a second or two, quit the game and save the film from recent films. Whenever you need to retrieve the game and/or map watch your film and save the variants from recent games and recent maps. A little inconvenient, yes, but it frees up loads of space.
     
  12. killerpumpkin3

    killerpumpkin3 Ancient
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    looks like a pretty sweet map
     
  13. CaMOfo

    CaMOfo Ancient
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    You can work on a little interlocking in the map, but overall good idea concept.
     
  14. Admiral Ackbar

    Admiral Ackbar Ancient
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    I like the look of it, seems like you put alot of effort into it. I will DL it when I get home tonight.
     
  15. LieutenantAshler

    Senior Member

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    I am seriously getting sick of people telling me to interlock. If you notice a part of the map that needs it, say so, but don't just say "needs more interlocking." I did use interlocking in several places on the map, but interlocking for interlocking's sake is (generally) a waste. If I've noticed one key trait that the majority of interlocking-based maps share, it's that they're tiny, miniscule. Explore the map before you tell me to interlock it. If I interlocked enough to satisfy some people, the map wouldn't just play poorly, it wouldn't play period. Peoply would be able to access areas that they shouldn't be able to.
    Constructive criticism is welcome, encouraged even, but generalized comments do absolutely nothing to help me improve the map.
     
    #15 LieutenantAshler, May 5, 2008
    Last edited: May 10, 2008
  16. Fly

    Fly Ancient
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    This looks good, but it needs more interlocking.
     
  17. XxNAPALM FURYxX

    XxNAPALM FURYxX Ancient
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    i agree with fly its pretty sweet but it needs to have more interlocking of objects such as walls
     
  18. Bottlecap

    Bottlecap Ancient
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    Well we don't really need to tell you. I can just see from the pics sveral things that need to be interlocked, and trust me, interlocking is NEVER a waste, if you can interlock something, do it. If I can see things in the pics that need to be interlocked like I said before, they need to be interlocked. Even if it doesn't change the gaemplay you should interlock to map your map stand out and rise above the rest.
     
  19. LieutenantAshler

    Senior Member

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    That's just the point! It did change gameplay! I've playtested multiple versions of this map, and the aesthetic benefits of interlocking were and are far outwieghed by the gameplay aspect. To quote a Bungie employee, "It needs to be fun before it can be pretty." Not to mention (Again) I Interlocked Extensively. It may not be immediately obvious from the screenshots, but five minutes on the map will show you what I mean, Interlocking more of this map would destroy its geometry.

    Perhaps the simplest way to put this is: I made the map, not you, Constructive criticism is welcome, manipulation is not!
     
    #19 LieutenantAshler, May 5, 2008
    Last edited: May 6, 2008
  20. GoldenForger

    GoldenForger Ancient
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    You could definitly even or interlock things out because its very rough
     

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