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 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 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. Right to left, Tower, Courtyard, Base Despite the ground-based layout, Jumping features prominently on this map. Fights for control of the central tower tend to lean on the side of intense. 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 "
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?
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.
not sure if it's completly original. but i think it looks great. i'm sure it would host some great gameplay.
I developed this completely independently of anyone else's map. I started with the central hub and the map sort of grew from there.
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
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.
I like the look of it, seems like you put alot of effort into it. I will DL it when I get home tonight.
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.
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.
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!