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. H3C x Nevz

    H3C x Nevz Ancient
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    This map has some unique structural designs which always make gameplay fun.
     
  2. Bottlecap

    Bottlecap Ancient
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    Dude, I looked at your map in game and I saw plenty that needed to be spruced up a little. I really enjoyed the layout and overall fell of the map, it is just you honestly could improve by intelocking.
     
  3. LieutenantAshler

    Senior Member

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    I'll repeat myself once again. I had a version that was interlocked far more than this one, as in, almost nothing was not interlocked. It Did Not Play Well. The interlocked version was as pretty as could be, but the lines of sight were F'ed up, people were able to access places that they shouldn't have been able to access. The bases were IMPOSSIBLE to Defend, etc, etc, etc, etc, etc. I kept as much interlocking as humanly possible without sacrificing gameplay. In the midst of it all, I learned something when placing scenery... Objective points began disappearing and I couldn't for the life of me understand why. Then, while trying to replace the objective points, a little message popped up "Unable to place object, too many on map". I discovered something, I was forced to sacrifice looks in order to make the map play well. So much of the map was focused on looks that the map could NOT function. I had the vast majority of the map interlocked, it made the fence and central tower too small, ditto the bases. The catwalks were useless, the Sniper rifle was COMPLETELY impotent, useless for anything but no-scoping. Oh and did I mention, Camping was a problem? It was. No one was able to so much as hit the camper on the previous version. If there is a particular part of the map that needs interlocking more than the rest of the map, tell me where, otherwise I will disregard your comments. Now stop pestering me about interlocking unless you're are going to tell me where to interlock. I've explained FAR too many times that interlocking destroyed the previous version of the map.
     
    #23 LieutenantAshler, May 6, 2008
    Last edited: May 9, 2008
  4. dented_drum

    dented_drum Ancient
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    One hour??? My friend and I take weeks per map. Detail is what makes a map. Honestly, the first things I saw were the wall that is tiltled upward in your first picture and the fence walls on the ground which don't match up end-to-end. It takes only a slight bit of time and patience to make things prettier like that. You said be specific, so those were the first two problems I saw.

    It looks playable, though. I know I've been in situations where a section of the map could not possibly be made pretty and I had to compromise in order to keep the way I wanted the map to actually play, so I can sympathize. Cool map, 6/10
     
  5. duff himself

    duff himself Ancient
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    Nice map! I tried it today with a few friends yesterday. I do have some issues tho. During the 2 games we tried people seemed to camp out at the top of the structures. It got kinda annoying getting picked off trying to scale the structures when you were on the ground. I really dunno how to fix this but I'd thought I would mention it.

    Ok also I wanna mention interlocking! Haha, now don't get upset at me too b/c I have a specific area to talk about! I'm referring to the bridge where the turret is placed. If it was flipped over and merged into the roof it would make walking around up there much easier.
     
  6. LieutenantAshler

    Senior Member

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    Thank you dented_drum and duff himself. I'll adress both of your posts in sequence.
    Drum, That one hour was spent on one infuriatingly obstinate section of the map XD. Specifically, getting the four "Single Box, Open"'s to match up at the corners. First one would be too far back, then another would be crooked, you get the picture.
    True, the fence walls could use some work, and now that I'm done with finals I can get back to forging.The wall should be fixable too, although I think that could be an illusion.
    To Duff, the catwalks are powerful, yes, but also extremely vulnerable to turrets. I didn't really have any problems with getting picked off after reducing the sniper clips.
    THANK YOU for being specific about the interlocking! My main issue is that many of the posters just sound like they don't even know what interlocking is and are just trying to sound like experts or trying to get their posts up. I'll experiment a bit and see if I can help reduce the sniper problem.
     
  7. xSharpshooter94

    xSharpshooter94 Ancient
    Senior Member

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    nice map, could use a little cleaning up but this does still look like a very well put together map
     
  8. LieutenantAshler

    Senior Member

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    Just finished Updating the map, now it's at Alpha build. I Improved a lot of stuff.
    Alpha Build is now in my fileshare.

    To those who wanted more interlocking, I've tightened up central tower (CT) a little bit. Took me three and a half hours to get the wall-corners integrated better. Also tried to interlock the roof, I failed.
    X( But it is a little smoother now... :)

    Also, I removed the Barriers from the top of the bases, it's now a little easier to defend yourself from people up on floor 3 if you're just ambling around on the bottom.

    Weapon changes: Deleted the Fuel Rod Gun, Spartan Laser spawns in symmetrical and asymmetrical games. Each Base has only 1 Carbine on the roof. There are now Eight Battle Rifles instead of Ten.

    Bubble Shield, Power Drain, and Regenerators have all been set to a run time maximum of two.

    The Default bases are a little harder to access now, It's possible to get back into the map if you get out.

    Deleted four of the Shield doors(in the side tunnels) left the ones below the bases.

    Probably the biggest change is the one that irritated me the most. In the BETA version of the map, The only weapons whose run time maximum was greater than their total number on map was the Battle Rifle and Carbine. Now, however, the Shotgun, SMG's, Plasma Rifles and Brute Shot are all set to additional run time maximum. It is now possible for a Shotgunner to have fresh shotgun ammo without dropping the weapon in the first place, although people seem to die a lot with the shotgun on this map so this is probably more of a relief to me than anyone else.

    Shanty Town originally Codenamed Helix coming to casuals soon.
     
    #28 LieutenantAshler, May 8, 2008
    Last edited: May 9, 2008
  9. Linubidix

    Linubidix Ancient
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    Sorry about the first post.
    Most of needs to be interlocked, the double walls on the base, the fence walls, the central area.
     
    #29 Linubidix, May 8, 2008
    Last edited: May 9, 2008
  10. LieutenantAshler

    Senior Member

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    Read OP... All of it!!! I am REALLY tired of the above posting formula.
     
  11. LXV Grizzly

    LXV Grizzly Ancient
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    This definatly need more interlocking, lke the bridge just sitting on top of the wall? smooth that stuff out and you will attract more DL's
     
  12. a-groeper

    a-groeper Ancient
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    Jeez guys. How about we just stop with the cries for interlocking. Yes, interlocking is an essential technique for a competitive map, but it's usefulness comes from the ability to make floors smooth and areas that are easy to reach. This map might appear sloppy to the naked eye, but closer investigation reveals a great map for team battles that needs relatively little interlocking.
     
  13. LieutenantAshler

    Senior Member

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    Thank you! I did try to interlock on the cielings of the bases, But I failed :.( Also, In previous posts on this thread, I explained the interlocking issues with the previous versions.
     
  14. DRiSCOLL

    DRiSCOLL Ancient
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    looks really good but u could hav used some more interlooking



    edit: how is that post blatent disrespect i said your map was good and get u a pointer that lots of other ppl hav said, i think with all that it would help u in your next map and not to jut punish the [person?
     
    #34 DRiSCOLL, May 8, 2008
    Last edited: May 14, 2008
  15. LieutenantAshler

    Senior Member

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    Just updated the download Link. The beta version is no longer in my fileshare, The Warehouse in my fileshare now is the Alpha Build. PLEASE stop asking for more interlocking without specifying the location! The map is as smooth as it is going to get.
     
    #35 LieutenantAshler, May 9, 2008
    Last edited: May 10, 2008
  16. Solid Bop

    Solid Bop Ancient
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    looks good to me, but i dont understand why you get so mad when ppl tell you to interlock.. dont get me wrong im not saying you must do it, after all its your map and if you like it the way it is you should keep it that way, but based on the pictures, lets say the first picture if you interlock the horizontal wall inside the bridge and the wall its leaning on, tha map would benefit on it, first it looks better, second you will walk on it smoother so yeah that even improves the gameplay so you dont have the bumps whn you walk on it because now its not really straight as i can see it in the picture. also some other walls where you can walk on that are next to boxes, just inerlock em inside the box for smoother walking. i really dont see how those kind of improvements would bring the gameplay down.
    dont get me wrong im not trying to manipulate you to interlock and stuff, like i said if this is how you like then keep it that way, but to me it sounds like an excuse to spend less time on a map to perfectionise it. also i think 10br's is a little bit overdoing it :) but hey man the layout looks pretty cool so dont get mad and i bet the gameplay is good so keep it up.
     
  17. LieutenantAshler

    Senior Member

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    I did the interlocking on the central tower, I simply haven't posted new pics from the Alpha Build. Walking was already smooth on it before the interlock and hasn't changed with it, it simply looks smoother (though not much) now. I've tried three times to interlock the roofs on each base (and failed miserably each time). My complaint with the ppl screaming for interlocking is that I've gotten sooo many ppl asking for interlocking, (I've given up trying to count how many). Interlocking's Primary purpose is to smooth walking areas, Looks enhancement is secondary. As I've said many times previously, Functionality precedes aesthetics. Most of the ppl asking for interlocking seem to be asking for it for looks or are assuming that the area is not smooth but have not tested the map. Most, if not all, of the 'ugly' places that people want interlocked are ugly because they need to be structured the way that they are for functionality's sake. The roofs of each base are about as smooth as I can make them right now (as mentioned b4, I have tried to interlock them and failed).
     
  18. Solid Bop

    Solid Bop Ancient
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    ok man i understand like i said if its good for you then dont change a thing, i still would like to say one thing about interlocking and then il shutup about it :), sure its used for smoother walking and looks, but it also helps in other ways, like some of those walls you can walk on next to boxes, i bet they walk smooth if you say so but with some i see some small spaces between the wall and the box, interlocking also helps here to prevent players throwing nades through these small spaces which doesnt do much good to gameplay (unless it was made for this purpose ofcourse) when ppl do that. so inerlocking isnt only for smoother walking and looks, in some cases it does improve gameplay.
    and failing at interlocking just means you need to practise it more or use some other tricks to get the things to interlock in the right place.
    but once again dont get me wrong im not trying to tell you what to do the map looks good enough to me so.. just wanted to make a point with the interlock thingie that for me its not just for the looks.
     
  19. LieutenantAshler

    Senior Member

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    That... I did, not think of. Ppl have tried to drop nades through some of the smaller gaps, two of my friends stuck themselves XD probly b/c the gaps are either just small enough or they missed, but any hoo it was pretty dang funny, "What the #@$ !?" XD
     
    #39 LieutenantAshler, May 10, 2008
    Last edited: May 10, 2008
  20. Admiral Ackbar

    Admiral Ackbar Ancient
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    I thought this map was very fun and well balanced. I played a couple games on it and everyone seemed to enjoy it. The only problem I had with it was a few bumps on the walkway above the base. I know you tried to interlock that a few times and failed, so no worries. It's only a minor problem and won't stop me from playing on this map. Great job!
     

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