Well, I've finally published my third map Pack and I think it has my three best yet. All maps are designed primarily for slayer but all three support multiple other gametypes. The map pack follows the story of a group of marines attempting to protect the Orbital defense grid's power supply... Compound V2 Since the Quarantine 11 years ago, District K-72 has suffered substantial neglect. 2-8 Players District K-72 was the first landing site of Covenant Forces In their attempt to knock out the power supply for Earth's Orbital Defense Grid. Tenacious marines held off the ground forces for nearly three hours befor being forced to fall back to their next line of defense. Compound V2 is an asymmetrical map built in Foundry and utilizes Interlocking, Geo-Merging, the unlimited budget glitch, and floating objects.The map supports Slayer; KotH; CTF; Assault, and Territories. Version 2 saw the addition of a roof to offense base and sniper tower, as well as substantial tweaking of weapon clips and spawn times, to name a few. The map's layout and appearance almost lend to it being called another (although substantially less sloppy) Shanty Town. There are several substantial differences from Shanty Town, however. First off, the structures are significantly more complicated and all are larger. Additionally, the map plays exceptionally smoothly. The only significant difference in geometry as concerns symmetrical versus asymmetrical games is that the tower has an extra wall in asymmetric variants. There are three main ways into defense base. First and most obvious is the shield door. this tends to be the focus of a lot of combat in 1 flag and One Bomb Assault. Secondly there is a jumping route to the top of the wall, which figures prominently in asymmetric territories as the top of the wall itself IS a territory in asymmetric variants.The final entrance to the base is found on the left side, and is useful for flanking the shield door to eliminate campers. Offense base is roughly a third of the size of defense base, and is substantially less complex.Two entrances are on the ground floor, while an additional entrance is on the roof. The tower also tends to be a hotly contested piece of real estate, as the Shotgun spawns there and it offers the only non-grav lift access to Laser spawn from its roof. Compound shines with Slayer and KotH, and also with Territories (especially Flag Rally). One Sided gametypes also offer a fun experience. Sniper Tower Recommended gametypes: Slayer: FFA, Team KotH: FFA, Team Territories: Flag Rally, 1 Sided CTF: 1 Flag Assault: 1 Bomb Weapons on map: Battle Rifle x8 20s extra clips: 2 Shotgun x1 120s extra clips: 1 Spiker x3 30s extra clips: 2 SMG x3 20s extra clips: 2 Plasma Rifle x4 30s Mauler x1 60s extra clips: 1 Magnum x1 10s extra clips: 2 Plasma Pistol x1 90s Needler x1 90s extra clips: 2 Covenant Carbine x2 30s extra clips: 2 Brute Shot x2 45s extra clips: 2 Spartan Laser x1 150s Sniper Rifle x1 180s extra clips: 2 (Symmetrical only) Particle Beam Rifle x1 150s (Asymmetrical only) Grenades on map: Frag x4 10s Plasma x6 10s Equipment on map: Regenerator x1 150s Power Drain x1 150s Bubble Shield x1 180s Gravity Lift x2 90s Support Weapons on Map: Machine Gun Turret x1 180s (Asymmetric only) Tips: Offense - - At the start of the match, be sure to rush the Shotgun and Sniper Rifle, acquiring these will give you a significant edge in penetrating the base. - The Spartan Laser is perhaps the most time consuming of the power weapons in terms of acquisition. It can sometimes be easier to keep it out of play entirely. - Be sure to have your power drain at the ready as you approach the base. Grab it immediately, then toss it in either the shield door or the side entrance once you are a little over halfway there. - You can use your base's deployable gravity lift to reach the top of the defense base's wall. Not only that, but if you can push a crate or barrel over it, the lift should propel it with enough force to injure or even kill anyone it hits. - This is especially important in asymmetric territories but is equally applicable to other objective games as well. Preserving the jumping route to the top of Defense base's wall is CRITICAL, as it allows the only default access to the top of the wall from the outside. Defense - - The Deployable Gravity Lifts are Incredibly useful on this map. (I designed this map, in part, around them). You can effectively seal off the side entrance with one, or you can dismantle the exterior jumping route that leads to the top of the wall. Be careful though, if you stand too close to the edge, the objects that the lift flings up are likely to harm, if not kill you (be mindful, you can do this to enemies as well.) - The Mauler below the flag and bomb spawn is a powerful tool for defense, as is the Bruteshot. Pay attention to what your enemies are carrying though, if an attacker is weilding a Shotgun, you're probably better off dealing with him from afar... FFA - - The proximity of the regenerator to the Shotgun should be taken into account, odds are, if both are missing, one person has them. - Hiding under the sniper spawn can be an effective tactic if your are playing KotH, be careful though, since it forces you to crouch, you are an easy target... - It may be a lenthy or inconvenient trip, but getting the Bubble-shield may allow you safety in some difficult to reach, but easy to grenade locations. - Be sure to take advantage of the crates that litter the map. They can provide jumping access to many places of the map that otherwise have only one entrance. (Without a Gravty lift). Download Compound Stalwart (Fortress V2) BACKSTORY This bunker was set up by Marines in a last ditch effort to protect the Orbital Defense Grid's power supply. 2-10 players. Fortress is located between the outskirts of District K-72 (Compound) and Nuclear Fission Power station R-54 (Meltdown). Marines dug in here during the fighting in District K-72, preparing a secondary defensive position in an attempt to protect the power station supplying energy to the MAC platforms in orbit. INTRODUCTION When I first started work on Compound, I had intended to make it a symmetrical map that boasted a grandiose structure that dominated the map (in appearance, not necessarily in Gameplay.). Due to several factors, including resource constraints, The map ended up being an asymmetrical Urban battleground as opposed to the original scheme. After failing to draw much attention, especially in comparison to my other maps, I realized that although Compound was fun, I hadn't really achieved what I had set out to do when I built it. And so began the construction of Fortress... ...This is Compound as it was meant to be... A WORD ON PRECISION This map is the smoothest one I've made or played yet. You literally have to hunt for bumps to find them. Throughout the entire process, I meticulously measured each piece of the map's geometry, making for top notch accuracy and symmetry. LAYOUT Fortress is a symmetrical map boasting a very large central structure reminiscent of a cross between the Citadel in my previous map of the same name, and the defense base from Compound. Each of the default Foundry bases has been substantially augmented by means of a wall which must be crossed to gain access. In the center of the map is the Fortress itself, a last line of defense for the Marines during the Covenant occupation. TWEAKS The first playtest revealed that anyone who controlled the top of the Fortress could completely domintate the game. So... ...I implemented tons of little changes, that, together rebalanced the map and made it fair, both for people controlling the top of the structure, and for everyone else. The first change was to remove half of the barriers from the top of the Fortress, reducing the amount of cover available to those atop the wall. The second change was to add a pair of fusion coils on the front wall, which could be used by both parties, as will be explained in the tips section. Another section of the map was added, a double box connecting the symmetrical bases above Shotgun Spawn, which provided a small area with even elevation as compared to the top of the wall. The Spartan laser was moved from the hallyway above the shield doors to the double box above Shotgun Spawn. Extra barriers were added to the symmetrical bases, providing more cover for anyone trying to reach the Fortress. The truck in the courtyard was moved to its current location and replaced by a merged open double box to mirror the other one. The Deployable Cover's spawn time was lengthened to 180 seconds and all of the clips in the Fortress were reduced by one, forcing the defenders to leave the top to acquire more ammunition. Finally, an extra Gravity lift was added in the second merged open double box and a pair of active lifts were added in the back corners, creating a rapid route to the top of the wall. VERSION 2 CHANGES Spawns: -Increased: SMG's to 20 seconds Carbines and Plasma Rifles to 30 Seconds Spartan Laser to 180 seconds -Decreased: Deployable Cover and PowerDdrain to 150 seconds --Set to not spawn at start: Primary Shield Door (under forward hall in Fortress) (45 second delay) Window panels in back default hallway (60 second delay) Geometry changes: -Added 2 balconies in the Fortress (See screens) -Added two bridges to expand the forward wall of the Fortress (see screens) Original had 60 DL's SYMMETRY Despite being symmetrical, Fortress can also play like an asymmetrical map. In gametypes such as One Bomb or One Flag CTF, The Defenders are charged with protecting the Fortress itself, while the Attackers are given both of the bases used in symmetrical games. Sound familiar? It should. The concept was derived in part from one of my previous Maps: Citadel*. Other changes are also implemented in asymmetric variants. The two window panels that spawn in the center of the back hallway are removed for asymmetric variants. In order to increase mobility between each side of offense base, a pair of two-way Teleporter nodes spawn. SCREENS Shotgun Spawn The Shotgun spawns on the weapon holder, Laser spawns above it in the double box, while the deployable cover spawns above that. The Sniper Rifle spawns on the other side of the signs. The other sniper spawns in the same place on the other side of the map. The Cortyard The Courtyard sports 2 Carbines, a Needler, two Sniper Rifles, the Shotgun, four Spike grenades, two Plasma grenades and two Gravity Lifts. TIPS The fusion coils on top of the base can be used for or against anyone near them, Defenders on the wall can push them off... ...Or they can be shot to weaken anyone behind the barriers. The Spartan Laser is an excellent way to rid yourself of an annoying wall-crawler... OFFENSE- -The Deployable Cover spawn above Laser is an excellent view point and puts you on an even footing with defenders on the roof. Be careful though, it's easy for defenders to grenade your position. -As mentioned Above, you can shoot the fusion coils on top of the base to weaken defenders. DEFENSE- -Be sure to keep the active gravity lifts in the back of the alleys destroyed, doing so will reduce the number of ways that attackers can get in. -You can avoid damage from the fusion coils on the roof and possibly damage opponents below by knocking the coils off of the edge. -Save the power drain at the bottom of the Fortress until you are about to be overwhelmed; it can be extremely beneficial to soften up you enemies just before they leave with the flag or plant the bomb. SYMMETRICAL DEFENSE/OFFENSE- These tips apply equally to both sides since each base is equally laid out. -Send at least one to two men from your team to the Fortress to support your attacks on the other team's base. Be aware though, that they will be unable to reach you immediately from their position should close range assistance prove necessary. -Because it is slightly out of the way and spawns relatively quickly, the Shotgun is occasionally overlooked. Be sure to check for it at regular intervals as it is invaluable for base defense. -The oft underestimated Carbine can work wonders on this map. Despite some comparatively long lines of sight, it often out-performed the Battle Rifle during playtesting. FFA- -In King of the Hill, banking grenades is very useful. -If Shield Door campers are giving you problems, throw a grenade at the corner of the shield door, it should detonate one of the fusion coils. -Another alternative is to aim your grenade for the narrow gap at the top of the shield door, although when doing this you risk losing sight of your oponent. Weapons on Map (Outside of the Fortress): Shotgun: x1; 1 Extra Clip; 120s Sniper Rifle: x2; 1 Extra Clip; 180s Spartan Laser: x1; 180s Needler: x1; 2 Extra Clips; 90s SMG: x4; 2 Extra Clips; 20s Plasma Rifle: x4; 30s Battle Rifle: x6; 2 Extra Clips; 20s Covenant Carbine: x4; 2 Extra Clips; 30s Brute Shot: x2; 1 Extra Clip; 45s Magnum: x2; 2 Extra Clips ; 20s Weapons Inside of the Fortress Mauler: x2; 0 Extra Clips; 90s Brute Shot: x1; 1Extra Clip; 45s Plasma Pistol: x1; 60s Battle Rifle: x4; 1Extra Clip; 20s Covenant Carbine: x2; 1Extra Clip; 30s SMG: x2; 1Extra Clip; 20s Plasma Rifle: x2; 30s Magnum: x2: 30s Equipment: Bubble Shield: x1; 180s Regenerator: x1; 180s Gravity Lift:: : x2; 90s Deployable Cover: x1; 150s Power Drain: x1; 150s Grenades: Fragmentation Grenades: x8; 10s Plasma Grenades: x8; 10s Spike Grenades: x4; 10s Support Weapon: Machine Gun Turret: x1 Asymmetric spawn only 180s Spawnt at start: No Recommended # of players: 2 - 8 Supported gametypes: Slayer: FFA, Team KotH: Crazy King (recommend 45 second move time), Team King Oddball Territories Assault CTF 1st floor 2nd floor 3rd floor Download Stalwart THANKS TO: Rusty Eagle and CommanderMatt for suggestions relating to bridge merging (I didn't end up merging the bridges like you guys tried to help me with but thanks anyways.) P0P TART D0WN, XGT LuckyShot & Rusty Eagle; for pointing out how domination of the main Fortress was overpowered (This issue has been resolved.) Carpartz & Axenreign for suggesting I reduce the Mauler clips. VERY SPECIAL THANKS TO: Honour Blade for inadvertently suggesting the version 2 name. Playtesters: Rusty Eagle, Qrangeremi, I HeAVeNraVeN I, Rubiks43, Honour Blade, XGT LuckyShot, L0N3 S0LD13R, Kapura, DeSneakyOne, Carpartz, SMSGT waller, MSGT waller, P0P TART D0WN, AxenReign, LT Ashler(me), The Winja, others Development time (includes roughly 1 & a half hours of playtests): 10+ Hours (Across the week) Either I forge REALLY fast, or some people don't take the time to add up their forging sessions and have poor time estimates. Download Stalwart After venturing into the past to rediscover the Unearthed Map-Pack, I decided to return to Foundry in an attempt to incorporate all of my forging expertise accumulated thus far. My fellow Forgers, I give you… MELTDOWN Although fission reactors are now obsolete, power stations like this one still supply a wealth of energy. 2-8 players Nuclear Fission power station R-54 was the most recent in a string of power generators designed to supply the Orbital defense grid with broadcast power. Covenant forces managed to push through the defenses at district K-72 and at the Fortress (Stalwart) and were finally able to damage the power stations supplying energy to the MAC platforms. This was the only facility that wasn't completely destroyed. Meltdown is an asymmetrical map that focuses on Slayer and one sided game-types. The map has been built to be compatible with Slayer (FFA, 1v1, Team); Multi and 1 flag CTF; Multi, Neutral and One bomb Assault; Oddball; Territories; and King of the Hill. Meltdown welds the best elements of my previous maps together, from the aesthetic grandeur of Citadel, the catwalks of Warehouse, and the interlocking of Shanty Town. Meltdown has four bases and a unique shift between symmetrical and one sided game-types. Only two of the bases are used in Symmetrical games, while the other two are employed in asymmetric variants. Defense base (AKA Defense A), Symmetric Game-types Offense Base (AKA Offense A), Symmetric Game-types Defense Base (AKA Defense B), Asymmetric Game-types In symmetric Games, the map’s Sniper Rifle Spawns in Offense B, while the Brute Shot spawns on a platform next to Defense B. In asymmetric games, these two weapons switch places. Offense A and Defense A are connected by a massive Catwalk which also serves to separate Offense B and Defense B. Two Fission reactors help to break the lines of sight, be careful though. Any soul unfortunate enough to enter one of them will be killed almost instantly due to massive radiation exposure. Even if you manage to survive the exposure, you will be stuck in the reactor core (outside the map), until you kill yourself. Catwalk Elbow Interlocking – This is one of the smoothest forged maps I’ve ever laid virtual foot in. Very few bumps, and no unnecessary jumping. Weapons: Shotgun x1 (1 extra clip; 150s) Sniper x1 (2 extra clips; 180s) SMG x4 (2 extra clips; 10s) Plasma Rifle x4 (20s) Magnum x2 (2 extra clips; 20s) Plasma Pistol x1 (90s) Spartan Laser x1 (180s; spawn at start: no) Needler x1 (2 extra clips; 90s) Carbine x1 (2 extra clips; 20s) Battle Rifle x8 (2 extra clips; 20s) Sentinel Beam x2 (120s) Mauler x2 (1 extra clip; 90s) Fuel Rod Gun x1 (Hard to reach and find; 180s) Grenades: Frag x8 Plasma x8 Equipment: Regenerator x1 (150s) Power Drain x1 (150s) Gravity lift x1 (120s) Trip Mine x1 (150s) Bubble Shield x1 (180s) Tips: Meltdown - Defense: - Make sure to acquire the Sniper Rifle as soon as you possibly can. Even though there isn't much you can do with it at close range, it can be invaluable to soften up or thin out the attacking force as they approach. - Make sure to keep an eye on the Catwalk as attackers will almost always take that route after grabbing the Shotgun. - If you are playing a match in which the rounds last more than three minutes, The Spartan Laser can be a great substitute for the Sniper, especially since you will often find that it's splash damage will kill enemies almost as often as a direct hit. - If the attackers cause you excess problems with the Shotgun, grab a Sentinel Beam. It was put on the map specifically to counter the Shotgun. - In symmetric games, grenade spamming can be devastating against Offense A. - Attackers: - Make sure that you secure both the Shotgun and the Sentinel beams as quickly as you can at the start of the match. Allowing either to fall into enemy hands can destroy any chances of victory. Also, be careful to grab the needler to deal with any potential Mauler problems. - If you have three or more teammates, try to attack the enemy base from each entrance at the same time. Odds are you'll lose a man but the defense will have a hard time coping with multiple angles of attack at once. - Make sure to prioritize your targets. Taking out enemies armed with weapons such as the sniper first may seem most beneficial at first, but if you can take out those armed with close ranged weapons instead, the sniper will be in a hard way when you close the distance with him/her. Download Meltdown And Finally, thank you to everyone who gave suggestions, playtested, commented, etc. Your contributions were and are valued. The first version had 125 downloads Download Links Download Compound Download Stalwart Download Meltdown
I have never seen such a post be more descriptive =). This map looks like it took time and this is why you have my download. EDIT: Woops, each map looked awesome I thought it was one map =).
Wow, intense map pack, however the maps look very similar (only in some spots, however). 5/5* Nice work, happy forging!
All three look very nice, although the first could be cleaned up a bit. Nice back story and use of scenery objects.
nice job i like the second one the best it seems very well made but i like the other ones too but that ones the best so ya nice job
i like all the maps and they are essentially good. straighten a few boxes here and there but what really impressed me was your post it was well thought out organized and deatailled keep it up this was really good
wow longest post ever so many pics so many words it is all to much you have thought it throw very well and i also do like the map it is wicked
I agree, that WAS the longest post ever. I played with you, Lt Ashler, I think it was yesterday. I downloaded Compound, and Meltdown, and I liked them both. I am pretty sure that I didn't download the second versions of the map, though, so I'll download them right now.
well i like meltdown the most because it has the most astonishing features of the map pack good job and keep forging
The first map looks amazing the 4 compounds look very well done 5/5. the second map looks very well made but a little odd for a assault or CTF match 4/5. and the third map looks very fun for slayer, and again very welll made 5/5.
Thank you Headshot. Actually, the 2nd map, like the others, is built for slayer but still supports multiple gametypes. In fact, Compound actually makes territories fun for a change.
I think it was some guy who was a mindless spammer. Posted stuff like "suxxxx", "worst map evar", stuff like that. He got banned. On topic, all three look good, but I like Meltdown and Compound the best. Great post too, 9/10.
So far the only maps that I posted on FH that I didn't have to use the budget glitch for were Asgard, Triage, Stranded, and Pointe Du Hoc. Is that all you were curious about?
the maps all look very clean and well interlocked.. theres been alot of good maps being posted lately and here are afew.. good job.