Favela v1.2 Favela v1.2 "With the Covenant on Earth the Humans must fight to hold even the worst of ground" Favela v2; The new thread for this map Favela v1.2 has had a slight weapon rebalance and a major rebalance of the spawning system. The spawns in v1.1 designed to stop the over spawning in one corner of the map actually broke the spawning. This has now been addressed and the spawning should be better now. Welcome to Favela v1.1. The updated version of Favela. Whilst the changes made have not been excessive they will have a big impact of the way the map will play in many situations. If this is the first time you have looked at the map you will want to read the entire post new and old to fully understand the map. The following screenshots will work you through the changes made to the map. Firstly the shield doors have been removed from the door of each base. This means that the bases are much easier to assault now and should improve the overall balance of the map. Also a window panel has been added to the group of them infront of the attacker base to make the area more interesting and offers a nice little defensive hole which is more difficult to grenade. The original roof to the Wire Spool Warehouse was largely made using Bridges with a couple fence walls at one end. The entire roof is now made out of fence walls. This is a big improvement to the asethetics of the roof and the map as a whole. Also due to the position of the Wire Spool Warehouse, being in the blind side of both bases, by making the roof out of fence walls it makes the whole corner more dangerous and better balanced than it used to be. Another big change involves this corner. I have added in Spawn areas to reduce the weighting of the spawns for this corner as all too often people would spawn in the corner even if other players were close by. The last updates to the map are both shown in this picture. Firstly two doors have been added to the top of the Crate Warehouse to make it easier more realistic to a player to use the roof of this building without fear of being hit from multiple angles. The doors however do not provide too much cover as to create an overpowered position from which to assault the defender base. Also the truck has been turned around 180 degrees which makes movement up street from defender base fairer because they can now use the back of the truck as cover. Remember though the truck can still be blown up so its not completely safe. The two roadblocks and street cone infront of the truck are purely asethetic and just add to how real the maps feels. They make the map look more natural and more believable that it could exsist. Helper credit goes to Pegasi Delta was his suggestions for v1.1 and his help in constructing the new improvements. Thanks mate. The rest of the post is the original Favela post containing amuch more detailed description of the map and its features. Some information is now out of date but i am sure you will be able to work out what this is if you have read the update. Enjoy Favela v1.1 I SeNTiNeL I Favela is a Portuguese word meaning shantytown or slum. The original inspiration for the map was the Halo 2 map Turf. However as i brainstormed and built the map i made considerable changes and what would have been an attempted adaptation of an old map turned into something totally different. This is also my first post/map on Forgehub so here is my debut. I was introduced to Forgehub through a guy i was living with during over the last year. Some of you will know him. Pegasi Delta creator of Temple Nights and Astroturf. After being amazed by what he was doing with forge and reading some of the Forge 101's on this website i wanted to try it myself. This is the result... This map was designed with team work in mind, you can play it in a FFA game but it will not deliver the best possible experience. Favela has been setup for the following gametypes: Team Slayer Due to the nature of the map a Battle Rifle start is a much better option than using Assault Rifles. This is not however an MLG map so you can keep your motion trackers on Capture the Flag It will work for One Flag as well as Multi Flag Team SWAT A gametype that works very well on this map King of the Hill Agressive play is a must to win The map supports FFA Slayer and King of the Hill as well. The map does not support Oddball because i felt that the layout of the map would make for bad oddball games which were not very fun at all. The map in a bit more detail... This is the inside of one of the bases, dubbed Defender base due to the team spawns. The base consists of a upper and lower level. It has a covered barricade looking out over the map to provide a firebase for those inside the structure. On the left of the picture is an open box which is where the defender flag spawn/return point is located. There is an entrance to the base on the lower level. Welcome to the attacker base. Originally this was going to be a duplicate of the defender base but the limit of the number of boxes i was able to place meant i could not do the copy i had intended. The base still has a higher and lower level as well as an entrance on the lower level. The main difference is that the covered barricade has been extended so it provides a wider line of sight but at the same time it makes the base more open to incoming fire. This is the Crate warehouse, it is the big single storey building located infront of the defender base. The Crate warehouse offers intense close quarter fighting as well as a safe refuge from two bases. Due to the fact that the crates are moveable the inside of this structure has the potential to dynamically change during a game. This creates an obstacle for players to overcome or use to their advantage. The second warehouse located inbetween the two bases is the Wire Spool warehouse. I decided to change the theme for the inside of this warehouse as i felt it would be a big improvment to the map asethically and makes it feel much more real. This second warehouse serves essentially the same purpose as the Crate warehouse and shares the potentially dynamic cover. This leaves two buildings which make up one side of the "street" the only area of the map that stayed relatively the same through the designing and contruction process. This is the BR building, quite an original name is it not. The Battle Rifle in the window can be picked up through said window. Meaning that rather than being just another weapon on the ground and a structure to provide cover the weapon pickup is now just a bit more interesting. It also adds to the map asethics in my opinion. Last but not least is the Sniper building, the closest building to the Attacker base barricade. Behind the Sniper Rifle are two Fusion Coils making this a dangerous but worthwhile weapon pickup. The weapon list 6x Battle Rifle To ensure low ammo is never as issue 2x Assault Rifle For some variety 2x Mauler Single clip and long respawns 2x Rocket Launcher Two shots, 180 second respawns. These heavily limited Rocket Launchers may make and break 2-3 plays per game but do not dominate the map 1x Sniper Rifle Provides excellent ranged support is your able to safely remove it from its spawn. With the number of Battle Rifles on the map this weapon cannot dominate entire teams. 1x Plasma Pistol A good support weapon when used in conjuction with a Battle Rifle. Dispite its massive nerf compared to Halo 2 if used well with team support this weapon can change the tide of fights. 1x SMG/ Plasma Rifle combo Capable of laying waste to enemy caught close to you provides some variety to the weapon layout and should not be underestimated. 3x Plasma Grenades One in each warehouse, one in sniper building 1x Bubble Shield Located ontop of Wire Spool warehouse provides much needed cover on top of the levels lower structures 1x Regenerator Located ontop of the Crate warehouse, this regenerator is position to help soak damage and attract attention away from other team members. Concentrated fire will take down anyone who decided to hide inside the healing aura. Thing to know before you play Through the map you will find dumpsters. These have all been placed to allow quick access to the roofs of buildings. The dumpsters placed underneath the barricade of each base allow players to crouch jump into the base through the barricade. Allowing players to scale the walls so to speak. The barricades can also be crouched jumped into from the roof of the closest building to them. From Crate warehouse into Defender base and from Sniper building into Attack base. It took a lot of effort to distance these jumps correctly so that the bases were more attackable use them well. The lower entrance of each base is covered by a shield door but because of the ease of entry into the upper level of both bases it is not easy to "camp" a base. Such a tactic would only get you a well deserved rocket or grenade to the face from people coming in over the barricade. While i designed and built the map i would like to credit Pegasi Delta for his help in its construction. His knowledge of using guides to achieve flat and controlled surfaces helped make the map much better than it would have otherwise been so thanks mate. I hope you all enjoy my first map and i know i have a long way to go with my forging ability so constructive criticism is always welcome. If you have something bad to say about the map can you please back it up with a reason or explanation so i can improve on that for my next project. This map was made using a blank Foundry map with no money glitch so i will most likely be unable to alter it due to my lack of money. This will likely be the 1 and only version of the map unless something important is suggested that i could change. Have fun and enjoy Favela. I SeNTiNeL I
this is a well thought out map! i love the interlocking and the bunker. the roofs are also very neat. needs more cover though 5/5
the map looks awesome, the bunker is really good, with great interlocking. Maybe add more cover, but dont change anything else. 5/5
This looks like a cool map. I like your little buildings and definitely is a BR map. In fact, this looks awesome for swat. 4/5 -jelly PS +rep for great first post
This map is great! I love, LOVE Turf and this has so many things in common with turf. My one concern is the rockets but seeing as you have them on 0 spare clips and 180 respawn, it shouldn't be a problem.
WOW this is a really good map it is very nice i think that it is very well made really good job also i am guessing this is a slayer map this is also a very nice post a VERY VERYU nice description
This is a great name, I just finished studying Favelas a few months ago for A-level exams. The map looks clean and well interlocked, sadly I wont be downloading as I save space for the featured maps and my few maps. 4.5/5.
Great map, great first post, great everything! If you want something to work on (which there is close to none) you could concentrate more on moving players up. Maybe make second story buildings or some catwalks around the map. Even though these changes aren't neccissary and that you get a 5/5, I just wanted to give you something you could work on.
Impressive. Doesn't seem like foundry at all, I might just well have to clear some space on the drive =]
awesome maps... i love the two bunkers with the slanted roofs, they certainly stand out in the map. The map is complex but simply at the same time... Very good job and youve got my download.
I've seen some sad first posts. This one is awesome! I really like the look of this map, I'll DL and give it a go for sure!
Favela By : I SeNTiNeL I Weapon Placement 8/10 : You did a fabulous job on it. You got it perfectly balanced. The time it took to get to the sniper was equal to what the time it took to get to the rocket for the other side making it fair. The maulers in the base were not a problem at all. The base was camp-able but all you had to do was throw a few frag grenades in there to get the person out, or you could simply crouch jump from one ledge to the other to get into the base. If it dose become a big problem in the future maybe try removing the shield doors. here I'll give you a 8/10 Design 9/10 : I was very impressed with the over-all design of the. You had the Twin bases witch was original because the rest of the map was non-symmetrical. I also liked the streets you put in, with the bunkers to add a urban feel to it. I immediately fell in-love with the design because of the multiple buildings. I really like urban maps and you did a GREAT one here. I'll give you a 9/10 here Balance 10/10 : Like I stated earlier, You had a great weapon placement witch made the map very balanced. You could also get to each base in the same amount of time, witch made players meet up right in the center of the map to make some great game play. Your map was very balanced, there for you get a 10/10 Aesthetics 9.5/10 : Your map was packed with them. The overall map was great, with the buildings. Yours is one of the best building maps I've seen in awhile here on forgehub. The insides of the building are jaw-dropping. Each object goes with each base. I was very impressed and it drew my attention in instantly. Your map had great aesthetics, you get a 9.5/10 Enjoyment 10/10 : I had a lot of fun on this map. I really enjoyed playing on it with you and Pegrasi and Alby. I could have kept playing it I just dis-liked the kids that came into the room. The map was great fun, and It's getting a 10/10 here. Construction 8.7/10 : You built the map VERY clean and neat. All the walls were perfectly aligned and straight. The bases were identical. Everything that was interlocked was perfect. One thing how-ever. In the buildings in the playing field, I suggest interlocking their walls. In one there was a small gap that could have been filled. Its not a big problem but it adds to the look. So I'm giving you a 8.7/10 here. Overall 9.2/10 (Average of the above): You made a great map here. The design was great, The weapon placement was well done, the Aesthetics were great, It was enjoyable and lots of fun. It was an over-all GREAT map. It was alot of fun to play on so your over all score was a 9.2/10 You did a GREAT job on the map and keep it up.
This is most likely foundry at its best. This maps layout and construction are superb, the weapon set isn't screwed up with too many BRs or power weapons, and the overall look creates a great atmosphere. This map is great and should play well. The structures are brilliant and this map should be great to play on... 10/10
Awesome map. Nicely created and planned. Good interlocking and also gives some open space for people who hate close combat fields. 4/5
the layout looks very interesting, and i really like the roofs of the bunkers. ill check this one out
very well featured and presented but there is alot of box structures making the map look boring even tho the map is self is very well planed. good job for the most part but there are a few things you could improve
Nice first post man, glad to see you took your time with it and you really seem to have explored the things you can do with the advanced poster to make your thread more appealing. Whilst credit goes solely to I SeNTiNeL I for this one, I liked to think I had a little to do with how it turned out in places, so I'm glad people are responding so well to it. You got the approval of my man B1OOD FIR3 as well, so thanks blood for doing a review this quick. This map occupied alot of time on an off, not least because of all the trouble we had with the objectives and spawns deleting themselves at some point. But it was fun to make, the nice simple wall structures were fun to put together and work well I feel. I don't know if anyone has noticed the fusion coil alongside the sniper in that little central rut in the double box wall blocking off the back of foundry. If you see someone going for sniper, chuck a grenade into that rut from pretty much anywhere on the map for satisfying results. I must admit I was skeptical about having an asymmetric map with the two bases so similar, but like how it turned out. They play off each other quite well and, due to their limited size, don't become overbearing on gameplay. The rest of the map is still very important and the middle ground is far from insta-death like I feared. The 2 non base buildings also work nicely, they're absolute playgrounds for the maulers but the wire spools serve to make them attackable, as well as making them much more interesting. I'm glad you got rid of the turret, it just wouldn't have worked, as cool as it was. I was also surprised how much the street by sniper building is used, as I feared it would turn into a back corridor, devoid of fighting. But its angle on the smaller base makes it key to gameplay, and your simple addition of that collection of window panels made a big difference as well, helped to balance that previously open space. Someone posted before with a concern about rockets, and you're right that the respawn and lack of clips does pretty much take care of it. I was careful to place them on a not too obvious place and wanted to make sure that they didn't become too important, which they haven't in my experience. Its funny how it always seems to be me that notices they're back though.... Glad to see your first post went well man, hope to see more like it in future, but I'll probably know in advance as always. Looking forward to our joint project when you come up to London man, should be good.