Map Designs

Discussion in 'Halo and Forge Discussion' started by Nemihara, Jan 25, 2008.

  1. Nemihara

    Nemihara Ancient
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    I have to do some work (for you kids, I mean WORK work ;) but I have a bunch of map ideas I need to put down for review first. I'll make a nice fancy list for you organized people.

    1. A basement CTF map. The flag is at the bottom of each building, and at the 'ground level is boxed so it acts as ground. It's a triple spiral staircase down. The whole theory is that it's easy to get the flag, but hard to get out, so it requires actual strategy on how to get to the enemy flag.

    2. A map in which the two bases are over a short two-box tall gap that should not be able to be jumped, across or up. There is a single bridge, where there is little cover other than alternating barriers. On the other hand, the gap has no cover except for upward facing shield doors in the gap, but high enough so it still supports vehicles. Underneath is a relatively big open cavern. About underneath each base is a one way teleporter which leads to the top base. I actually just realized how similar this is to a TF1 map, but I don't remember the name.

    3. An urban street race map. Like in Burnout, or really just any racing game. There's a lap that goes around the entire buildings complex, or tight and hard to maneuver twisting alleyways as shortcuts. Really, why has this not been done yet? A map I saw once, proudly proclaimed as a "Street Racing Map" was in actuality just another generic loop.

    4. A building complex which is made of floating pallets and fence boxes. The idea is that on higher floors, you can shoot yourself down, while on lower floors you can shoot at people through the floor and walls. My excuse is that I was watching the first Matrix again.

    5. The real Labyrinth. Not the easy to navigate ones. Can't people just lookup the minotaur labyrinth, and stop making easy-to-navigate ones that disgrace mazes? Not sure if there's enough walls, but it's worth a shot!

    6. An infection map, where instead of humans camping in 'armories' and strongholds, they have to constantly be on the run. For an example, there's a building with a weapon that can help the human. He's being chased by a zombie. He runs into the building, goes up the second floor, snatches the weapon, and jumps out a hole in the wall, to avoid being swarmed by zombies and running out of ammo. It's a huge pet peeve of mine when I see these Infection games where the humans are generally just camping in one spot.

    Yeah, I'm done now.
     
  2. Stolenpoo

    Stolenpoo Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    it would be really cool if bungie made it so that if you went thru some kind of teleporter then you could walk on walls or the cieling. It would be sweeet . but i always dream way to big. bungie would never do that.
     
  3. MagicalMonkey93

    MagicalMonkey93 Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    1. Cool idea but the triple spiral staircase might be hard to pull off.

    2. Sounds a lot like 2fort.

    3. Would be hard to pull off well because race maps are usually ignored.

    4. I think that Infection would be fun on this map.

    5. Good idea but it has been done before many times.

    6. Nice idea but will be hard to make because of the "always escaping" nature of the map. <EDIT> But you can make a spiraling corridor where the humans have to always keep moving to stay away from the infected.
     
  4. Ray Benefield

    Ray Benefield Godly Perfection
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    Nemihara... I just finished my maze... it changes everytime you play the map... I will probably be making a Minotaur juggernaut gametype, but we shall see.
     
  5. Gravedigger5454

    Gravedigger5454 Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    You have some good ideas here. Maybe combine 1+2 into one, great map. AZN's already made 5. And I've already made 6, the map also supports all other modes in addition to infection, but is setup for Infection without camping, like you said.
     
  6. XERAXES

    XERAXES Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    I personally have a lot of map ideas I'm working on.


    I'll give you a hint for one of them though...


    AIRSTRIKE!
     
  7. jjbrich

    jjbrich Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    Uhhh... I make a forum for people to share ideas and you try to disgrace it lmao?
    (much cooler sounding that ideas) ?

    lmfao

    Are you serious? I dont think i've EVER seen anyone as stuck up their own ass as you
     
  8. Nemihara

    Nemihara Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    When did you make your own forum? What's it called?

    I'm probably going to use the second part of your post as my signature, albeit with some grammatical correction on my part.

    And to answer the whole list of complaints (by MagicMonkey, no doubt):
    1: I phrased it funny. It's just three staircases lined up in a 'U' form. There are six staircases in foundry, right?
    2: Some guy (I hardly remember usernames here) made a bridge map pretty much like how I explained, except with more bridge space and no vehicles. I'm basically just going to do a simpler version, with the bases on two double blocks and a single bridge with little cover except for the trench thing, as well as the whole vehicle combat on the bottom, where everyone is going to fall off into. Perhaps the bases will be sort of cramped corridors as well, with a Beaver Creek-type feeling.
    3. What, you prejudiced against race maps?! Not all race maps are junk, you know, foo! (Yes, that was a horrible parody of a white rap artist. )
    4. Exactly. It would also be good for FFA Slayer, Oddball, and Crazy KotH.
    5. THE REAL LABYRINTH!!!
    This, for an example of the real labyrinth. [​IMG]
    True, it isn't exactly the real one, but it's close enough and the round one would be a pain in the arse to assemble.
    Like I said, it'd be hard, but in the end it garners a lot of fame.
    AZN, I'd like a link to yours for overview reasons. I like mazes, but I've seen so little good ones it does sort of make me critical to them.
    6. It's more of a mini-rant on anti-zombie strongholds than a real idea, but nonetheless, give me plenty of maps, because I will gobble them up like an overgrown turkey before Thanksgiving.

    XERAXES, the prime reason Airstrike isn't done is because it's overused these days, by people trying to, more or less, achieve a quick buck. It's good, but soon tallies up to being too chaotic and not tactical enough to be competitive.
     
  9. jjbrich

    jjbrich Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    .
     
  10. JediWithASniper

    JediWithASniper Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    Your zombies idea is a good play style, I have about 6 different zombies maps that work from that style. Generally, the inspiration for them are the resident evil movies, (the ones before the zombies could run 50 miles an hour). I usually place no weapons on the map at all, and make the zombies slightly slower, to add to that zombie feeling, but anyone who plays them, always feels the fear of being a human and not knowing where the next zombie attack might come from.

    If you're interested, fr me on xblive, and I can give you a tour of a few of them, I am going to work on some of them and then post them up here and get em' tested. I'm kinda busy working on my shellshocked map though.
     
  11. Ray Benefield

    Ray Benefield Godly Perfection
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    For my maze... it was made so you couldn't memorize that map, unless you went into forge mode and sat there to remember every object and what it's placed too... eventually you get a feel for the map, but there is no way to plan out a camp spot say against 8 slow zombies... You must actually explore to figure out the arrangement of the current round. But since everything looks the same it will be hard to get other people to find that same spot, except by looking around. It is small (about 2/3s of Foundry's open area, from one side to the other, and from the back wall to the center piece), but it does what I intended it to do. This was not made to be a big labyrinth to act as a maze that could have an ending. It was made to put your skills in playing and not memorizing.

    It will be posted as soon as I test it... don't you worry. If you would like Nemihara, send me an FR with a message saying it's you and I will show you my map before I release it. I would link it to you, but when I finish a map it get's featured, so I'm polishing it.
     
  12. Nemihara

    Nemihara Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    I will assume that your GT is the same as your username.
    For the Infection thingy, I figure the best way to stop camping is to put weapons with low ammo amounts with long respawn times. It makes it trickier when there's more Humans than zombies.
    For the Three-staircase basement CTF map, I'm starting some basic work right now.
    In mazes, I thought it would be an interesting, if not irritatingly hard, to make it CTF and Assault.
     
  13. bornslayer05

    bornslayer05 Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    AZN I have to say I am completely excited beyond belief about this map, if you ever need help testing just let me know.
     
  14. SIS 966

    SIS 966 Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    Has anyone tried a multi-floored maze?
    you could break pallets to ambush people on infection.Or you could make coil traps that you could push down or that would be set off by gravlifts.
     
  15. Kapura

    Kapura Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    I like the ideas # 2, 4, & 6. Ima see if I can do any of those on non-foundry maps, #4 looks promising.
     
  16. Ray Benefield

    Ray Benefield Godly Perfection
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    Well after running through over a hundred layouts of the map (yes I actually sat there for 2 hours and screwed around just thinking and starting new rounds)... I have decided that the map feels like a random Training Ground. So I have decided to release it as Training Ground v2.0.

    The main differences:

    - Random Layout
    - Made for EVERY gametype
    - More arena like
    - More square than rectangular
    - There is no true center piece (in Training Ground it had the row of open single boxes)

    While screwing around, I was making up ALOT of gametype that would work with this, some I came up with are:

    - SWAT
    - Paintball
    - Minotaur juggernaut
    - Traditional Zombies (zombies are slow)
    - Slayer (with the following weapons on map, SMGs, Spikers, Magnums, BRs, and Bruteshots... basically all close quarter weapons that aren't over-powered... with the bruteshot as the power weapon)
    - CTF
    - Invisible slow juggernaut, trying to get to a goal with everyone protecting it...
    - And many other gametypes that I thought of...
     
  17. JediWithASniper

    JediWithASniper Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    I am definitely looking forward to nemihara, I made a maze zombies map on the forge, but it has way too many issues in my opinion, meaning camper spots, I have an idea for a maze zombies map that I will put to the test in a week or so. :squirrel_chatting:
     
  18. XERAXES

    XERAXES Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    Yes man I know that. I've seen a lot of maps and I've been working on this map a lot in trying to make it more tactical.
     
  19. Gravedigger5454

    Gravedigger5454 Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    For maps with spawns in the air (I assume this is one) make the respawn traits last five seconds and give you 50% gravity and 300% move speed. It makes it so you can easily control yourself in the air, just after spawning. Makes it feel a little like Medal of Honor: Airborne.
     
  20. XERAXES

    XERAXES Ancient
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    Re: Map Designs (Much Cooler Sounding Than 'Ideas')

    No you've got the wrong idea. I'm thinking of open double boxes floating high in the air on tactical locations over one of the Standoff bases. You spawn inside the crates, get some equipment, and even take some cheap shots at the base from above before jumping down.
     

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