Monolith

Discussion in 'Halo 3 Competitive Maps' started by Weremidget, Feb 1, 2008.

  1. Weremidget

    Weremidget Ancient
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    Monolith Version 1.0

    Footprints weren't all that the Forerunner left on this planet, this curious planet. 2-6 players, close to mid range combat.

    Map Download Link

    http://www.youtube.com/watch?v=BevykrvfvbM

    The above video is of a 1v1 match on Monolith 0.6, the only scenery changes since then have been purely aesthetic. Other changes are listed below. Also, the description does not yet link to this thread but to the thread of version 0.6 for now.


    Introduction:
    Tasty, moshy, symmetrical fun for the whole family! What I wanted to do with Monolith was take the fun Mosh-Pit style of play that you either love or hate going on in Snowbound and make it the main focus of a Foundry map! Fortunately, I soon discovered that Shield Doors simply don't make for enjoyable gameplay. All the testers, myself included, have enjoyed playing Monolith, some weapon placement took a bit of refining, but at the moment I'm happy with where it is. Monolith is now set up for Slayer (Team Doubles is great.), Capture the Flag, Territories and King Of The Hill.


    Description:
    If you can imagine a four-legged spider on a kebab, you've pretty much imagined the top-down shape of Monolith. From the centre rectangle there are four diagonal and two vertical entrances in symmetry. The centre of the map is at ground level, while each of the two bases is one box high, so all roads to the middle lead downhill. From either base there is a centre tunnel made from Open Boxes and two tunnels at either end angling towards the middle made from Bridges and Open Boxes. With less people, the game is a strategic Cat and Mouse up the diagonal ramps, but as the player count fills up it becomes more centred towards reinforcing the middle.


    Weaponry:
    4x Battle Rifles [2 Spare Clips, 30 Second Respawn Time]
    4x Submachine Guns [1 Spare Clip, 45 Second Respawn Time]
    2x Shotguns [0 Spare Clips, 90 Second Respawn Time]
    2x Maulers [1 Spare Clip, 45 Second Respawn Time]
    2x Brute Shots [1 Spare Clip, 45 Second Respawn Time]
    2x Plasma Pistols [30 Second Respawn Time]
    1x Sentinel Beam [120 Second Respawn Time]
    4x Plasma Grenades [20 Second Respawn Time]
    2x Firebombs [45 Second Respawn Time]
    2x Power Drainers [180 Second Respawn Time]


    Screenshots:

    [​IMG]

    [​IMG]

    [​IMG]
    EDIT: The two Plasma Grenades shown at the bottom of this screenshot ^ are no longer there.
    [​IMG]

    [​IMG]


    Version Changes

    Changes since the last published version are as follow:
    - I plugged a few gaps with scenery
    - Added scenery purely for visual effect outside the Fence Boxes
    - Extended the Respawn Times on both Power Drainers
    - Took the spare clips off the Shotguns
    - Added Compatibility for Territories and King of The Hill
    - Messed around with the Spawns for Capture the Flag

    ______________

    If you could, ratings and comments on the Bungie.net thread are hugely appreciated!

    Thank you for taking an interest in my map. Good day, and Happy Forging.
     
    #1 Weremidget, Feb 1, 2008
    Last edited: May 20, 2008
  2. Furious D 18

    Furious D 18 Ancient
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    Re: Monolith 0.6

    I really liked Ensanguination, so you've got an automatic download from me. I also recently noticed that you created the huge Forge FAQ which is in our Useful Threads sticky. Major props on that.
     
  3. Weremidget

    Weremidget Ancient
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    Re: Monolith 0.6

    The Respawns are irreparably screwed on Ensanguination, so if you're anything like me, Furious D [Heh, that rhymed] you'll prefer this by far. Can't wait for your (inevitably professional and helpful) feedback. There should be an emoticon here but I really find it hard to put my finger on exactly what emotion each of these squirrels is meant to be portraying...

    As for the Forge Guide, yeah it's in serious need of an update and I've had about six weeks of spare time to do one, but I'll probably feel more up to it when I have homework to avoid again. (Another emoticon, possibly this one: :squirrel_eyebrow:)
     
  4. Lone Deity

    Lone Deity Ancient
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    Re: Monolith 0.6

    Just a little hint, not alot of people are going to download version .6. It doesn't seem like it's finished. But by the pictures, it looks great.

    And I love Sentinel Beams.

    Adios.
     
  5. Weremidget

    Weremidget Ancient
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    Re: Monolith 0.6

    I find if I present something I believe to be a finished product, there's always going to be something that can be changed or refined to improve it, even slightly. This way I leave room for updated versions without having to call them 'V2' which would actually imply a whole new map, a sequel. The map is definitely finished to a playable level, it's just a matter of improving that play now.

    And yes, Sentinel Beams rock, they are classed in the game as Sniper and Power Weapons, hence there only being one with a 2 minute respawn time.

    Adios, and thanks for the input.
     
  6. ValorousBob

    ValorousBob Ancient
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    Re: Monolith 0.6

    This looks awsome! if someone could link to your other map that sounds good (cuz Furious said so) that would be cool. I agree with you guys that sentinel beams rock and i love using them in zombies. I think i remember Furious putting them in his Unchained map and then saying he liked them too but i'm not certain...
     
  7. Weremidget

    Weremidget Ancient
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    Re: Monolith 0.6

    Forge Hub: Ensanguination

    It's a fun map, but Monolith is an improvement. Ensanguination sometimes comes across as slightly gimmicky, fun but a bit... light hearted. Also, the game mechanic refuses to respawn people around the level, instead they will always respawn at the same places, despite the respawn points elsewhere far outnumbering those at the bases, and this leads to huge amounts of Spawn-Killing in Team Games.

    It's still lots of fun for free for alls where the spawn issue is slightly less restricting, but like I said, Monolith is an improvement.
     
  8. Mercenary1982

    Mercenary1982 Ancient
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    Re: Monolith 0.6

    This map looks kick ass I will have to download it soon.
     
  9. ShadowSnip3r RC

    ShadowSnip3r RC Ancient
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    Re: Monolith 0.6

    The map flows well, some adjustments should be made to clean up some areas where things could either be interlocked or arranged nicely. Other than that good work.
     
  10. Furious D 18

    Furious D 18 Ancient
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    Re: Monolith 0.6

    I got a chance to check this out. Another great small map, Weremidget. It took me a little longer to figure out the layout than you'd expect. I suggest another screenshot from far above the map to illustrate how it's set up. Or draw the layout using a pic found here.

    As far as layout goes, it's great. It looks good for 1v1, doubles, and multi-flag. What about symmetrical territory games like Land Grab. That could be cool here too.

    I'm not sure about the weapon selection. Power drain + BR = way powerful. Did you consider one power drain where the sentinel beam is and two sentinel beams where the power drains are? Also, I forgot to check the spare clips in the shotguns. I highly suggest no spare clips so that the shotgun is not overpowered and so it can change hands quickly and regularly.

    I didn't notice any really glaring interlocking issues, like shadow said. But I did notice that you can "edge walk" from the mauler/power drain locations to the shotgun locations in 3 out of the 4 places. Not a big issue.

    But the big thing I noticed is the lack of respawn areas. I am a firm believer in their effectiveness. They might not be necessary of recommended for Slayer games because this is a small symmetrical map, but I highly recommend them for CTF and other objective games. Without them, you're almost guaranteed to spawn in the enemy base at some point.

    What kind of testing have you done so far? Not much, I'm assuming, because it is version 0.6. I'll help if you need it. We could do some 1v1 and then get 2 more people and do a multi-flag, touch return.

    Another keeper from Weremidget.
     
  11. Weremidget

    Weremidget Ancient
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    Re: Monolith 0.6

    For the 'areas where things could either be interlocked or arranged nicely', are you referring perhaps to the inside walls of the diagonal tunnels, some of which have the bottom wall sticking out further than the top? I kind of ran out of walls to fix that, but if that's what you're referring to I'll see what I can do with perhaps Signs or something. If not, I'd love to hear what you're talking about.

    Now, to Furious D, widening Gametype functionality is in the agenda for Monolith, I might just go and do everything so I don't have to list what gametypes it is ready for in the description. That's a case of me thinking something's easier done one way when it's really not...

    I'd rather not have two Sentinel Beams as those things are stupidly powerful, instead I'd rather ditch the Power Drainers completely, give one side a Bubble Shield or Regen', or Give both sides something like Trip Mines instead. As for the Shotguns, for some reason it only recently occurred to me that 1 spare clip was 1 too many.

    I don't think 'Edge Walking' to the Shotguns is too much of a hassle, since that would just be far slower than actually running down and jumping to grab one, although the inconsistency with one NOT being able to edge walk from does bother me.

    I'm afraid you're gonna need to explain the deal with Respawn Areas. I thought they would just set all of the Respawn Points inside them to one side, removing the need to go along changing each of the Respawn Points individually, but in this case I could be bothered so I just set Respawn Points and did that, set their ownership individually. Evidently, I've missed something here...

    As for testing, I've had a fair few Slayer matches, 1v1s and 2v2s, but not much else. It would be great if you could help with testing, too.

    Thanks for the responses, guys.
     
  12. Furious D 18

    Furious D 18 Ancient
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    Re: Monolith 0.6

    Maybe you could just lengthen the respawn time for the power drains so that they don't appear as often.

    I didn't realize you changed the team ownership of the respawn points. That might fix the issue, but it might create new issues too. In a slayer game if I am read team and I just got killed on red side, I am going to repsawn at a red point, near the guy who just shotgunned me in the face. Bad.

    Yes, respawn areas can be used to apply team ownership to all of the points inside them, but that's not all. The "flag at home" and "flag away" areas can really help the flow and balance of the map, depending on the map.

    Furthermore, you can use the "spawn order" feature for more control. For example, say I have three respawn areas, all with a different "order" and all including several respawn points. The first time I die, the game will choose the safest point within respawn are 1 for my respawn. The next time I die it will choose the safest point inside area 2, and so on.

    Here's an example. In one of my recent 1v1 maps (not gonna advertise), players would always respawn in one of two corners of the map, depending on where the enemy was. It was predictable and annoying. I added some respawn areas with different spawn orders, some with lots of points inside and some with only a couple. Now the game spawns people all over the map. The downside is that if there is an area with only 2 close respawn points, the game is very limited on where it will repawn you. If there is an enemy inside that area, you will respawn right next to him. (The game may decide to overrule the spawn area in this example and spawn you in the next area, but that is unknown.)

    Placing lots of areas with odd shaped boundaries will help. In this map, I suggest lots of box shaped areas that are long but not wide. That way the game has several points within that area but they are on different sides of the map. Players will still spawn away from the enemy but they won't find themselves always spawning in a corner.

    Anyway, I hope that helps.

    Another suggestion for this map is using some of the leftover bridges to add a ceiling. It's pretty easy to nade jump up to a wall and tag someone with a BR from up there.
     
  13. Weremidget

    Weremidget Ancient
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    Re: Monolith 0.6

    I tried to spread the Respawns around so that you wouldn't run into the guy that just killed you, and also so that the Defender you just killed to steal the flag doesn't spawn nearby and take revenge, but I'll definitely look into the Respawn Areas and Spawn Order for CTF and other Objective types.

    I should have 12 Bridges left and I'm sure there was plenty of $ to spend on a roof, I'll look into that too.
     
  14. Windburry

    Windburry Ancient
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    Re: Monolith 0.6

    looks pretty complex and fun, i'll give it a download
     
  15. Mercenary1982

    Mercenary1982 Ancient
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    Re: Monolith 0.6

    I love this map, great work on the interlocking. But I did some mods to it. I placed a rocket launcer in the center of the map. I took out the front respawns for each base. I also opened under the bases and with two ways in and placed the shotguns there. I also redid the weapon layout a little. But other than that I like the whole layout. I also added some scenery in the fence boxes. WARTHOG, TRUCK, AND FORKLIFT are in them now. lol

    I also added some crates and other scenery to make it feel i don't know less barren. I can put it on my fileshare and you can tell me what you think.
     
  16. Weremidget

    Weremidget Ancient
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    Re: Monolith 0.6

    I'd love to see it, sounds sweet!

    I had Rocket Launchers on the map at one point but they really didn't work, having two was a slightly overkillish, but I'd love to try with only one. Putting scenery behind the Fence Walls is something I've been meaning to do for ages but I decided I'd do it last to make sure I had the Budget for everything else which I do, well and truly.

    So yeah, put it on your File Share and I'll give it a look.
     
  17. Mercenary1982

    Mercenary1982 Ancient
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    Re: Monolith 1.0

    Hey I have put it on my fileshare if you didn't get the message, it is Megalith, since I changed a couple of things. Hope you like what you see and give me some tips.
     
  18. Mysterious D

    Mysterious D Ancient
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    Re: Monolith 1.0

    Nice to see you've finally published this to FH, midge. I really liked this map, and it's great to see people on here do, too! 'Gratz on the success.
     
  19. Weremidget

    Weremidget Ancient
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    Re: Monolith 1.0

    Thanks, Dom, and nice display pic.
     
  20. drak

    drak Ancient
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    im sory dude, this looks amazing, but wat happened with that bad gameplay?

    just saying (i doubt you did that on purpose lol)

    (PS if you still didnt get it, im kidding the whole time...looks like some realy fun 2v2's!)
     

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