Download the map here: http://www.bungie.net/Forums/posts.aspx?postID=25712944 Well, I told you all in the V2 thread for this map that I was working on V3, and that V3 would be very different, and guess what? I fulfilled my promise! This was very hard and took very long to make (20 hours total, which means the making of this map has taken 45 hours), but this result was worth it. I changed almost the entire map in my goal to make the diagonal setup as good as possible for MLG. Here's the changes: ^Blue Base and Red Base after the changes The bases were the first things on this map that I redid. They look much different now than they used to be. The first step I took in changing them was ripping apart almost the entire base and reformatting it for more cover and more teamwork to hold it down and to attack it. The most noticeable change that I made was adding the two towers to each base, which provide more gunfire cover and a place to put base markers, but make you more susceptible to being killed by or flushed out by a good grenade thrower. I also merged fence walls into the top of each tunnel, making it a smooth transition from one to the next. In addition to that, I extended the front platform back aways by adding an interlocked bridge. I deleted the floating bridge and box to make room for this. The two final changes I made to this base were the additions of two merged window panels two the front platform as well as a geomerged box inside the base with which to jump up to the front platform. ^The two corners, which give a slight peek at the new floor and the smoother walkways. The next changes I made were to the corners and the walkways. This turned into a hell that took me more than 5 hours, but the end result was truly worth it. First, I moved everything over to allow for a smooth and perfectly connected bridging. Next, I straightened out each walkway, making very little bumps in between each bridge. The last change was to the cover on the long walkways, which were separated and in some cases, changed (double walls turned into upside-down L corner walls). ^Like the new center of the map? The very last changes that I made to the map were with the center, the floor, and the weapon and respawn points. I deleted everything off the floor, the center platform, and each and every weapon and respawn point on the map (with the exception of a BR that fell through the floor and didn't delete itself). The center I moved to the EXACT CENTER of the two bases, allowing each team an equal oppurtunity to get to the middle mauler. I then deleted and moved around the floor cover to fit with the new map format. Lastly, I made respawn points and weapon points more evenly distributed about the map. I suggest downloading this if you're interested and rating it on its discussion page in the H3 forums. Gametypes supported: MLG Team Slayer/Regular Team Slayer, MLG Multi Flag/Regular Multi Flag, MLG Oddball/Regular Oddball, MLG KOTH/Regular KOTH, Assault. EDIT: OMFG! I forgot to put grenades! Hold off on downloading while I fix it!!! Damnit! EDIT #2: Alright, I went in and added grenades.
I like the looks of this. It has an MLG look to it as well. However it's a bit open. I like how you tried to fill in the spaces, but in a head-to-head game like MLG games, you're going to need better coverage. Nice interlocking in the middle. The bases look a little barren as well, but that's just me. Overall good map . Keep up the forging.
The cover issue I've had trouble with from the beginning, the only things stopping me from doing it are: 1) $30 left 2) With that small amount of money, I can't think of what to add in in terms of cover. Edit: Also, the bases only look barren from those angles, once inside you see that there is very little room left for cover.
Pretty good and new for MLG. But I think you should make the wall corners on the ground geomerged. 5/5 and a DL forzz it. Also I will try and see how it goes!
Well, I do like the idea of having the bases on diagonals, and the centerpiece looks nice. However, it seems on other 2 sections are pretty sparse for cover. I also notice that there are a couple boxes in each base that could a geomerge into the ground, to get rid of the little bump you get while running over it. As for the walkway around the perimeter, is there a way to jump up onto it from the ground?
Well, next time, if you have an idea like this try the money canvas glitch. Seems to help and is convenient. I don't use em but you should try using it for your next map so another money issue doesn't occur .
There are a few, most notably the interlocked corner boxes off to the sides as well as the geomerged single boxes in the floor. You can also jump from most of the barriers. What boxes were you talking about? None of the ones in the main platform have bumps that I've been able to see, but then again I'm not too good at detecting those things.
good not great. There is some pretty nice interlocking going on in this map but it doesn't make the cake. they layout could use some redoing and this thread needs better-formatted pictures IE bigger.
What EXACTLY needs to be changed about it? The guidelines you've given are very vague and give me no indication as to what real changes need to be made.
i dont know how to put it but half of it isnt interlocked and the other half is over the top -- good looking mlg map tho and try and equal it out!
Thanks, but I don't get where you see that half of the interlockable objects aren't interlocked.... Lol. And as a heads-up, I've got a completed V4 coming soon to a thread as well as another very good looking project that I have high hopes for.