Constriction

Discussion in 'Halo 3 Competitive Maps' started by haruki jitsunin, Feb 8, 2008.

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  1. haruki jitsunin

    haruki jitsunin Ancient
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    Click here to Download the map!

    This level is a close-range, 3-level, symetrical map designed for slayer, team slayer, and capture the flag.



    Detailed description
    This level is named constriction because there are only two (three if you are clever)choke points in order to get from one base to the other. There is an equal battlefield between said choke points. The power weapons in this level are: Rockets and Sword. The rockets only have two shots as to make sure they aren't overpowered and to get the sword, one must fall directly into the main battle field to nerf its overusefulness in this level. There are two powerdrains placed ever-so conveniently at the defending side of the choke points. There is a regenerator on the main battlefield. There is an overshield at either base, directly under the flag in capture the flag, becasue, in capture the flag, either team only respawns in their own base. Other weapons include: Battle rifel x4, brute shot x2, smg x 4, plasma pistol x2. There are also various plasma and spike grenades.

    I really appreciate all critiques and suggestions.

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  2. Titmar

    Titmar Le Mar du Teet
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    Nice post.

    A suggestion - redo your screenshots outside of forge, being able to see all the spawns kind of makes the pics look ugly.

    Also, I noticed you have a few areas where respawns are clumped together in groups... not always a great idea. But alas I dont know how you have them set up so...

    Anyways this looks like a map I would like and I like the description so I am going to download it and play it, and I will get back to you with feedback.
     
  3. haruki jitsunin

    haruki jitsunin Ancient
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    Well, I grouped them together mainly for team games. Most of the spawn points are in the bases.. There are, I think, 80 or so spawn points, so the likelyhood of you spawning next to your enemy isn't really high.

    EDIT:

    Also, I'll remember to take non-forge screenshots next time.
     
  4. Titmar

    Titmar Le Mar du Teet
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    Cool, like I said, I'll get back to you. I will probably play it tomorrow night.
     
  5. Furious D 18

    Furious D 18 Ancient
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    Looks good enough, I'll download it. But I'm always wary of maps that have pictures only from Forge. Have you gotten a chance to test it yet?
     
  6. haruki jitsunin

    haruki jitsunin Ancient
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    It's funny because the last map I posted you asked the same question. Yes, I did playtest it.

    I can't wait to hear what you think of it.
     
  7. ShadowSnip3r RC

    ShadowSnip3r RC Ancient
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    This look alright from what I can see. As the others said, you shouldn't take you screenshots in forge, but it dosn't detract from your map. Another piece of advice I would have is to not have 2 spawns right on top of that Bruteshot. Technically you shouldn't let players automatically spawn and have a secondary weapon in front of them right away, because it gives them a major advantage over others. I you have anything similar to his I would change it. You may want to spread the spawns out as well. Good work overall though.
     
  8. haruki jitsunin

    haruki jitsunin Ancient
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    Yeah, actually this whole time I've been working on a second version. Because the first version made for a lot of "standoffs," wherein one person would hide in the lowest level while another person camped on the upper level watching the two entrances. Now, through weapon placement changes, it has improved, I plan on starting a new thread with the updated map. I fixed the brute shot problem and made the game flow more smoothly. (the energy drains have also been moved and there is only one.) So watch out for a new thread with a massively different map.
     
  9. Windburry

    Windburry Ancient
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    Cool, I'll download it. I personally think it's your preference to take the pictures in or out of Forge however you see fit.

    People say that seeing the spawn points is ugly, but it is worth it if you want to showcase the locations of the spawns - considering they are a part of your map and they generally consume a good amount of time.
     
  10. haruki jitsunin

    haruki jitsunin Ancient
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    See, originally, that's what I was thinking, that people would like to see where the spawns are, but I guess that's not the cool thing to do.
     
  11. Furious D 18

    Furious D 18 Ancient
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    I got a chance to check this map out in Forge. I didn't really care for the flow of the map. It took me a few minutes to figure out where I was and where I was going. I think that great maps allow you to explore the geometry freely, and just roam around for a while. This map had a few dead ends, and I always got bummed out when I had to turn around and go back.

    Also, the symmetry is so close on each side that I forgot which side I was on. In a hectic CTF game, I might actually start taking the flag back to the enemy base. You should try to put in some scenery or environmental clues about where the player is located.

    The map is very well done, and it does have some interesting features. But like I said, I didn't care for the dead ends and the confusing layout.


    EDIT: There is a new version here, so this one is locked.
     
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