Map Title: DMZ An azymmetric 2-base map divided by a very penetrable wall. Edits: I don't have a real V2 of this yet, but I do plan on doing it soon. So far all I've done to change it are fix some spawns, and smooth out several bumps. If anyone wants to give their input, I'm not done watching this thread. The true version 2 in the works will completely demolish the middle "wall" structure in favor of something more traditional. Blue base is going to get some aesthetic love, and all of B side is going to become more interesting. The trick is going to be doing all of this while maintaining the balance this map currently has in access to power weapons from the start. Stay tuned. DOWNLOAD MAP Description: This is my first forge creation intended to be played with actual Halo 3 rules. Before this I made a fairly terrible racetrack, which taught me the forge glitch techniques, so I'm not a total nub. The map is Asymmetric, with a wall running between two bases that I intended to be different, but equal. Like french fries vs onion rings. One base is a two level base with vertical double boxes providing the major cover, pretty standard. Opposite it is a base inspired by The Pit, the flag is sunken below the surrounding boxes on the floor. Both bases have been balanced for equal access to the sniper rifle and rocket launcher. I think it plays best on oddball and King of the Hill, but I'm a sucker for those gametypes in general. Weapons in the base include: Mauler Plasma Pistol Spiker pair BRs AR Outside base but symmetric placement: Carbine Plasma Rifle Plasma Nades Frag Nades And only one of the following: Sniper Rockets Power Drain Now for some images: The dividing wall, sniper on top power drain in the hutch and rockets in the hallway below in the center. Blue base, self explainatory. Green base. I certainly don't think its perfect, so I have ideas for another map I've already started on so any constructive criticism on this one is well appreciated, and will be applied to future projects.
This layout is great... playability seems great... i would replace the upside down stairs w/ a geo merged box... or flip em normal... n the bridges i would do the same... but other that that interlocking is good and smooth geo merging is nice and flat i really like nice door for jump to not original but yet it is good... i would dl but im out... 4/5
might want to geomerge those boxes at hte fliped stairs so its not bumpy flip thse bridges mabey smore astetic touches, maps kinda fugly, in terms of astetics
Wow, I had meant to fix those flipped stairs since I figured out they don't work last week, but kept forgetting. I'll get that fixed asap.
The layout of the map is very well done, I like the way you used the floating technique to make the map look cleaner. I noticed you didnt use interlocking though Interlocking can really help bring better and smoother gameplay to a map, I would suggest you to use it unless you specificaly dont want to Overall nice map, looks well planned
ummm just pointing it out. but those camos r gettable. and i dont think u want people runnin around with 2 camouflages. might want to change that
Although the layout wasn't the best, (I've never liked walled maps) the interlocking and geomerging was clean. 4/5.
There is TONS of interlocking on this map, what are you talking about! Impressions... i would replace the upside down stairs w/ a geo merged box, or flip them to normal...The layout of the map is very nice, I like the way you used advanced forging techniques to make the map look better. It looks really nice but there are still some sloppy spots that need more work. I suggest a V2 because this map is really sexy.
The map looks great, very well designed. I don't know about that wall across the middle, it doesn't seem like it would benefit the gameplay, but rather ruin it. In other words it blocks people from shooting from one side to another. The top also seems like it would rule supreme on the map. I would love to see the next version though, this map has the ability for great potential. 3/5
To prevent the top from ruling supreme as you say, I left it with zero cover, and put a row of boxes above it to facilitate grenade bouncing. In practice I haven't found it to be overpowering, even with the sniper up there, anybody have playing impressions to give?
My apoligies on now paying enough attention on the map. I saw on pic and just implied that there wasnt interlocking Map looks great