Exacted

Discussion in 'Halo 3 Competitive Maps' started by Furious D 18, Feb 20, 2008.

  1. Indie Anthias

    Indie Anthias Unabash'd Rubbernecker
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    That must have been right at the same time I first showed up here.

    Let me just paint you a picture.... Valhalla, 4v4, Shotty Snipers, real slow-like. I'm in heaven.

    Also, to the detracters who don't see the point of the aesthetic touches..... man, we come from two differant worlds. I've spent countless hours in theater mode just admiring the environmental work Bungie put into every map, campaign and multiplayer (notable exception: Foundry). Furious, your efforts are not lost on me.

    Flower Power!!
     
  2. Colonel Chewy

    Colonel Chewy Ancient
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    This looks like a Great map. Maybe a little too small and open. The CLIPPING is amazing!! That must have cost you so much time and frustration. 5 out of 5 Aesthetic!!

    [​IMG]
     
  3. squidhands

    squidhands Ancient
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    Amen, brother! Foundry is at the moment the best map to make original creations, and as a result birthed a ton of lookalike boxes and bridges maps. This map and a few others recently have raised the bar on what can and should be done with Foundry from now on.
     
  4. happythetic

    happythetic Ancient
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    Wow this looks amazing, definitely going to dl this.
     
  5. Napster9801

    Napster9801 Ancient
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    it was kinda meant as a joke...
    ..well.. i thought it was funny.
     
  6. Shock Theta

    Shock Theta Father of 4chub
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    You humble me.
     
  7. APOLLO457

    APOLLO457 Ancient
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    wow, this must have taken you forever to make! Great job, this is one of the coolest maps i have seen, how did you get all of those objects to mesh together like that, i know bungie 101 shows u a tutorial, but if u did that for every one that would have taken forever! and that doesnt explain how you got the ones to go into walls in stuff...basiclly that is amazing forging and i would appreciate it if you would share your secrets....hahaha
     
  8. Furious D 18

    Furious D 18 Ancient
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    I think that's the best compliment I've ever gotten on Forge Hub.

    There's no secrets. It just takes the Forging 101 techniques and a lot of patience. I merged those boxes into the walls the same way you do it with the floors. I used the door technique.
     
  9. Cosmic Rick

    Cosmic Rick Ancient
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    I was just jumping on Neverless' bandwagon and was certainly not being serious. You know that. I did come up with the idea myself, but it was for turret fire, not grenades. And I submit that you did, in fact do it before me. Good show.
     
  10. XxTexasHornxX

    XxTexasHornxX Ancient
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    Stunning Furious. I can't believe the care and time in your maps. I also like how your maps do not require gametypes. I also like how they focus on small competitive games, and they are extremely versatile in the gametypes.
     
  11. haruki jitsunin

    haruki jitsunin Ancient
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    Okay, Your map looks like it plays well, I haven't gotten to play with other poeple, however, I noticed in forge that you didn't change the spawn time for anything. It's just 30 seconds. I mean, I'm no expert, but traditionally rockets are set to at least 2 1/2 minutes. Also, another thing, the shotgun seems awfully close to those rockets, have you playtested it? Does the shotgun/rocket combo get overused? I'd imagine it would, but I've not played a formal game on it. Also, your power weapons seem extremely weighted to one side. It virtually splits the field from the one side (without the sniper) to the other (with the sniper.) It's like separating the have and have nots. Other than that, your map looks neat and tidy. I can't wait to play a game on it to test the weapon placement.
     
  12. Furious D 18

    Furious D 18 Ancient
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    There is an updated version that addresses a minor weapon spawning problem caused by the unlimited budget glitch. The first post contains the new link. Click here for the final version.

    I realized that I forgot to change the run-time maximum for all the weapons back to the number placed on map. That meant that even though I was holding the rockets, a new set would spawn because the run-time maximum was higher. There should not be more than one rocket launcher at a time, so I had to update the map. While I was in there, I changed the respawn time for the rockets from 30 seconds to 60 seconds. Sorry, I try to make everything perfect the first time.

    You're right, and I didn't think about that. I did reduce the ammo to only two rockets, but I had not changed the respawn time. I changed that in the new version. I left it at 60 seconds because the center of the map will be a heavily contested area, and I want there to be a reason to go out there. I left the respawn time for the sentinel beam at 30 seconds because it will only spawn on the asymmetric objective games, and the rounds are usually set for two minutes.

    I have actually not tested a Slayer game with the rockets there. They were a last minute addition. But the rockets and the shotgun both have no spare clips. So if someone does grab both of them they will have a considerable, but brief, advantage. I think I see what you mean about one side (the defender side) having the power weapons, but it isn't an issue in the game. Attackers spawn with grenades and easy access to a carbine and at least one BR. But I'd still like to hear your thoughts after an actual game.

    And now, here's some more screenshots:

    [​IMG]
    NeverlessWonder gets distracted by the flower, so I killed him.

    [​IMG]
    The silly bloke comes back to it, so I tried to kill him again.

    And major props go to Happythetic, for actually finding a way out of this map! I thought it was impossible, but I clearly underestimated the community. Now I know how Bungie feels. His technique involves a tricky placement of the deployable cover and a trickier grenade jump. In a real game. he'd probably be dead long before he got out of the map, but it's cool nonetheless. Nice job.

    [​IMG]
     
  13. squidhands

    squidhands Ancient
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    I did a forgethrough this morning, and it didn't disappoint at all. It is a lot more sparse than I originally thought, but I like open maps and totally agree with you on how lame it is when the flag holder just camps with the flag somewhere. There's no chance of that here. I wanna play a game on this soon, maybe we can squeeze it in at the next review session.

    BTW-I wanna pick your brain sometime about the respawn areas and what difference it makes/advantages of giving them a priority number vs. leaving them all at 0 and have it random.
     
  14. Furious D 18

    Furious D 18 Ancient
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    I've been planning on writing something up about them. In the meantime, you can check out this thread about them. He does not explain the method very clearly, but he's the one who sold me on the importance of respawn areas.
     
  15. NeverlessWonder

    NeverlessWonder Ancient
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    Tsk. That's an amateur mistake Furious. Though I'll let it slide since this is your first map with the power canvas. Forging is a little bit different of a procedure now.

    Also..
    That's before I ripped off that little starflower and flung it into your throat. Ninja style. lol, seriously though, that impressed me. I was trying to figure out what it was.
     
  16. squidhands

    squidhands Ancient
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    Oh, good, I'll be interested to read what you come up with.

    I read Kon Artist's thread about respawn areas a while back and in all honesty, it comes across as being written by someone pretending to know more than they actually do. That may sound harsh, but if you check out his Exile map that he pimps on there to show how good a map maker he is, guess how many respawn areas he's got? One, and it encompasses the entire map. It made me laugh at all of the mathematical numbers he was throwing around. He may really know his business, but I'm still not sold on how prioritizing respawn areas makes it any better than just leaving them all at zero. I'm gonna check that 'reverse engineering' thread...
     
  17. Shock Theta

    Shock Theta Father of 4chub
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    In all honesty, Kon Artist doesn't know what he's talking about I'm afraid, and I highly recommend you check out the reverse engineering thread, it is very useful.
     
  18. Indie Anthias

    Indie Anthias Unabash'd Rubbernecker
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    [​IMG]

    Exacted? Hardly. How do you expect me to believe that these objects are bolted together if the bolt holes aren't even lined up? This is sloppy and it offends my senses.
     
  19. squidhands

    squidhands Ancient
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    So glad to hear you say that, Shock. I thought I was the only one. :squirrel_hug:


    And Pred, you crack me up. Why did you get that close to those fence walls?
     
  20. NeverlessWonder

    NeverlessWonder Ancient
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    Ouch Furious. Pred has a point. Oh, and I held off on mentioning this but since you're map is already being questioned...



    Why didn't you take the extra time to center this box in the crane? That isn't where you really wanted it is it?
     

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