Asylum v3 Asylum v3.1 Created by Fanatic 66 Canvas: Foundry Gametypes Supported: MLG FFA, MLG TS, MLG Ball, MLG KOTH, and MLG CTF (Onslaught style) Recommended Players: 2-8 Map Style: Asymmetrical Map Asylum is an asymmetrical 4-room map meant for MLG. It’s great for FFA, TS, and Ball. Asylum is inspired by Halo CE asymmetrical maps such as Chill Out, Damnation, and Prisoner. The weapon list is only MLG approved weapons with MLG approved respawn times: -5 BRs (10 sec.) -3 Carbines (90 sec.) -Plasma Pistol (90 sec.) -1 Mauler (2:00 min.) -1 Sniper Rifle (2:30 min., drop spawn) -1 Rocket Launcher (3:00 min., drop spawn) -4 Plasma Grenades (30 sec.) -4 Frags (30 sec.) -1 Camo (2:00 min.) Asylum has four rooms: blue room, red room, B room/rocket room, and A room. Blue Room is where the blue team spawns. Stairs lead to Camo Bridge where you’ll find the camo (what a surprise!). In the room itself, there is a bridge which takes you from Blue Room to Red Room. Red room is where the red team spawns. Stairs lead to the upper level which leads to the other side of Camo Bridge. The plasma pistol is ontop of the merged single box. Between Blue and Red Rooms there is a sniper on the bridge to the side of the rooms (not to be confused with Camo Bridge). B/Rocket Room features 3 pillars of various heights. The highest one has a rocket on top of it. The last room, A Room, features several things. On top of a merged single box there is a mauler. Stairs lead to Camo Bridge. The rest of the room is designed like a base and is a good spot to hold the oddball. The Oddball spawns directly above the camo spawn. Overview of Asylum Camo Bridge Camo Bridge from top of Red Room Blue Room Blue Room Blue Room Red Room Red Room Red Room B Room/Rocket Room B Room/Rocket Room B Room/Rocket Room A Room A Room A Room v3 Changes -All the teleporteres are gone. They were unneccessary because the map is small enough without them, they cause respawn problems, and cost a lot. -Opened up bottom part of camo bridge to improve the flow of the map. -Added a few jump ups to improve the flow of the map and make it easier to get to the top. This way the team controlling the top of the map won't have such an easy advantage. -Changed the starting spawns. Red team still spawns in Red Room but blue team spawns in A room (behind the corner wall. This gives both teams an equal oppurtinity to grab the power up/weapons on the map. -Moved the sniper to blue bridge so it's an equal distance from each team's starting point. -Added a plasma pistol on merged single box in Red Room and 1 more BR ontop of Red Room. -Moved around/added/deleted some spawns to improve the spawning system. v3.1 Changes -Added spawns/hills for KOTH -Added spawns/flags for CTF (use Onslaught CTF gametype) -Asylum works completely with every MLG gametype now. Thanks to everyone that left feedback on the first thread. Please download and leave feedback. If anyone wants to help test Asylum, send me a FR, or post your GT and I’ll send you one. Maps: Download Asylum v3.1 Download Asylum FFA v3.1
This looks a lot like Chill Out, nice job. A lot different looking than most standard MLG maps, and a good attempt at an assymetrical one. I just don't understand where all the teleporters lead from the description, I guess I'll have to check it out when I DL it.
Though this is a very good map, well interlocked and everything, I have one complaint. To my knowledge MLG maps are not suppose to support power ups. I may be wrong but the camo would have to go in my opinion. Other than that pretty nice map. 3/5
i think that u should change out the invis with MLG's custom power up so it's more legit. and this is a very unusual design to an MLG map. brings out the unordinary in it. very nice
Thanks for the feedback so far. Novak: Blue teleporter goes to Rocket Room. The teleporter in A Room goes to Red Room. n1n3CAL: There are only two MLG foundry maps and they don't have powerups but they are both symmetrical arena maps while Asylum is an asymettrical map. Also MLG's other maps do have powerups. JASONYO: Not a bad idea, but I'll need I want to try camo first. If no one likes it, I'll switch it out for OS.
I'm planning on running some 4v4s on Asylum at the end of this week (Friday, Saturday, and Sunday). If anyone is interested in helping send me a FR (Fanatic 66), post your GT, or send me a PM with your GT.
Asylum looks great... the whole map is very well interlocked and geomerged. Something about this makes it really feel like a Halo 2 map (Thats not a bad thing). I really like what you did with the vertical bridges and rocket launcher spawn; thats the kind of originality you don't see in many MLG maps. The original layout is a plus, and the way you put it all together makes it perfect. 5/5 and definite DL... this should be featured.
Looks pretty good dude and I'm not normally a fan of MLG but this looks great. I like the walls that look like teeth in red room they are very unique. You can has 4.5/5
Thanks again for the positive feedback from everyone. Novak-I sent you a FR. I'm hoping to start some testing this weekend if I'm not too busy (got to watch MLG Dallas!). Biscuit127-I'm glad you like it. AceMasta-Thanks. I'm glad you like the teeth. It's fun running up and down them.
Hey everyone! I just finished updating Asylum. v3 Changes -All the teleporteres are gone. They were unneccessary because the map is small enough without them, they cause respawn problems, and cost a lot. -Opened up bottom part of camo bridge to improve the flow of the map. -Added a few jump ups to improve the flow of the map and make it easier to get to the top. This way the team controlling the top of the map won't have such an easy advantage. -Changed the starting spawns. Red team still spawns in Red Room but blue team spawns in A room (behind the corner wall. This gives both teams an equal oppurtinity to grab the power up/weapons on the map. -Moved the sniper to blue bridge so it's an equal distance from each team's starting point. -Added a plasma pistol on merged single box in Red Room and 1 more BR ontop of Red Room. -Moved around/added/deleted some spawns to improve the spawning system. If anyone wants to help test send me a FR or leave your GT.
Thanks for leaving a positive review but is there anything you think I should fix or incorporate? The reason I ask, is because I'm going to start a new map (for the MLG Forgehub contest) and I want to know what works and what doesn't work.
this looks really nice well forged... my only complaint is the bases might be too boxed up... and looke hard to siege... add more to the mid and make it more open this is still really good tho put it in the forge like a pro comp... keep making theese
This map looks like it would play better with lone wolves then MLG although there are places where camping could be a problem so MLG probably is the better choice. This map looks good, the interlocking I would give 4.5/5 on and the layout would have to be a 4/5 good JOb
Yeah I am putting Asylum in the Forge Like a Pro competition once I add flag, KOTH, and tweak a few things.
I finally got around to finishing Asylum (i've been busy and lazy, lol). v3.1 is up. I also submitted Asylum to the Forge like a Pro contest. v3.1 Changes -Added KOTH -Added CTF -A few other minor things
I love this map. Its got very great interlocking and geo-merging. and great wepon placement. The map also has some cool features like the great cover placement and color labeling on it. Please you should make another version. But thats just my opinion. -JNeWcOmB-