Kinsythe

Discussion in 'Halo 3 Casual Maps' started by Master Debayter, Nov 22, 2008.

  1. Master Debayter

    Master Debayter Ancient
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    Kinsythe

    *Note: I hit the picture limit, so sorry if some pics that should be there are missing.

    I present to you all, another one of my infection maps from long ago. Along most of the others, this one isn't half bad forge-wise, it also plays great. ​

    Like Bleach Arena, this is a holdout infection map with timed respawn of scenery. It is very fun with a larger party, I recommend 10-16 players.​

    Two gametypes are recommended for this map: Fat Kid, and the default gametype Steady Growth.

    With my gametype, Steady Growth, I will say right now that humans have limited ammo, except for the last man standing. This allows for fair gameplay.
    _________________________________________________________________​

    The Map

    Zombie Spawn:

    I'll start off talking about the zombies' spawn area.​

    Zombies start out in the back of foundry, protected by shield doors.
    Additional shield doors provide protection on the way to the gateway on both sides. Setup is the same for both sides (seen slightly in picture below).
    There's also another protective structure. A friend of mine says it looks like a hottub.
    [​IMG]
    Crouch in here and it protects you from everything.​

    The Gate:

    It's easy to enter. Simply walk through the door...
    [​IMG]
    and reappear inside.
    [​IMG]

    Mini Bases:

    There are two mini-bases at the ground level, accessible by teleporters (look at above pic).

    Here is one of the identical bases:
    [​IMG]


    The Base:

    This is the humans area for the most part. They spawn in the center on ground level right in front of an armory.​

    [​IMG]
    __________________________________________________________

    Now, I'll show you the timed respawn scenery.

    Time Respawn Objects:

    30 seconds:
    The armory gets some more weapons and shield doors.
    [​IMG]
    Along with that, some staircases spawn on both sides, giving a pathway to the second story. Here's one of them.
    [​IMG]


    Here's a picture of the second story:
    [​IMG]
    Use those BRs by the windows to shoot at coming zombies.
    You also have access to a set of shotguns in fence boxes (seen at the left of the picture above). ​


    60 seconds:
    The third story is open now, and it's a bridge of fence walls. (You get a good view of it in many of the pics.)
    On both sides, a wirespool with a shotgun spawns.
    [​IMG]

    From the bridge of fence boxes, you get a beam rifle and access to two sniper boxes.​

    To get into one of the sniper boxes, it's a pretty hard crouch jump to execute.​

    Fortunately, zombies have an alternative way up there should a human make the jump.
    Simply knock the wire spool in position...
    [​IMG]
    ... and then jump in.
    [​IMG]

    90 seconds:

    Nothing spawns, not even any weapons. ​

    120 seconds:

    Another set a staircases spawn, leading to the third story.
    [​IMG]

    Going off the side of the staircases is a long corridor with the flamethrower in the center of it.
    [​IMG]

    Once you walk up the stairs you're on the third level.
    Here's one of the two identical sides of this story:
    [​IMG]

    150 seconds:
    A rocket launcher spawns in the center of the third story, right above the zombie entrance into the gate. It has four shots (look at the picture below to see it).​

    180 seconds:
    A LOT of things spawn, and this picture has pretty much everyone of those things in it.
    [​IMG]

    The only thing that's missing is the platform below the fuel rod spawn.
    You use it to get to the platform in the background of the last picture.
    [​IMG]
    *In order to get onto the platform in the back, land where I do in the picture in front of the grav lift. Then, simply walk forward and keep walking forward and you should land on it.​

    Once you get here, you can jump among all three platforms.
    [​IMG]

    Overview Pictures:

    Outside Overview:
    [​IMG]

    Inside Overview:
    [​IMG]
    _______________________________________________________________​

    Download Links

    Map: Kinsythe

    Gametype: Steady Growth

    And remember children...

    [​IMG]
     
    #1 Master Debayter, Nov 22, 2008
    Last edited: Nov 22, 2008
  2. Darkdragon

    Darkdragon Ancient
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    From the looks of it, its ok, but it seems too many power weapons, i may have misread zombie traits, but it just seems a little-over-powered, and you seem to have only used interlocking where it is reslly needed
     
  3. Master Debayter

    Master Debayter Ancient
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    No it's fine the way it is, because ammo is strictly limited and zombies have a good damage resistance. It's because of the high damage resistance for zombies that those weapons are needed. Otherwise it would be unfair for humans too.
     
  4. Skanky Toast

    Skanky Toast Ancient
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    yeah, like others have said, you onlly used interlocking where you had to.. It would look alot better if you interlocked the upsideown boxes to make a neater floor.. instead of bumpy.
    so far 3/5 cuz u actually interlocked a little.
     
  5. Cheeeeese

    Cheeeeese Ancient
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    Looks like a nice map from what I can see, I'll download and check it out.

    Also when guys say "Needs moar interlockingz!1" don't take it to badly some guys are just obsessed with interlocking.
     
  6. EpicFishFingers

    EpicFishFingers Ancient
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    Not much interlocking. Hope it doesn't matter, though. The map looks quite open for one with so many power weapons; this could make it unfair to be a zombie...

    Are the back rooms used?
     
  7. Master Debayter

    Master Debayter Ancient
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    Yes they are, the zombies spawn and respawn there. Shield doors protect them from gunfire.
     
  8. HandiCappKill3r

    HandiCappKill3r Ancient
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    You do make alot of Halo maps :). The map looks clean and i see that you had this thought up nicely.There are only 2 things i would suggest:

    Just interlock a little cleaner,but what you have there is still fine,its not bad.

    The map seems more like a Competitive map but since you have all these thought up things,Its probably best for an infection varient.Good post/map
     
  9. Maestro Monk

    Maestro Monk Ancient
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    not a bad map. i like how u used the timed respawn. u should maybe interlock/geomerge a bit but other than that good job.

    (actually u dont need to geo/interlock that much because its an infection game so it doesnt matter that much besides aestetics)
     
  10. Sotha Sil156

    Sotha Sil156 Ancient
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    This is much better than the map I failed at making involving timed respawn. in mine, the base materialized from nothing over the course of the game, but in yours, the respawn allows more access to a preexisting base, which is much better, considering the fact that people won't get really confused in yours.
    I think you interlocked enough, considering that your base covers such a large area of the map, it really isn't that necessary.
    Your gametype seems cool, like a weird fatkid hybrid.
    I downloaded, good job.
     
  11. Master Debayter

    Master Debayter Ancient
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    Thanks for the constructive critism guys. I plan on making another map like this one soon, and I'll make it neater. I know to geo-merge now and my interlocking has gotten better.
     
  12. spazmonkey92

    spazmonkey92 Ancient
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    again debayter youve outdone yourself

    claps :D
     

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