Vitruvian

Discussion in 'Halo 3 Competitive Maps' started by squidhands, Jan 29, 2008.

  1. LIGHTSOUT225

    Senior Member

    Messages:
    5,576
    Likes Received:
    5
    only FFA so far... usually in a rotation of other forged maps. i remember seeing it in the bungie forums a while back. well done squid.

    sidenote: Brute Project should be released within probly about 90 minutes from now...just finishing up screenshots and description and what not. be on the look out.
     
  2. Ty

    Ty Guest

    Quoting the three principles of Architecture in a map description = EPIC . I'm gonna download a map for once without looking at screens. Although the screens look pretty solid as well. Not a bad way to make "boxes" more interesting.
     
  3. Matty

    Matty Ancient
    Senior Member

    Messages:
    5,430
    Likes Received:
    0
    for that the room that gets locked off by timed events, put 2 grenades in there.

    Just incase people dont know, its a real dumb idea to trap them forever with no means of suicide.
     
  4. Madness4mayhem

    Madness4mayhem Ancient
    Senior Member

    Messages:
    100
    Likes Received:
    0
    Freakin' awesome.
     
  5. Cosmic Rick

    Cosmic Rick Ancient
    Senior Member

    Messages:
    1,163
    Likes Received:
    1
    I know I said I'd try this out a while back, but I never did. I know. I'm a scoundrel. I hope we end up reviewing it, though... so I can make up for past indiscretions.
     
  6. Bottlecap

    Bottlecap Ancient
    Senior Member

    Messages:
    1,743
    Likes Received:
    2
    Hey squiddy, umm yeah you should put the latest version of Vitruvian on your fileshare, I forgot to save it, I only have the old one... - Brute Captain
     
  7. Projectt2501

    Projectt2501 Ancient
    Senior Member

    Messages:
    967
    Likes Received:
    0
    Finally, someone who knows a little something about architecture. :)
     
  8. ToochieHxC

    ToochieHxC Ancient
    Senior Member

    Messages:
    1,190
    Likes Received:
    2
    pretty nice, looks organized sorta, lol. i like it
     
  9. JASONYO

    JASONYO Ancient
    Senior Member

    Messages:
    800
    Likes Received:
    0
    howd u make that green explosion or was it just a regen
     
  10. Xy Monster

    Xy Monster Ancient
    Senior Member

    Messages:
    11
    Likes Received:
    0
    Looks great.
     
  11. JediWithASniper

    JediWithASniper Ancient
    Senior Member

    Messages:
    96
    Likes Received:
    0
    The Furious Review

    By: JediWithASniper

    Here are my ratings, and review.

    Enjoyment: 7 out of 10

    Balance: 6 out of 10

    Durability: 7 out of 10

    Aesthetics: 8 out of 10

    Originality: 7 out of 10

    Well, I must say that I did enjoy myself on this map, whether it was firing rockets at the unsuspecting peons below, or the satisfaction of the many double kills I received, I guarantee you will have fun. But hold your horses, this map is not entirely balanced, if you happen to spawn on the plasma turret side, you are pretty much better off just leaving the turret on it's base and looking for another weapon, on the other hand, if you spawn at the machine gun turret, you can probably rack up a few kills before your life is snuffed out by angry peasants with rocket launchers from above... oh wait, was that me with the rocket launcher? This maps visual appearance is is quite appealing, and when you load it up and start playing, it does not disappoint, very good cover, the trough running down the center is a definite kill zone, just load your BR, find a few grenades, and then start picking people off like flies! While the map overall held no incredible originality, it did boast of an invention I have not seen before, and that is the method by which you get to the rocket launcher. With a system of a man cannon, and a few teleporters, this has to be one of the most original methods of getting on top of a high platform. Needless to say, I was impressed by that device.

    My Overall Rating Is: 7 out of 10
     
  12. Indie Anthias

    Indie Anthias Unabash'd Rubbernecker
    Senior Member

    Messages:
    1,692
    Likes Received:
    2

    Squidhands has stated his forging goals for Vitruvian in his post, so I can't think of anything more fitting
    and fair than to review it based on these goals.

    Firmitas (strength): It's kind of hard to knock a structure down in Foundry, mystical floating immovable
    objects and whatnot. Everything is in great shape, all the paths, platforms, and decorations. The lift to the
    high laser platform works just fine, despite the somewhat complicated mechanics involved. I did miss the hole
    and hit my head once or twice, but it usually works. I have a problem with the decision to seal off the
    office rooms at 90 seconds. I understand the reasoning behind it, and I agree that with the doors spawning a
    few seconds apart, you would have to be a bonehead to get stuck in there, but there are boneheads out there.
    If the dumpsters were replaced with man-cannons that spawn at 90 seconds, that would create a one-way door
    that would work better.

    Utilitas (functionality): This map is fun every time I play it. It is a Foundry Competative, hince the
    origionality score, but it is extremely solid. The hanging shield doors actually do something new: someone
    standing on the platform is protected from ground fire but only at mid-range. They can be shot from directly
    undernieth through the fence, or at a distance. Interesting. I also like how you left the hallways open, and
    the offices (occasionally) open. Why do people usually seal these off, anyway? Foundry is small enough
    already. I like that you used it all.

    Venustas (Beauty): The aesthetics are the selling point. Everything is so precise. The slanted middle
    structures really define the map. The octagon laser platform with the teleporters in the middle is a thing of
    beauty.

    Overall, I love it. So balanced, so clean. For the sake of keeping this review in the Furious format, here is
    the traditional break-down as well:

    Enjoyability: 8/10
    Durability: 10/10
    Aesthetics: 8/10
    Origionality: 6/10
    Balance: 9/10

    Pred's Overall Score: 8/10
    [​IMG]
     
  13. pinecone2654

    pinecone2654 Ancient
    Senior Member

    Messages:
    102
    Likes Received:
    1
    I like that the open spaces don't seem like deathtraps, and the powerweapons are placed very well. It's like there is a specific zone in the map for each one. Also, the sword and active camo placement is good, because it makes the now advantaged cloaked player more vulnerable, rather than let him become a total swordslut.
     
  14. squidhands

    squidhands Ancient
    Senior Member

    Messages:
    3,352
    Likes Received:
    1
    Ok, guys. The final build is posted. I'll give you a (hopefully) brief description of what I've tweaked.

    -I've removed the doors on top of the Laser Tower that prevented your momentum from the lift to throw you off and replaced them with a much more aesthetically pleasing solution.

    -The timed event with the closing off of the Mongoose has been increased from 20 sec to 90 sec, giving plenty of time to get the 'goose and get a move on to help your teammates get the Flag home. But in case for some reason you get trapped, there are some suicide grenades placed inside the room. Since the layout of the map is fairly open, it's easy to tear around in the Mongoose to help your team in objective-based games. This creates a little risk versus reward that's not often done with vehicles.

    -Speaking of flags, The return points for CTF and Assault are now located inside the 'default' Foundry 01 and 02 bases.

    -All weapons and equipment, including the OS and Active Camo, have longer respawn times to give more of a competitive feel.

    -For asymmetric games, the exterior stairs to the Defenders base do not spawn. I did this to only give the Attackers less options on how to approach; there were too many.

    I want to also say thanks for all those that have played the map and left comments. I'll take the time to address some of them:

    Actually, the only dumb thing about it is someone who can't get out of that room. Since the room initially closed off 20 seconds into the game, any team would be able to get in and get the Mongoose out. Even if the room closes to the 'goose, you still have 10 seconds to walk out the side door. You can crouch walk from one end of the room to the other, so if you can't make it and not be able to kill yourself with your two default starting grenades, then guess who the stupid one is?
    That being said, I changed it anyway. You now have longer to get out and more ways to kill yourself.

    Ow, that wounds me. I'd love to see what you find original. :)

    A minor correction; the weapon that's located on the tower you speak of is the Spartan Laser. The Rocket Launcher is located somewhere else. But thank you for that kind statement, I sincerely appreciate it.

    The elevator system can be tricky, especially in the heat of battle. The trick is to let off of a full run just before you enter the mancannon and you'll get true verticality.

    You know, that is a really good idea. *sigh* I knew I should have waited...

    Thank you for the kind words, sir. From you and everyone else that has commented and offered criticism. And special thanks to the Furious Review team for their honest feedback. Hope you all enjoy the latest and final version, now I can finally start something else, woohoo!!!
     
  15. Cosmic Rick

    Cosmic Rick Ancient
    Senior Member

    Messages:
    1,163
    Likes Received:
    1
    Rick's Recap

    Overall Enjoyment Durability Aesthetics Originality Balance

    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    8/10 8/10 8/10 10/10 7/10 8/10

    Map Review Haiku:

    I could use one word:
    Aestheticuosity.
    It means 'quite pretty.'

    Review:

    Enjoyment: This was actually a very fun game. I was a bit confused about the flag capture points, but I like the mix-up from the same 'ol, same 'ol. I wish I had had more time to admire the architecture, learn the acrobatics, et cetera.

    Durability: No real problems here. The whole map is used up, and I don't think anyone can get where they're not supposed to be. You can spawn camp a little using the turrets, but that's only when the other team isn't paying attention/watching each-other's backs.

    Aesthetics: This is where this map shines. There are still a lot of 90° angles, but BABY, this is how 90° angles should be used! I love the look. And I was modestly awestruck by the octagonal sky-platform.

    Originality: The flag capture points help you out here. The layout is great, but there's nothing REALLY creative here. Except the upside down shield doors. Those were quite nice, and they provide an interesting gameplay mechanism.

    Balance: It's symmetrical, so it's hard not to be balanced. The plasma turret needs to be a machine gun turret, though. It's unfair, otherwise. (You may have fixed this already) Unfortunately, the weapons aren't balanced to my skill-set, so I don't like it that much. It's perfect for the map, though.

    Rick's Suggestions:

    -None, really. I think you accomplished exactly what you were going for in this map. Maybe, maybe, touch up the grav-lift to the laser.
     
  16. squidhands

    squidhands Ancient
    Senior Member

    Messages:
    3,352
    Likes Received:
    1
    Thanks for the kind words, Cosmic; especially "Aestheticuosity". I love it.

    One thing that I forgot to mention that directly relates to your critique is the Plasma Cannon issue. It was not replaced. I thought about it, then I remembered that I budget-glitched the map so almost all the weapons (exception being the Fuel Rod Gun) and equipment are available if one doesn't like the weapon choice/layout. So feel free to change up what you will, folks; just keep in mind that I was nearing the item limit.
     
  17. Cosmic Rick

    Cosmic Rick Ancient
    Senior Member

    Messages:
    1,163
    Likes Received:
    1
    Does that mean that there's a really high limit on the amount of all the weapons on the map?
     
  18. squidhands

    squidhands Ancient
    Senior Member

    Messages:
    3,352
    Likes Received:
    1
    Yes, all of the weapons and equipment (and even scenery) are glitched out to their individual max run time amount. I figured if I was going to take the time to do it, might as well go all the way.
     
  19. !nikheizen

    !nikheizen Ancient
    Senior Member

    Messages:
    1,115
    Likes Received:
    0
    I think it's a well made map, It's just not my taste, I got the first version and played it a little.
    That was a while back, good job on putting out a 2.0.
    Still think that there's something wrong with it, but I can't quite put my finger on it....
     
  20. NeverlessWonder

    NeverlessWonder Ancient
    Senior Member

    Messages:
    721
    Likes Received:
    0
    I'll keep this short since a lot of the reviewers already said what I wanted to say. Out of the three maps we played for TFR, this one was the most intense. Followed in close second by Cyclopean. That's right, you're map beat mine for that "edge of your seat, 'just one more kill'" intensity.

    I remember seeing in your video how to get up to rockets, but in the game I forgot and not seeing a direct path up there, I grenade jumped and got hit with someone's br. That kinda sucked, but I realize you did that to keep noobs like me away from rockets. lol And I too am a fan of the laser platform... very pretty. One thing I really like about this map is it's aesthetics. To me, the laser platforms and the flag platforms look like they're using some sort of covenant anti-grav technology... with the shield doors and teleporters. Very cool.

    One last thing I want to add, is that I'm happy with your decision to relocate the score points. The game we played went by too quickly.

    Overall: 8/10
    [​IMG]

    Enjoyment: 9/10
    Durability: 8/10
    Aesthetics: 9/10
    Design: 8/10
    Originality: 7/10
    Balance: 9/10
     

Share This Page