Memento Version 1.1 A stirring relic of battles fought, of triumphs and defeats. "Memento" is an enclosed map of varying ranges, 2-6 players. DOWNLOAD MEMENTO [youtube]http://www.youtube.com/watch?v=ik-ul2eZ4Ls[/youtube] Introduction: Memento is the result of much time spent designing and refining an idea that built itself outwards, and upwards, into a fully functional map. Rebuilt from scratch twice, the geometry is the most fluid of any of my maps. Memento is my first asymmetric map, but I’ve taken baby steps in the transition as is obvious from the drawn map overview below which shows many symmetrical qualities with the differences in either side, however way you define sides, being small in number and significance. Currently, Memento is set up for Slayer and Team Slayer, Oddball and King of The Hill variants. The map’s generally open nature and size make CTF and Assault-type games effectively unplayable. Description: Memento was built outwards from a simple idea that I conjured in the middle of Maths and scribbled down into my book. The evolution of the map has seen that idea fairly much disintegrate, or at least not play such a big part as before. The centre of the map is a platform 2x4 boxes in size and 1 high with angled bridges leading up to it from the wings. At one end of the rectangle you can jump up, and from the other you can jump down. At opposite corners of an invisible extension of the middle point are the spawn points, each halfway up double sets of stairs leading to the top floor. Apart from the landing platform up the stairs, the third floor is little more than a circuit around the centre. At the wings on one side is a cross made by interlocking two single walls which causes brief tense duals. They say a picture is worth a thousand words though, and so far these 174 probably aren’t doing the job, so refer to the overview below for the best idea of the shape I can give. Weaponry: 2x Battle Rifles [2 Spare Clips, 45 Second Respawn] 2x Sniper Rifles [1 Spare Clip, 180 Second Respawn] 2x Maulers [1 Spare Clip, 45 Second Respawn] 2x Plasma Rifles [30 Second Respawn] 2x SMGs [2 Spare Clips, 30 Second Respawn] 2x Needlers [2 Spare Clips, 120 Second Respawn] 1x Shotgun [0 Spare Clips, 90 Second Respawn] 4x Spike Grenades [10 Second Respawn] 2x Frag Grenades [10 Second Respawn] 1x Power Drain [120 Second Respawn] 1x Regenerator [120 Second Respawn] Screenshots: [img width=602 height=800]http://i132.photobucket.com/albums/q1/weremidget/scan.jpg[/img] [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/24737331-Full.jpg[/img] [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/24737353-Full.jpg[/img] [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/24737378-Full.jpg[/img] [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/24737423-Full.jpg[/img] [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/24737397-Full.jpg[/img] [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/24737394-Full.jpg[/img] My Other Maps: Monolith Ensnguination Habitat Alpha Version Updates: - Changes in placement of a couple of weapons, most notable a Sniper Rifle. - Addition of three pairs of Fusion Coils. - Integration of Oddball and KOTH game-type compatibility. - Evened out some scenery for reduced bumpiness and further escape-proofed the map. - Tidied the description and a bunch of other things I don't remember. _________________________________________________ If you could, ratings and comments on the Bungie.net thread are hugely appreciated!
I like the look of this. I'm gonna download it and I'll try to get back to you with an updated opinion. Peace // gorebound
wow your pretty good at drawing map looks nice love the interlocking i cant get enough of it keep up the good work
Thanks guys, hope the drawing wasn't too difficult to follow. The bottom half of the drawing is the second floor showing the stairways for access. If you were to cut it out it would fit down on top of the top drawing and you could see what the map looks like from above without showing tunnels etc. You've probably all worked this out already, but if you right click on it and select View Image it opens it bigger so you can actually read the key and make more sense of it.
I liked the geometry and you managed to keep the layout intuitive but interesting. It looks like it'll have a nice flow. Overall I think you did a great job. Here are some suggestions - the first one I think you really need to fix and the others are nitpicky - on the double block on the top floor (needler side above the bridges), you can jump onto the single box around the wall and camp up there above a key area - and also jump/fall out of the map. I'd wal that off or it'll be the power position of the map. - you can jump out of the map on the top floor by jumping on the barrels and onto the corner wall. - I don't like how the fencewall at the foot of the merged bridges sticks out so much and I'd merge the it into the box so it's flush with the foot of the bridges - I've seen complaints on shooting through fencewalls so you might want to research that to make sure the highground fencewall works the way you want it to - maybe replace the intersecting walls on the bottom with a sign
Just did a forge-thru of your map and I have to say for the most part it was decent. I do have a few minor complaints tho. Firstly some of the fence wall floors were slightly higher than the boxes on the top floor giving that little bounce effect when you walk over them. Also.. besides the shotty, it seemed as tho all the weapons and equipment were kinda packed together down on the bottom level, wasnt really appealing to me. I did like the layout of the map tho.. especially the 'plus sign' wall down below. All in all... not bad, 3/5
- Damn it, knew I'd missed something somewhere. I'll get that fixed. - Really? I tried that, kept hitting the invisible roof and dropping, but I'll take a look. - Hmm, I think this is a personal preference thing but I'll have a look at that too. - No, I know you can shoot through them, that's how I want them. They do provide some cover, from grenades and some projectile rounds, but if they were full cover you'd never want to be at the middle platform for fear of ambush. It would become like Epitaph in that sense. - Which intersecting walls? The cross ones? Why? Thanks for taking a look at this, I'll see what I can do to fix the problems. The Fence Walls were so difficult to get the way they are, let alone more even. I had to hold them in place and use the Save and Quit technique to float them, though I tried merging a Double Box slightly into scenery, stacking another on top and placing, but something somewhere screwed it up and it was too high. I'm almost certain that the moment I pick those Fence Walls back up, I'm not going to be able to get them back the way they were, let alone more even. Now, about the weapon placement, that's true for the most part, but I find that despite this, battle gets spread around and, if anything, is more centered upstairs. The lower floors have the weaponry advantage, but up top has the geometry one. Same goes, however, thanks very much for taking a look and for the feedback.
^^Juz for future reference.. when tryin to level fence walls and walls as floors here is a little trick I use. Stand a dumpster on end. Then stack fence walls or a combination of fence walls and regular walls till you get the exact height you want. Doin it this way will allow you to make sure they are perfectly level and you can get a smooth transition from 1 piece to the next fairly easy. For instance.. If you want a wall to be same height as a box, put a dumpster sideways and 1 wall on top of it. The next wall you lay on top will be level with the top of the box. Just do trial and error with different combinations. Hope that is of some help.
After seeing all four of your maps, I can only imagine how annoyed you may be that you still need 50 more posts to become a guilder. But perhaps you don't crave the title... Excellent job. I too have found the method deepmonkey suggests to be very helpful. I was nearly able to cut the building time of a symmetrical map in half by constructing the first side and remembering what I stacked to get certain heights so that I could just copy what I did for the second half.
Wow. Never thought of that. It's surprising how many ways there can be to get something right in Forge that you forget about, or that just don't occur to you. I'll give that a shot, and maybe try it on the normal wall placed horizontally nearby too. Thanks so much!
Fantastic looking map dude, I'm glad you're experimenting with interlocking, also. The only thing I see questionable about it is the placement of the sniper - where is that in the map, because the tiling tells me it's on the bottom floor . P.S. I remember doing that same stacking thing with my map, it works fantastically.
Two Sniper Rifles, both on the bottom floor. One just below one of the major Starting sites, and the other in a tunnel very near the other major Starting site. Just because they're down low however, doesn't mean there's no incentive to gain a vantage point with them, if that was your worry.