Habitat Alpha: Map Download Link NOTICE: This is an old map, made before Interlocking was known of, at least by me. It was posted two months ago. Please do not point out it's shortcomings in terms of Forging Techniques, as it was my first Foundry creation and as much a learning experience and experiment as an attempt at a competitive map. Thank-you. Introduction: Experience the thrill of Halo 3 played pure and simple on an excellent map that draws inspiration from the location of the same name from Halo 2. No one place is safe from attack, no one weapon rules the map, and no one tactic can not be bested on this highly polished, highly balanced variant. What it takes to win a game of Free For All Slayer in Habitat Alpha is use of all your options, Bungie's 'Golden Triad' of first person shooting: Guns, Grenade and a Gutsy whack. What it takes to win a game of Team Slayer is cohesion and strategy, if you fail to work together, you will lose to an opposition that can. It's the details that can shift the balance in, ironically enough, one of the most detailed maps you will find, tailored to perfection. Description: Habitat Alpha, like many other maps, features two bases. These bases sit exactly opposite each other, facing the middle of the map. Base A is a mirror image of Base B, thus when someone on Base B moves right facing Base A they reach the stairwell, and the same for someone on Base A facing Base B. Catch my drift? The stairway is over a bridge which you pass under upon reaching ground level to find the Turret Alley. Each Base has the same alley, each base has the same turret. Turret Alley is your best defence against attacking troops in Team Games. Moving from Turret Alley in front of either base (which overlooks the map via Fence Walls and Window Panels), you will find the main alleyway. Two structures have split the path from Base A to Base B into a zig-zag, while an alternate, often favoured route, can be found via the stairs over the structures themselves. Atop each of the structures are more Window Panels and Fence Walls for limited scenery defence. Continue on and you round the corner to face your opponent's turret, and thus this written tour is complete. Screenshots: These follow the order of the description above, the visual tour I guess you could call it. [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/17942096-Full.jpg[/img] Base A [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/17942278-Full.jpg[/img] Base A Stairway [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/17942866-Full.jpg[/img] Base A Turret Alley [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/17942440-Full.jpg[/img] Main Alley Beginning [img width=800 height=600]http://i132.photobucket.com/albums/q1/weremidget/17943136-Full.jpg[/img] Main Alley Overview Weaponry: Apart from Plasma Grenades, there are only human weapons placed on this map. All of the weapons are placed symmetrically and have been placed with thought and limited by their respawn times and spare rounds according to their dominance on the map for balance. These include the following: 12 Battle Rifles [2 Spare Clips, 30 Second Respawn] 4 Sub-Machine Guns [2 Spare Clips, 30 Second Respawn] 2 Sniper Rifles [1 Spare Clip, 60 Second Respawn] 2 Shotguns [0 Spare Clips, 45 Second Respawn] 2 Machine Gun Turrets [N/A, 30 Second Respawn] In Closing: Habitat Alpha has been set up for compatibility with all gametypes, so the wonder of this map can be enjoyed on all your favourites. I'm personally in love with this map, it was a joy to make and has been a joy to play, I promise that you will not be disappointed by it. Any criticism is appreciated, what you liked, what you'd change, what gametypes you've found work well with it, anything at all. In closing, I hope this map has as much of an impression on you as it has me, and Happy Forging .
Re: Habitat Alpha -Final Version- Looks like a great map, very good job posting your map and using embedded screenshots also. I will quene it. -Donuts
Re: Habitat Alpha -Final Version- Looks okay, not really any originality to it, good job with the map, but I don't think I'll download it.
Re: Habitat Alpha -Final Version- Grave is a little harsh =/ but it looks good, great map made, but yes it is a little unoriginal
Re: Habitat Alpha -Final Version- I.... - Deleted Battle Rifles - Deleted Rockets - Moved all of the weapons - Edited the weapons (respawn time and clips) - Added compatibility with other gametypes - Replaced Fence Walls with Full Walls - Moved Spawn Points and Respawn Points ...Not just moving the Sniper Rifle and calling it a new version if that's what you're trying to imply. Hmmm... 'unoriginal', fair enough I guess. What do you guys see here that actually impresses you? I'm trying to put my finger on what becomes a favourite at Forgehub, it seems to be nothing gimmicky and something original. No bases maybe? Thanks to anyone that queued for download.
Re: Habitat Alpha -Final Version- Well i for one (along with many other people at forgehub) really like balance and it seems u've done that. It also looks good. There aren't any wildly tilting walls.
Re: Habitat Alpha -Final Version- Not wildly tilting, no. A few are very slightly on a lean though, but it doesn't interfere at all with gameplay and is hard to tell unless you take a good look.
Re: Habitat Alpha -Final Version- i agree with donuts about the quality post. yes its unoriganal but o well, its a a nice map. ill dl now
Re: Habitat Alpha -Final Version- Thanks Hippo. At the moment it's sitting on 38 Downloads and 10 Ratings with 5 stars. That's some kind of achievement for me at least.
Looks pretty good. I like how you took the screens while in Forge so everyone can see the respawn points.
It's funny you should say that, since I've heard from other people here not to take screens in Forge because Respawns make them look messy. Anyway, I might consider remaking this map. It's the first one I made before I had the benefit of Interlocking and Sticking Objects in Geometry and was just using the normal clumsiness of Forge. Despite my three other maps being made with Interlocking and with more experience, the shape and geometry of Habitat Alpha still seems to be a favourite.
I think I agree with most everyone else. The map looks well made and neat, but just isnt very compelling. No offense, but it just looks like alot of slayer arenas people have made in foundry. I commend your effort to make the map neat tho. I think the interlocking technique could have done wonders here. Not bad tho.. [glow=teal,1,100]Tony the Tiger thinks it's [glow=white,1,200]G R E A A A A T !
Re: Habitat Alpha -Final Version- I am only speaking for myself on what I look for in a map, but I like to see: -Originality -Good use of forging techniques (check out the Forging 101's here, especially the interlocking technique) -Solid gameplay that will have replay value and a map that will support multiple gametypes -Aesthetic Features (I just skimmed over Draw the Line's End of the Line map, so I will use it as an example. He had a map based on an old forgotten mining town, so he created a train that functioned as the flag spawn and set up the map to look just like the description says, an old mining town). -Balance between teams and certain spots on the map (you don't want a place that has a shotgun with shield doors around cough Snowbound cough or you don't want a place with sword and sniper that is only accessible through one place and overlooks the map. You want to add a fusion coil or add multiple entrances to take away from the power in that place). -Tidiness in a map, so you never "stub your toe" when your walking around and everything looks balanced -Good weapon placement and balance between the teams (for instance, you don't want the rockets, sniper, laser, shotgun, sword, and hammer on one map) -Spawn placement so you know where you are immediately and won't be spawn killed -Lastly, test your map over and over to make sure everything is working how it should, and that way you shouldn't have to make many updates if any at all. That's really all I can think of at the time. Just read up on the techniques, ask veterans around here for help, and just check out guilders work to understand the meticulous work they put in to a perfect a map. I hope that was what you were referring to when you said what makes a map popular.
Nice looking map, especially for a non-interlocking one. I will download when I fix my disc. (It decided that it was unreadable this morning.)
Sorry for the confusion, I know this is a bland map that lacks a few of things listed above, but it was posted almost two months ago and hasn't been altered since. It got bumped up among the new maps when I linked to it from the thread for my latest map Memento which does include all of the things TexasHorn listed, except at the moment for multiple gametype support. Habitat Alpha is the first competitive map I made and I hadn't learned about pretty much anything in Forging 101, hence the lack of Interlocking etc. Thanks for the comments and downloads, anyway guys.
I was just throwing out suggestions Weremidget. You don't have to incorporate all those thing, and I know some maps can't have multiple gametypes. Your other map looked really good, and I was really confused when I just told you about interlocking when you didn't have it on this map. But, your other map had wonderful interlocking.