Departure

Discussion in 'Halo 3 Competitive Maps' started by Mini Waz, Jan 29, 2009.

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What do you think of this map?

  1. Very Poor

    2 vote(s)
    11.1%
  2. Poor

    1 vote(s)
    5.6%
  3. Okay

    4 vote(s)
    22.2%
  4. Cool

    3 vote(s)
    16.7%
  5. Awesome

    8 vote(s)
    44.4%
  1. Insane54

    Insane54 Ancient
    Senior Member

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    ^^needs to read the OP and rest of thread. It's meant to be that open. It's actually a pretty perfect balance, though sometimes it can be a little tough getting out on the attackers side.
     
  2. Cydronix

    Cydronix Ancient
    Senior Member

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    This map is good, it has very good interlocking on the Doube-Box base, The map is a little bit too open for my taste though. 4/5

    I look forward for a v2.
     
  3. EonsAgo

    EonsAgo Ancient
    Senior Member

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    Tis not open my friend; more on that later. (p.s. I would have edited my original post for this, but I think people will miss it that way.)

    Ok ok ok. I wasn't able to get a game on it because no one I know plays Halo (anyone wan join me sometime later?). BUT! I was able to do a forge-through at least.
    So anyway, I noticed that all the boxes are merged into the ground, which is an awesome feat. I also like how the camo platform gives access to the center turret. All the dumpsters and platforms are perfectly positioned for easy access and fluid movement. The teleporters are also placed in easy-to-reach plaves. There is an even distribution of weapons, and it all seems balanced (but idk for sure, just taking others' words for it lul). The respawn times for the weapons are good too. I would have raised the spawn times for the turrets from 150 to 180, but I'm sure it balances out with the lower spawn times for the vehicles. And now, about them cars n ghosties. I took a Warthog for a spin, and I was surprised. It's actually a lot harder to maneuver around than you think. If any more space were taken, then he'd have to take out the Hogs completely because they would be unwieldily. So, the vehicles are not "overpowering" in any way, especially since people have a nice high ground to kill each other without getting splattered. Overall, it looks awesome, seems balanced, and I'm sure it's a blast to play on. I don't think a V2 is necessary, it's fine as it is. =)

    Can't wait to see what people like you will make on Sandbox.
     
  4. Bleet Tameheart

    Bleet Tameheart Ancient
    Senior Member

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    Well... this has been sitting on my drive for a little while, and I finally had the luxary of doing a forgethrough on it...

    First of all, great job on this. It looks good. It's a good thing that you used teles like that to regulate foot traffic to higher areas, otherwise they would be prime picking for the vehicles in the map. I could picture many vehicle clashes on this map, like on much larger bungie maps that we've come to know and love.

    I do have a couple of minor suggestions... They're not really changing a lot, but it's just some things that you want to consider...

    One thing that I would absolutely love to see: On the far left side of the defenders base, by the trip mine spawn & teleporter, it just seems kinda odd that there are raised platforms on either side of the wall, but no way for them to travel through, without going through the "vehicle" gates. I would say that if you managed to make it that far out of your way, grant them another way in by making a hole in the wall just for infantry there.

    Also, the bases feel rather empty... I'm not saying empty in the cover sense (but that is kinda true as well), but rather there isn't any asthetics in the area, other then on the raised fence wall on the far side. Throw some barrels or barriers down, something to say that this actually has a purpose.
    While on the same train of thought, maybe you could throw down some of those extra fence walls and interlock them at an angle into defensive base gates, so it looks like gates were actually opened, rather then just holes in the wall. (If you took my previous idea about using a seperate hole for the infantry all the way down at the far side of the base, you could also use door(s) at an angle to make it look opened and unlocked as well.
    Oh, and if possible, if you can spare a couple of double walls, see if you can cover up the armory racks like in my current favorite map Stockade. It looks so... weird just having empty racks. Barring that, put some use into them by shoving small barrels or cones or something in there. It just looks so weird and barren elsewise.


    Also, while talking about the defenders base, maybe you can consider setting a bridge up between the armory area, and the wall right off of the platform, directly above the defender vehicles. It feels kind of unnatural to jump over, rather then simply walk. Also, this can nerf the turret a bit at the mounted location if it was too overpowering.

    I noticed that there was a lack of close range weapons around the map. I could see this as a problem, but since this is a vehicle-centric map I can't say for sure that it would be an issue in general. Did any questions/problems arrise during playtesting over the weapon set? Also, you should consider spreading more mid range weapons across the map. This will help reduce the vehicle's effectiveness if it is necessary, but more importantly, it will give newly spawned infantry the ability to find a mid range weapon and counteract those that have already set up shop across the map.

    Ultimately though, this is a good map, but it's kind of devoid of life as a whole. If you could put a bit more asthetic flare across the map, then this has the possibility of being a really good map.
     
  5. Mini Waz

    Mini Waz Ancient
    Senior Member

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    Thanks for the lengthy reviews, i will continue to play the map as it is and make the neccessary changes as and when i see them.
     

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