Inertia

Discussion in 'Halo 3 Competitive Maps' started by SuperFeiGn, Mar 11, 2008.

  1. SuperFeiGn

    SuperFeiGn Ancient
    Senior Member

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    Finally! A non-MLG version of Inertia is revealed!

    This map has the same geometry as an earlier map “MLG Inertia†but has been altered in many ways so that it should now appeal to more players.

    DOWNLOAD INERTIA

    Weapons

    Power Weapons
    1x Sniper Rifle (150 second respawn and 2 spare clips)
    1x Energy Sword (180 second respawn)
    1x Shotgun (90 second respawn and 0 spare clips)

    Rifles
    1x Covenant Carbine (30 second respawn and 2 spare clips)
    3x Battle Rifle (45 second respawn and 2 spare clips)
    1x Battle Rifle (20 second respawn and 0 spare clips)

    Duals
    1x Spiker (30 second respawn and 2 spare clips)
    2x SMG (30 second respawn and 2 spare clips)
    2x Plasma Rifle (30 second respawn)
    2x Magnum (30 second respawn and 2 spare clips)

    Other
    1x Brute Shot (120 second respawn and 2 spare clips)
    1x Sentinel Beam (45 second respawn)
    1x Needler (120 second respawn and 1 spare clip)

    Grenades
    6x Plasma Grenade (10 second respawn)
    6x Frag Grenade (10 second respawn)

    Power-ups
    1x Active Camo (180 second respawn)

    Equipment
    1x Bubble Shield (120 second respawn)

    Screenshots

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    9 more screenshots added:

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    DOWNLOAD INERTIA




    Finally, just in case you prefer MLG settings and didn’t get a chance to download the MLG version of this map, feel free to click on the screenshot below:

    [​IMG]
     
  2. Orangeremi

    Orangeremi Ancient
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    I loved that map. I was so mad that it only had BRs, a carbine, a mauler, and a sniper. Now it has more! Thank you.
    I just think the sentinel beam was a little too much...
     
  3. Draw the Line

    Draw the Line Ancient
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    Yes! You finally moved this from Ash's file share. Although I do agree with orange....the Sentinel beam is right by the sword, and it could be a overpowering combination...but I haven't managed to play on it yet...so we'll see.

    [edit] After playing a match with you, I don't think the sentinel beam is overpowered at all. And even though you kicked my ass, I'm going to use you having host as an excuse ;-)

    And you should DEFINITELY let everyone know about that respawn area glitch....thats such a HUGE eye opener. I bet that will solve many people's spawn problems....including my own.
     
  4. squidhands

    squidhands Ancient
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    Woohoo! More weapons on an already great looking map! Can't wait to play it.

    ???!!! Yes, 'splain yourself, or else I'll be forced to PM the hell out of you...

    Actually, if you would, post the info here, thanks.
     
  5. Nemihara

    Nemihara Ancient
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    Thank you.
    I loved MLG Inertia, and I have patiently waited for one suited for normal gameplay.
    Your map is like a shiny quarter in the bottom of a pit of muddy sludge.
     
  6. ash55

    ash55 Ancient
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    Sorry for the delay. We had some budget crisis but we got around that by deleting grenades and BRs to accumulate budget and then re-adding them.

    The sentinel beam is placed where it is because it's such a great line of sight down the map. Those 2 corners are the only places where you can shoot directly across the map and the way the Sentinel beam works ends up promoting the area.

    You'll see there are a lot of weapons placed in areas where they're most suited. The Sniper is located near the ledge area where there is a lot of visibility. The Needler is placed in the corner of the map to promote the space and height needed to use the Needler effectively. The Camo has replaced the OS because you now are forced to control the powerup before grabbing it. With the OS, you were rewarded for mindlessly rushing it which is now no longer the case. The Duals are placed symmetrically. After picking up an SMG, you can go left, for a Plasma Rifle or right, for a Magnum. This is the case on both sides for simplicity.

    We were discussing the Sword. Nick was thinking of placing it on the offensive side, so that picking it up became a risk. You could rack up a lot of kills and secure the flag, but you risk losing it to the defenders. This is similar to the Shotgun on High Ground. However, I felt that giving the Sword to the A side was more fun. You weren't troubled with the decision of whether to use it or not. Instead, it's like a fun obstacle for the attackers to overcome before they can secure the flag. I wanted to Sword to be integral, which was not necessarily the case in maps like Lockout and Midship. It could be ignored in those maps, but on Inertia, it is very important to control.

    Hopefully you like the weapon placement and if you have any suggestions or questions about why *insert weapon* is placed *here*, I can answer. We like to put a lot of thought into it.
     
  7. !nikheizen

    !nikheizen Ancient
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    I loved the MLG version, woohoo weapon diversity!
    DL now.
    And please do explain the respawn area glitch.
     
  8. Critical Ghost

    Critical Ghost Ancient
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    I love all the merging
     
  9. Draw the Line

    Draw the Line Ancient
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    Feign gave me the grand tour of the map along with an elaborate discussion on weapon placement. There really isn't much more to say rather than this map is brilliantly balanced. More people (including myself) need to take the time like Feign and Ash did to ensure proper weapon balance and fair spawn points.

    If you want to see how a good map is made, look no further.


    And since so many people are asking about it, I'll just post it here:

    When you place a spawn area node directly on foundry's ground, the node is raised just a little bit above the ground, now normally you wouldn't think this would effect anything but it DOES. Because the node is raised in the air, the spawn points placed on the ground are NOT in the spawn area. As a result, any spawn point placed on the ground now does absolutely nothing. A simple fix is to make the spawn area drop down .5 or 1 so that it does reach all the way to the ground. A lot of my maps that I have had trouble with using spawn areas now work MUCH better than before.
     
  10. Solid Bop

    Solid Bop Ancient
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    wow this map look absolutly sweet! great job
     
  11. JASONYO

    JASONYO Ancient
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    the moment i saw this map, i knew it would be really nice to play on, i q'd it, the interlocking looks pheeeenom
     
  12. SuperFeiGn

    SuperFeiGn Ancient
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    I don't have time to make a long post but thanks a lot for all the nice comments!

    I thought i'd just let you know that i've added a whole bunch more screenshots to the OP.
     
  13. Rise Against

    Rise Against Ancient
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    Are you joking? You arent putting sentinal beam as a power weapon?? Lol it is like the strongest weapon in the game.
     
  14. xxAl Capwnagexx

    xxAl Capwnagexx Ancient
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    If you don't mind if I ask, but in screenshot 2, it looks like you used only a little bit of a wall for cover, but then the wall doesn't seem to continue downwards, and it looks like a mini wall. Am I seeing something? How did you do it?

    I can tell it was (obviously) interlocked, but it doesn't seem to continue into the opening below (where the flag guy is standing)
     
  15. ash55

    ash55 Ancient
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    ? I'm not sure there is anything out of the ordinary in that pic?

    Perhaps you could try downloading the map and taking a look. Perhaps you misjudged the geometry by that picture?
     
  16. SuperFeiGn

    SuperFeiGn Ancient
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    Nope, it really isn't. I don't think anyone who has played the map has said that this weapon is overpowered on Inertia. There are a bunch of rifles and power weapons around the map which people tend to prefer to the Sentinel Beam.

    I didn't class it as a power weapon because even though it is powerful - it can't kill you instantly like all power weapons can.
     
  17. Shock Theta

    Shock Theta Father of 4chub
    Forge Critic Senior Member

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    Are you serious!? That is a clear error on Bungie's side of things if it's true. Time to investigate... wow.
     
  18. Gravedigger5454

    Gravedigger5454 Ancient
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    No, I tested it, it falls a little into the ground. It can only raise if you float it.

    Edit: I just read his post and now I notice he's right. The blue zone is slightly above ground. I just can't notice it since I usually have the bottom on at least 1. This would explain the problems in that respawn area thread and why others couldn't get it to work right, while it worked for me.

    Also, this map looks pretty good, and based on the comments made about it, I'll try to give it a download soon to take a look at it ingame.
     
  19. Mysterious D

    Mysterious D Ancient
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    I loved your MLG map (even being a non competitive gamer), and your regular version is just as great! The only thing I can think of picking apart on this map are the empty spaces in one of the corners - underneath the highest part of the map. I have no reason to go back there at all :p. Other than that, though, there are no problems I have, and this is staying on my FS for a long time.

    PS: Those elevators are genius.
     
  20. Fluffy Pie

    Fluffy Pie Ancient
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    All I can say is that the layout and the idea of the map is just GREAT!
     

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