Binary

Discussion in 'Halo 3 Competitive Maps' started by Oakly HiDef, Feb 14, 2009.

?

What do you think I should improve?

  1. Aesthetics

    1 vote(s)
    7.7%
  2. Layout

    4 vote(s)
    30.8%
  3. Weapons

    1 vote(s)
    7.7%
  4. Nothing

    7 vote(s)
    53.8%
Multiple votes are allowed.
  1. Oakly HiDef

    Oakly HiDef RivalMass
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    [​IMG]


    The original version has been updated [orange signifies a change]

    Binary is a completely symmetric conquest map created for the conquest forgeoff on foundry. Its spiral design has players run downwards towards the central area and then fight their way up the other teams incline. The map contains seven territories and is to be played with conquest v3


    [​IMG]


    [​IMG]

    Each team spawns in an open, rectangular area near in front of the fans. One sniper spawns in the back and there are two spikers, a battle rifle, two SMGs and two spike grenades in the area. The first territory is on the merged single box, and requires players to step out into the open to capture it. Both teams will have access to the sniper at the beggining and in the right hands it can slow the other team considerably. This is a very powerful weapon which can give one team a huge boost so use it wisely.


    The sniper has now switched places with the battle rifle, and it takes a couple seconds to pick up. This gives the rest of each team some time to slip out past the first territory and into the sheltered path leading to the second territory.

    [​IMG]
    -The fencebox halfway down the ramp in the shot above allows players to shoot across to the oher teams ramp. If an enemy survives a sniper shot then a team mate might be able to finish them off.


    [​IMG]
    -I added a fencewall/shieldoor viewing window that allows greatr visibility. Teams can not shoot directly through but can lob grenades over.

    The second territory is relatively large and has two plasma rifles seen to the right. The slit in the back goesto the opposite territory so that grenades can be bounced across both sides. [Players can not go through that way] After this territory, the path leads down to foundry's floor.

    [​IMG]

    Behind the A sign is a needler which can be very handy for the bottom level. The transition is smooth and just past the bottom of the stairs is the third territory. Seen above is a player shooting through a window. This allows players pinned down by a sniper in the beggining to help out in a fight below if attackers make a move towards the second territory.





    [​IMG]
    -The bottom boxes have been redone to block passage over them.

    This is a shot of the third territory. A pair of spikers is placed on the left to be used in the assault on the central territory offscreen on the right. Previously players could jump over the central divider but it is not possible anymore



    [​IMG]
    NEW-I merged fenceboxes to shorten the area at the bottom. The territories are now much closer and the combat is a frenzy.

    [​IMG]
    NEW-A closer view of the flag spawn with the now aesthetic area behind.



    The central territory is set back a bit and has a rather large fighting area around it. The pallets offer relatively good protection but can be destroyed with a spike grenade. From this territory it is easy to advance to the next one, meaning that all three territories on the bottom floor will change hands often.

    I would appreciate feedback in order to revise this to perfection.
    -thank you

    Sorry about this but I wanted to add in some gampley pictures and I have a lot of them.

    I want to emphasize that this is a large map and plays best with a large party

    Blue Team charges forward
    [​IMG]

    Red seizes the initiative
    [​IMG]


    Red team pushes past the center
    [​IMG]

    Blue team holds them back and advances on the middle
    [​IMG]

    While in a group, they mow down the remaining reds
    [​IMG]

    Establishing a foothold at the bottom of the stairs
    [​IMG]

    Red team regroups and charges down
    [​IMG]

    The blues desperately try to dodge the barrage of bullets
    [​IMG]

    The smoke clears and the reds appear to have come out alive
    [​IMG]


    NOTE: The windows on the second territory are for aesthetics, you don't actually shoot through the shield doors ;)

    [​IMG]

    Map Download:
    [NEW]
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=66845186
     
    #1 Oakly HiDef, Feb 14, 2009
    Last edited: Feb 22, 2009
  2. SpeedDemon

    SpeedDemon Ancient
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    Wow! Amazing Conquest map!
    Your interlocking is just about flawless! I've been working on interlocking myself and it can get pretty annoying, ha ha
    Also i love the idea of using pallets as "destructible" covers!
    I'll be downloading it later!
    Great Job man!
     
  3. Youtuber

    Youtuber Ancient
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    This map looks like one of the best conquests Ive seen so far. Im saying it loooks good, cause I havn't played it yet, but Boyeeee, does it. I like the starting point and how you put the sniper so that it would take a few seconds to reach it.
    I also like how you have 7 territories rather than ordinary 5. Im gonna DL Tommorow
     
  4. II AceMasta II

    II AceMasta II Ancient
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    Man that is amazing dude ive never even heard of you but I love meeting new forgers and this map is great
     
  5. The Violence Within

    Senior Member

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    Hey man this map is extremely epic! I know i'm just a noob (trying to fix that) but i read up on conquest, you can't have the double box geo-merged like that as conquest is getting from point A to point B without any detour through point C, so you have to fix, so yeah if that is fixed this is a perfect conquest map!

    Oh the geo-merged boxes do kinda look a little weird, not sloppy just.. aesthetically unpleasing.

    Yea so if you can just fix that this map would be perfection!

    And this is just me being picky but IMO you should space the vertical bar of the cross's teleporters together.
     
  6. Null Parameter

    Null Parameter Ancient

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    This map is amazing. Perfect interlocking, great merges and perfect planning of every area of the map.

    Seriously, this map just made me want to start playing Conquest.
     
  7. Hunter85792

    Hunter85792 Ancient
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    Wow... apart from the slit window in the (I think) seventh picture (there's supposed to be no other way through a conquest map [I know I'm being a hypocrite because of Full Circle]). That and the two double boxes merged on weird angles are the only problems I had with this map. Those pallets are quite interesting... I'll try incorporating those into my next map. Queuing now. Anyway great job and keep up the great forging!
     
  8. spartin2000

    spartin2000 Ancient
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    Yeah i agree with everybody else and the interlocking is great this is ftw! 5/5
     
  9. Oakly HiDef

    Oakly HiDef RivalMass
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    EDIT:

    Quote:

    Originally Posted by Hunter85792 [​IMG]
    Wow... apart from the slit window in the (I think) seventh picture (there's supposed to be no other way through a conquest map [I know I'm being a hypocrite because of Full Circle]). That and the two double boxes merged on weird angles are the only problems I had with this map. Those pallets are quite interesting... I'll try incorporating those into my next map. Queuing now. Anyway great job and keep up the great forging!

    The window in that pictures is merely there for grenades as I wanted both teams to be able to fight at nearly all times. Players can not get through.


    Quote:

    Originally Posted by The Violence Within [​IMG]
    Hey man this map is extremely epic! I know i'm just a noob (trying to fix that) but i read up on conquest, you can't have the double box geo-merged like that as conquest is getting from point A to point B without any detour through point C, so you have to fix, so yeah if that is fixed this is a perfect conquest map!

    Oh the geo-merged boxes do kinda look a little weird, not sloppy just.. aesthetically unpleasing.

    And this is just me being picky but IMO you should space the vertical bar of the cross's teleporters together.

    The geo-merged double box serves as a wall basically and so the path is still relatively linear. I think the rules mean that there shouldn't be a seperate route that bypasses a territory. Players can jump over it but this will leave them exposed anyway. Rarely will a player be able to sneak past the middle territory since you can see both sides of the box from there. Also jumping over the boxes is only a little bit faster than running around them so in the end it just provides a way to vary the fighting. (I have sent a message to vorpal saint asking about this problem)

    The boxes do look a bit awkward because they are the only slanted things in the map (besides ramps...) They however serve a purpose aesthetically because I intended it to look like a collapsed part of the roof.

    -Im not sure what you mean by spacing the bars together. (sort of contrary)
     
  10. JAC Overlord

    JAC Overlord Ancient
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    Wow, this looks really good. I like the pallet thing, and how you well you interlock. I myself find it frustrating sometimes, so the really good looking maps are very cool for me especially. It looks well balanced, too.
     
  11. Laxer

    Laxer Ancient
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    This map looks perfect. I love the spawning area in pic 1, how everything is perfectly merged together. Also your idea of the pallets in the window panels, very original. I'll download and get back to you.
     
  12. Silva Sniper

    Silva Sniper Ancient
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    I swear this is awsome with the scenery,interlocking,merging,and more.Will rate.Do you give out lessons??
     
  13. Jesus

    Jesus Ancient
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    I know its pretty obvious, but this map is nearly perfect! The way you've designed the map is genius. I love the idea of having both the sniper and grenades to use as a tactical advantage when advancing on the opposing team. I'm definitely going to give this a download. In addition, your central room looks amazing! Keep forging and I hope to see more from you in the future.
     
  14. ExtraBread

    ExtraBread Ancient
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    Wow amazing map, the merging and layout is nice and I like the pretty pic you made!
     
  15. Gunnergrunt

    Gunnergrunt Ancient
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    I just downloaded this map and played it with my friends. Before I get to the rest of my review, let me say that there were some problems with starting points. When we started the game one member of my team kept starting with the other team. So that might need a fix...

    As for the rest of the map, the design is excellent! The use of elevation prevents one team from just plowing through the whole map. As everyone else, i like the pallet cover in the bottom. I wasn't a big fan of the geomorged boxes in the bottom room however. I'm sure they are tilted on purpose, but it takes away from the precise style of interlocking used everywhere else on the map (plus players kept getting on top of them with the sniper and covering the whole bottom area fairly well). I also think it would be a good idea to change the sniper and battle rifle placement in the spawning room. That way, players will be able to put some fire on the sniper across the map before they get sniped coming around the corner (just my opinion).

    Overall, this is a great conquest map. It was a blast to play and it looks great. I can't wait to see what else you come out with!
     
  16. Oakly HiDef

    Oakly HiDef RivalMass
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    Ok thanks for that review. I think that I might have posted the link to a version that had the spawns slightly messed up so I will check up on that. thanks for catching it.

    I have heard criticism about the double boxes on the bottom and am probably going to change that. They cause some aesthetic inconsistancy which is not very good and as you pointed out, they can be used in a way that is abnormal for a conquest map. As for the sniper and br placement, I will probably change that as well. originally I wanted the sniper to have a very powerful presence and placed the br a little out of reach but this is not very good for gameplay so i will maybe add a carbine behind cover to offer some resistance.

    thanks again.

    (I would love to play on your map and maybe offer help revising it if I find anything that could be improved)

    EDIT: I updated the map with some of the recommended changes

    The sniper has now switched places with the battle rifle, and it takes a couple seconds to pick up. This gives the rest of each team some time to slip out past the first territory and into the sheltered path leading to the second territory.

    [​IMG]
    -The fencebox halfway down the ramp in the shot above allows players to shoot across to the oher teams ramp. If an enemy survives a sniper shot then a team mate might be able to finish them off.





    [​IMG]


    [​IMG]
    -I added a fencewall/shieldoor viewing window that allows greatr visibility. Teams can not shoot directly through but can lob grenades over.

    [​IMG]

    [​IMG]

    [​IMG]
    -The bottom boxes have been redone to block passage over them.

    This is a shot of the third territory. A pair of spikers is placed on the left to be used in the assault on the central territory offscreen on the right. Previously players could jump over the central divider but it is not possible anymore

    [​IMG]

    [​IMG]
    NEW-I merged fenceboxes to shorten the area at the bottom. The territories are now much closer and the combat is a frenzy.

    [​IMG]
    NEW-A closer view of the flag spawn with the now aesthetic area behind.



    The central territory is set back a bit and has a rather large fighting area around it. The pallets offer relatively good protection but can be destroyed with a spike grenade. From this territory it is easy to advance to the next one, meaning that all three territories on the bottom floor will change hands often.

    [​IMG]

    [​IMG]
    NEW-A view from behind the fenceboxes to show both sides
     
    #16 Oakly HiDef, Feb 16, 2009
    Last edited: Feb 17, 2009
  17. Null Parameter

    Null Parameter Ancient

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    I found an issue that definitely needs fixing; you can get on top of the map with just a couple of easy jumps.

    In the spawn area of one team (not the spawn area from the first image, but the other team's), you don't show it in the pictures, but there are two Window Panels used to create a slit in the wall. You can jump on top of these where there is a little ghost edge, and from there you can jump up by the sign and then on top of the map. From here you can make your way around the entire upper area, including to the other team's spawn area.
     
  18. Oakly HiDef

    Oakly HiDef RivalMass
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    Sorry about this but I wanted to add in some gampley pictures and I have a lot of them. Here I added the extra shots that couldn't fit when I edited the first page

    I want to emphasize that this is a large map and plays best with a large party

    The teams spawn and it is the red guys first time playing Conquest. He's sort of lost
    [​IMG]

    Blue Team charges forward
    [​IMG]

    The area between the two teams is filled with fire and it is suggested that players keep moving
    [​IMG]

    Red seizes the initiative
    [​IMG]

    [​IMG]

    Red team pushes past the center
    [​IMG]

    Blue team holds them back and advances on the middle
    [​IMG]

    While in a group, they mow down the remaining reds
    [​IMG]

    Establishing a foothold at the bottom of the stairs
    [​IMG]

    Red team regroups and charges down
    [​IMG]

    The blues desperately try to dodge the barrage of bullets
    [​IMG]

    The smoke clears and the reds appear to have come out alive
    [​IMG]


    NOTE: The windows on the second territory are for aesthetics, you don't actually shoot through the shield doors ;)

    [​IMG]
     
  19. Craigien

    Craigien Ancient
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    I think it is an amazing map. You did a great job building it and the is good interlocking. Great job.
     

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