Pre-DLC Ultimatum

Discussion in 'Halo 3 Competitive Maps' started by PulseKiller, Mar 1, 2009.

  1. PulseKiller

    PulseKiller Ancient
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    Ultimatum

    Play with Ult Slayer

    Please play the map before making a decision. The map plays great, but does not look it. Just download it and give it a shot, you have nothing to lose

    Ultimatum is a 1v1, 2v2, and small FFA map located inside the main building of the map Last Resort. With the minor elevation changes in Last Resort's base, this map has something going for it that cannot be made on Foundry. It has different scenery, unique geometry, and a different feel than any Foundry map can possess, and on top of that, it also boasts great gameplay.

    The weapons/powerups on the map are as follows:

    Snipers - There are two snipers on the map, one at each starting spawn area. One is located on the box pillar in the middle of the main room, and one is located against the box in back hallway. The snipers are each on 45 second drop spawn with no spare clips.

    Custom Powerup - There are two Custom Powerups located on the map, each in its own room on the bottom floor. They are located on the two side rooms below the switch. Each OS gives the user an extra layer of shield, and can be stackable for up to a total of 4 layers of shield. They each also give a 3 second invinsibility, but watch out, they are burnable. Custom Powerups do not spawn at start. They spawn 1 minute into the game and continue to spawn at 1 minute interavls from the time they were picked up.

    Camo - There is a single active camo located on the fence walkway in main room. The camo does not spawn at start and spawns 1 minute into the game, then continues to spawn at 1 minute intervals from the time picked up throughout the rest of the game.

    BRs- There are various BRs spread throughout the map for extra ammo

    Plasmas and Frags - You do not spawn with grenades, but there are various plasmas and frags on the map, each on a 30 second respawn.

    The map also contains a switch activated teleporter. The teleporter sender node is located in the back wing, by one of the player's starting spawn. The node is blocked by the base's gate, until either player presses the switch to open the gate. Once the switch is pressed, the teleporter is unblocked, and allows the person to teleport from back hallway to top stair well.

    Pictures:


    Starting spawn, Main room:
    [​IMG]

    Starting spawn, Back hall
    [​IMG]

    Main room and Camo:
    [​IMG]


    Main room corner:
    [​IMG]


    OS Spawn:
    [​IMG]


    Hallway 1
    [​IMG]


    Hallway 2
    [​IMG]



    Tele explained

    Teleporter blocked, with gate up:
    [​IMG]


    Once the switch is pressed, the gate will lower and unblock the teleporter:
    [​IMG]


    This is where the teleporter leaves (There is a grav lift behind it so that it is uncampable):
    [​IMG]


    I am pretty sure that the map is inescapable. If someone is to try to get out for long enough, they most likely can, but that will not happen in game. Please post if you find any break.

    Please download the map and gametype and give them a try, then post feedback. I will have gameplay videos up shortly.

    I would like to thank Tak for helping with the original design, testing, and stackable OS idea, Ciabatta for testing and screenshots, and Yourself, Phuria, Lightz, and Suhport for helping to test.
     
    #1 PulseKiller, Mar 1, 2009
    Last edited: Mar 1, 2009
  2. infected xD

    infected xD Ancient
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    Looks pretty good. What really caught me was how you used the gate switch to open the teleporter. I never would have thought of that. :D 4/5
     
  3. Oruska

    Oruska Ancient
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    Yes, very clever with the teleporter.
    But other than that, it looks like you blocked off the base, put up some barriers, and took hallway pictures.
     
  4. PulseKiller

    PulseKiller Ancient
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    Say what you want, but unless you play the map, you really have no right to talk.

    This map is a lot more for gameplay than it is for forging skills, so judging it by the pictures is not only an inaccurate way of judging it, but I am pretty sure is considered spam on these forums.
     
  5. Silva Sniper

    Silva Sniper Ancient
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    This is pretty radical but why block those teleporters it would make for a great map.Also overall i can see this being a pretty
    cool map so good job.
     
  6. PulseKiller

    PulseKiller Ancient
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    Teleporter is blocked to make it take some more strategy. If you have map control, you may want to leave the tele blocked, so that you can keep them pinned down, but the tides may turn and you may find yourself in that situation later down the road.

    Also, OP updated with less breakable version.
     
  7. squidhands

    squidhands Ancient
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    I had a lot of fun playing on this, even though I was sorely outmatched. 2v2 spawning was a little iffy at times (got spawn sniped more than once), but for playing to 50 kills I thought it played really well. The teleporter switch is a stroke of genius, man. I can tell this would really be a great 1v1 map, and you get big points for making something play well on a non-Foundry map even though the resources are extremely limited. I hope this gets some more attention from people who enjoy gameplay over aesthetics, because that's where it's all about.
     
  8. MichMaster32

    MichMaster32 Ancient
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    i like this maps originaliness. i think the basis around the map could be done better in foundry but the surroundings are refreshing. i like the teleporter idea. its really nice. my only question is, can you get out?
     
  9. PulseKiller

    PulseKiller Ancient
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    You can get out if you try, but with it being for small games, you should be able to find people who wont do that. It is also pretty hard to get out without repeatedly nading one spot, and with no starting nades, you probably wont get the cnace to do that.

    And this really couldnt be made in foundry. The windows on the top, the sloping floor, and some scenery/cover is just not able to be remade.
     

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