Hold Your Ground

Discussion in 'Halo 3 Competitive Maps' started by T4K Shadow, Mar 1, 2009.

  1. T4K Shadow

    T4K Shadow Ancient
    Senior Member

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    Hold Your Ground
    Halo 3 File Details
    Hold Your Ground is a conquest made by me, T4K Shadow. It was originally made for te "Conquest Forgeoff" contest but after i had built it i realised that in comquest you should only have one path. But on mine ther are two, the back tunnel of foundry and a custm made route from one side to the other. I made this in January, but i had a game of 5v5 on it earlier and found it fun, and so i have decide to release it.

    This map was made to use the gametype: Conquest V3

    Players: 4-10

    Okay, here are the pictures:
    REd Base:
    [​IMG]
    Blue Base
    [​IMG]
    Overview of capture point 4 (In the middle of the bridge, you have to be on the bridge to capture it)
    [​IMG]
    Overview of capture point 5:
    [​IMG]
    Centre overview:
    [​IMG]
    Red side
    [​IMG]
    Foundry back tunnel (capture point 1 is in the middle)
    [​IMG]
    Blue side hallway to centre:
    [​IMG]
    Blue side (you can throw grenades under the B sign)
    [​IMG]

    Action shots:
    Red team trying to capture point 2:
    [​IMG]
    Red trying to capture point 3:
    [​IMG]

    So there it is, please dont tell me that "this isnt a conquest map, conquest maps only have one route", i know this, and this is why i didnt enter in the contest

    Download link incase you missed it at the top:
    http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=67975212

    Okay, thanks for looking at my map, feedback is welcome :)
     
  2. Gunnergrunt

    Gunnergrunt Ancient
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    AH! Flickering line! Third Picture! but thats not important right now... I agree with ya, one path only. Where exactly do the red and blue bases fit in? Do they lead up the stairs perhaps? I think you could use a picture taken from the back wall of those bases. Also consider adding a weapon list. So, you're right, this isn't the traditional conquest style map but i think you could easily change that (if you wanted to. it looks like a great map how it is). If you removed the down-hill territory in the middle and made the pit territory the central capture point, i think that would help. Or instead of doing that, add a wall through the entire pit territory, but thats iffy...But for your own style of "conquest," you did well! I just downloaded, I'll go take a closer look at your map...
     
  3. Camel Carcass

    Camel Carcass Ancient
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    Very smooth, and I do like conquest games, but I never get round to playing them with more than four people..
    So I particularly don't mind that there is more than one path.
    The center part looks great, aesthetically, and gameplay-wise.
    My only point would be capture point 5 would be grenade spammed a hell of a lot.
    But very well done, the interlocking and design are almost flawless.
    5/5
     
  4. xxDeeJxx

    xxDeeJxx Ancient
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    nice map, third pic. is win!!
    great merging/geomerging, i love the two way approach, and, though different, it looks like it would play well.
    great post
     
  5. The Number 0000

    The Number 0000 Ancient
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    This looks like a really good map. I like that you took the route that no one else could take. You made two paths, and I believe that would make it very fun to play. The middle looks Forgemazing (<--see what I did there). I do have a question though. Why is there a sniper rifle on one side, and a needler on the other? If that is truly the way it is, then does it balance out? Looks like a really fun map. I'll save this and download it later when I come back to it. Good map and post. Keep Forging.
     
  6. Bootsie 22

    Bootsie 22 Ancient
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    Alright, you have a good concept comin, but there are reasons behind the "one path thing." One of them is to ensure to importance of every territory (besides the point factor). Like in capture point 5, as Camel said it would be prone easy sabotage, but it's also out of the way of the capture points. Players wouldn't feel the need the capture it as much because the bulk of what needs to be captured is in a different direction. Or you could look at it a different way: since 4 and 5 are so close, you could essentially call them the same territory. This isn't awful, but whoever owns the middle has basically earned 2 points which doesn't help with the "balance thing."

    Although i do like the set up of your capture point 4. Not only does the bridge serve as a bridge, but it also is the only way out of the hole-clever idea. Overall, its a fairly smooth map, just look into some more conquest details ;) Nice job.
     
  7. T4K Shadow

    T4K Shadow Ancient
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    Yes they do, the default foundry stairs lead from the bases upto the teritories 2 and 3 (depending on what side you spawned)
     

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