Foundry Diplomat

Discussion in 'Halo 3 Competitive Maps' started by ElementNineteen, Mar 21, 2009.

  1. ElementNineteen

    ElementNineteen Ancient
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    Diplomat
    A two-sided Capture the Flag map.

    DOWNLOAD
    Click here to download Diplomat

    SUMMARY
    Diplomat is a symmetric CTF map in which red and blue team bases are separated by a gated catwalk. To get through it, you can:
    1) Go up the steps and risk being struck down by a machinegun turret
    2) Go around the back of the wall and risk easily being sniped
    3) Use the jump-up next to the vehicles and risk being stuck
    4) Take a Mongoose or a Warthog through, being sure to avoid plasma pistol shots

    MAP OVERVIEW
    Below is an overhead view of the map. Both red and blue sides have human weapons and vehicles. Further to the left is the largest opening, where you see three staircases and an open chamber guarded by a turret. The right side is closed off, but grav-lifts allow the player to glide over trenches.
    [​IMG]

    SCREENSHOTS
    Both bases are simple rectangular structures. The flag is located on the second story, and the entrance is at the bottom, protected by a shield door. Both teams initially spawn within the bases.
    [​IMG]

    Inside of the base, after taking a right going inside, players will find a jump-up that allows them to go up to the second level. This next level contains the flag capture point, open to snipers, a sniper rifle resting against the wall, and a crate that allows players to jump up to flag spawn. Players can grab BRs before exiting the building.
    [​IMG]

    Both teams have a Mongoose and a Warthog. In this screen, you can see the stairway opening to the right, and the small jump up to the left of the vehicles.
    [​IMG]

    Inside of the main wall, players will find sticky grenades followed by a shield door, followed by fusion coils and a machinegun turret. Guarding this area may be essential to winning the game.
    [​IMG]

    The following screen is an overhead view of the far side of the main wall. Here, players can cross by jumping up a crate and walking over to a trench in which grav-lifts will push them out of. A bubble shield spawns in the middle, and a laser pistol can be located at the top of the stairs.
    [​IMG]

    DOWNLOAD
    Click here to download Diplomat
     
    #1 ElementNineteen, Mar 21, 2009
    Last edited: Mar 21, 2009
  2. Silva Sniper

    Silva Sniper Ancient
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    Mehh no merges could hurt you but in this case it is actually pretty nice,I think the layout you drew is very precise.The shield doors are pretty bad though,try to get those out of there.Well after that said,3/5
     
  3. ElementNineteen

    ElementNineteen Ancient
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    There are a few mergers, but as you can tell by the screens, they're extremely minimal. Thanks, I tried to aim for a precise diagram on paper. About the shield doors, the one on each base prevents grenades from going inside the spawn area. The one on the main wall allows some safety from the turret, so that it isn't overpowered. Again, thanks for the response!
     
  4. Yevah

    Yevah Ancient
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    yeah i agree the shield doors could create camping in the one base, and it could use interlocking so there wont be as many bumps in the map. Although im impressed how it kinda turned out without and of the advanced forging techniques, glad to see you posting.

    Edit: i saw your quote, and i realized why you need the shield doors, but the one in the base i think might need to go, because its ok if there can be garnades in, i dont think that the gurnades will overpower the bases though.
     
    #4 Yevah, Mar 21, 2009
    Last edited: Mar 21, 2009
  5. ElementNineteen

    ElementNineteen Ancient
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    Alright, sounds good. And, okay, haha.. I'll stay away from shield doors. Thanks!
     
  6. FryTheSly

    FryTheSly Ancient
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    i actually like how you didnt interlock
    it may make it look a little bit... worse.... but i think it adds more originality to the map
     
  7. ElementNineteen

    ElementNineteen Ancient
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    Thanks, I'm a non-interlocking advocate. I use it when I have to, or when a map really needs it.
     
  8. ElementNineteen

    ElementNineteen Ancient
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    Very true.. I suppose it's impossible to argue against interlocking, but I find it difficult to achieve perfect symmetry when doing so. Of course, I'm sure others can. Thanks for the post!
     
  9. Shiero

    Shiero Ancient
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    I'm not a good forger so I don't believe I'll give a rating because I wouldn't know what to rate this map. Although I think it's pretty nifty. :D
     
  10. ElementNineteen

    ElementNineteen Ancient
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    Haha, alright. Glad you think so!
     
  11. iRaynne

    iRaynne Ancient
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    Just curious: in the sketch of the map, what are the structures or vehicles opposite of the warthog and the mongoose? Might wanna edit that in the thread, I can't really make out what it is.

    That being said, great gameplay, with a little fractured line of sight, which does tend to make BRs a little hard to do. The aesthetic feature is nice, though.
     
  12. ElementNineteen

    ElementNineteen Ancient
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    In the original map, I had planned to have a human side (Warthog/Mongoose) and a Covenant side (Prowler/Ghost). This is not so on the current version of the map, as I wrote above Diplomat's diagram. Sorry for not making that clear...
     
  13. ElementNineteen

    ElementNineteen Ancient
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    Alright, I understand. The bases do seem to be a bit concentrated on the inside when players fight there. Thanks again.
     

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