New Toujane v2

Discussion in 'Halo 3 Casual Maps' started by I am Oprah rich, May 15, 2009.

  1. I am Oprah rich

    I am Oprah rich Ancient
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    New Toujane v2

    So, when I released New Toujane v1 it still had a number of flaws that rendered it unplayable. The main example of this is the Alpha Zombie starting point, I ran out of ideas for where the Alpha Zombie should spawn to give the Base Players enough time to get started; and since I didnt want anyone else to release a city map that topped New Toujane I just went with the drop( If u played v1 ud know what I was talking about).

    IMPROVEMENTS:
    -Changed Alpha zombie starting point.
    -Changed zombie respawn points.
    -The Bakery is now a 2 floor building.
    -The Shack is now a 2 floor building.
    -Bruteshots moved from Cov. Wep. Warehouse to Bakery and Shack.
    -Covenant Weapons rearranged in Cov. Wep. Warehouse.
    -"Someone's House" is now a Morgue.
    -Doodads rearranged in Watchtower # 2, Cov. WH, USNC WH.

    For those who never saw New Toujane v1 here is the background...

    Year 2552;New Toujane, Tunisia. After being one of the many cities on Earth being bombarded by the covenant the city of New Toujane sends out distress calls for UNSC help. UNSC only has a limited amount of marines left, and they're all being used. They need to take the covenant out in Toujane as soon as possible so they can deal more with the problems at hand. They decide to send int O.D.S.T. to do the job. But after landing, the troopers find out that its too late...

    Both the humans and covenant that inhabited the area are nowhere to be found, after a few seconds after landing they find out why.

    The Object of the Game is to get ontop of the roofs, since most of the buildings are only accessed via rooftops.

    OverView Shot:
    [​IMG]

    (From Right to Left)USNC Gun Shop, Watchtower # 1, The Shack:
    [​IMG]

    (From Right to Left)The Cafe, The Forge
    [​IMG]

    The Trinket Shop:
    [​IMG]

    (From Right to Left)Covenant Gun Shop, The Morgue, The Bakery.
    [​IMG]

    Watchtower # 2
    [​IMG]

    --------

    The Morgue(Alpha Zombie Spawn, Zombie Respawn)[This Building was inaccesible in v1]:
    [​IMG]

    Morgue Storage(Tunnels which Alpha Zombie spawns):
    [​IMG]

    Alpha Zombie breaking free of Morgue Storage:
    [​IMG]

    The New Improved Shack(Inside Made-Over):
    [​IMG]

    The New Improved Bakery(Inside Made-Over):
    [​IMG]

    --------

    INSIDE VIEW:

    Cafe's First Floor:
    [​IMG]

    Cafe's Second Floor (The Upper right ledge is one of the main ways to get on top of the roofs):
    [​IMG]

    UNSC Gun Shop Top Floor(Only accesible thru chimney):
    [​IMG]

    UNSC Gun Shop Downstairs First Room(Guns are located on the Arch, 4 BRS 1 Shotgun 2 Snipers):
    [​IMG]

    UNSC Gun Shop Downstairs Second Room:
    [​IMG]

    Trinket Shop Top Floor(Only Accesible thru opening in roof):
    [​IMG]

    Covenant Gun Shop Top Floor(Only accesible thru opening in roof):
    [​IMG]

    Covenant Gun Shop Downstairs First Room:
    [​IMG]

    Covenant Gun Shop Downstairs Second Room:
    [​IMG]

    There's much more pictures to show of The Bakery inside, The Shack Inside, Watchtower insides and The Forge inside. But there is a 20 image limit, so i only showed the most important buildings.

    New Toujane v2:Bungie.net : Halo 3 File Details
    New Gametype:http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=78450815

    EXTRA INFO: Original Gametype was also flawed, but now fixed. Practically Fat kid except Alpha Zombie is faster and has less shields, and Zombies have normal shields, but have 90% damage intake. The Fat Kid can jump really high, and can get on top of roofs different ways then the humans can, so Humans needs to work together and focus fire whenever they see him.

    PS: The reason it took me so long to put this out was because I had lotso hw at school, and i also started working on another Sandbox Town Map called "The Republic of Hempo", it wont be done for a while tho, so DL this map =].
     
    #1 I am Oprah rich, May 15, 2009
    Last edited: May 17, 2009
  2. A hobo

    A hobo Ancient
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    I'm not sure if you fixed this, but on V1 there is a spot where you have to jump to get up. With the zombies, we had eight people and a last man. The last man hid up there, and we couldn't get to him ever. Maybe fix that.
     
  3. Urban Myth

    Urban Myth Ancient
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    This place gives a great urban feel. I know it's suppose to be a city but still I've seen many failed attempts at a city and this is not one of them.

    I will definetely try gameplay on this map. Does it support other gametypes?
     
  4. XNinjaSmokeX

    XNinjaSmokeX Ancient
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    Judging from the Pics:

    Pro: Looks Clean, mainly cause of well done Interlocking.
    it really caught my attention because of the city like theme and those are my favorite types of maps, has a variety of buildings which can make the Map replayable because you might wanna try another Survival stradegy in a different house. i really like "The Trinket Shop" instead of using a Slit wall you used im guessing a half or Quarter Wall Merged together but it looks sexy.

    Cons: Why in the Crypt? doesn't feel too city like because of the Underground but has some sorda Lost Ruins thingy. (Was that were you going for?) Explain more about the GameType, The zombies sound Overpowering which makes the Game end faster and no chance of Survival. you didnt talk about weapon placement which is a big part in infection maps you only mentioned brute shots. what weapons you start with? you should defintly add ACTUAL Gameplay shots.

    Other: all of the cons can simply be improved in the First post. .
    i really wanna test the Map out and make a full on review so if your setting up a room soon testing this invite me XNinjaSmokeX

    *Goes Download
     
  5. Nutekiller

    Nutekiller Ancient
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    this map looks really well made!! you got a dl from me for shure, i love maps like these
     
  6. Xang

    Xang Ancient
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    I really loved version 1 and this one looks even better. I love how each building is unique and that you put a little decoration on every building, makes a nice town like feeling. I also think that you could make a great machinima or what ever on this map. Great job 10/10
     
  7. XNinjaSmokeX

    XNinjaSmokeX Ancient
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    Seriously post pictures of Inside of the Buildings i find it amazing and a really big part of the Map! i need to play a game with it
     
  8. Chocolate Spew

    Chocolate Spew Ancient
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    Holy poop on a stick this looks amazing. I love how many different buildings there are and all the detail u put into each one. 10/10 Good Job. DLing now.
     
  9. holicious

    holicious Ancient
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    This Map kind of reminds me of the city Ironforge from world of warcraft...hmmm. Did u do this on purpose? Anyways, it looks pretty good. Ill DL and rate it after i play it.
     
  10. nealsaviking

    nealsaviking Ancient
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    I play tested this a few times earlier today and it was one of the greatest infection maps I've ever played. I loved how you made key spots, such as rooftops, tough to get to. There were a few flaws:

    • Some jumps were nearly impossible. Anything less than perfect wouldn't get you up to the spot.
    • There were bumps on the doorways that you had to jump over. I found myself confused and stuck many times and hated having to jump just to move forward over a stupid tiny bump.
    • Weapon placement and respawn times were absolutely horrible. I'm sorry but mines that instantly respawn? What were you thinking? Weapons were too grouped together and contained too much ammo. Separate the stronger weapons and equipment and keep respawn times low. You don't want to give every player a fully loaded Shotgun along with a Sniper or BR. I would suggest putting the respawn times at 180 and keeping the ammo low. That way, players need to conserve their bullets and may need to risk their life for ammunition.
    Like I said, this was one of my favorite maps and I REALLY enjoyed playing it, but those problems were huge and could really ruin your map. I hope this review helped and I am looking forward to updates of this map along with your future maps.

    Aethetics: 9/10
    Gameplay: 7/10
    Originality: 9/10
    Overall: 8.3/10
     
  11. D R A N C Y

    D R A N C Y Ancient
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    Wow i loved playing this map the city feel was great and it was just overall fun great job, 10/10
     
  12. Garrettastic

    Garrettastic Ancient
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    This is the best city map I have ever played, hands down. Every building is unique and the gameplay is full of suspense and very strategic. This could be used for more than just ODST, this would also be great for Ghostbusters, Juggernaut and Territories. The interlocking is perfect, and the idea of roof-entry only buildings is cool. This deserves a 10/10 no doubt.

    There are a couple small problems though.
    1. You need human respawn points in case people commit suicide. People who commit suicide appear on the main level.
    2. There needs to be an area easier for zombies to access the rooftops. The speed of the zombies makes most of the otherwise easy jumps impossible or extremely difficult.
    3. There should be a way out of buildings you access through roofs. Some of the buildings have no way out.

    Great job, deserves a feature in my eyes.
     
  13. I am Oprah rich

    I am Oprah rich Ancient
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    Thx for the criticism, but just in case u havent played v2 there are now human respawn points in the crypt. And also, the gametype that i have listed the Alpha zombie can basically reach any building without having to go thru detours cuz his gravity is low, and the other zombies are basically humans, their movement is the same, the only difference is the zombies have shields and humans dont. And with the last criticism, that would kind of ruin the point of the map. Thx for recommending a feature tho, i appreciate it.
     
  14. Mirage Axl

    Mirage Axl Ancient
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    Yeah, I would have to agree with one of the earliers posts. The weapons do have a bit too much ammo. If you wanna leave the ammo the same, I would make the respawn time at least 60 seconds. I know you wanna supply the humans well, but if everyone has power weapons the zombies won't have a chance. Also I like (And Appreciate) the idea of getting into the buildings through the roof tops, but seeing as some of the jumps are hard to make unless you know some jump techniques. Many people will probably become frustrated with the map and give up on it.
     
  15. nealsaviking

    nealsaviking Ancient
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    Well that's Social Darwinism :p
    But I don't think that's a problem at all. The problems I have are what I said before:

    • Weapon/Equipment placement/ammo/grouping.
    • Bumps in doorways.
    • Only one entrance to bases/hideouts.
    • (I forgot this one before) The mines do not go through the holes in the walls. I think that was your plan for them but it doesn't work; they simply bounce back toward the user and blow up.
    I really hope these problems get addressed because, even though this is already a good map, it could be good enough to be featured and be VERY popular.
     
  16. ZOMBIECOW11

    ZOMBIECOW11 Ancient
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    Sweet. Everything looks cool. I played it a litttle bit. I have to be honest. It is really hard to get into some buildings. You need more ways of entry on some buildings. Because of playability 4/5 - I like zombie starting spot
     
    #16 ZOMBIECOW11, May 20, 2009
    Last edited: May 26, 2009

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