Firefight on Mombassa

Discussion in 'Halo 3 Casual Maps' started by HLG FlashPoint, Jun 8, 2009.

  1. Pedobear

    Pedobear Ancient
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    It's supposed to be a demolished city. But we will considering adding taller ones to the next map.
     
  2. NinKeith

    NinKeith Ancient
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    Well your title certainly caught my eye, and the actual map itself looks well built. I like how you used covenant boxes instead of all those other maps with L4D infected boxes. I gota say that's about 50% original there. My only suggestion here is that instead of spawning in the boxes, you spawn on a platform with teles to each of the boxes, so you can actually choose what you become. And then you could just have a custom on the reciever node in each box that lets them pickup weapons.

    You could also add a brute chieftian box with like an OS and either a turret or hammer. But you could use some kind of switch so you can only get into that box once every few minutes or so.
     
  3. HLG FlashPoint

    HLG FlashPoint Ancient
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    IF we did that everyone would always go to the elite box and not any of the others. Because every three minutes (if the humans could survive that long) a sword spawns in there and also that they have the best weapons the plasma and carbine are reallly good against the Humans so every one would just choose them. But the brite cheiftain switch is definately something to consider putting into our next map.
     
  4. Pedobear

    Pedobear Ancient
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    Hammers spawn in the Brute box every three minutes or so, remember? I guess we could add an OS to the new map...
     
  5. RolandDeschain

    RolandDeschain Ancient
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    Hey I downloaded and played this map with my friends. The map itself is fantastic! But the gametype was no fun. My friends and I didn't like it at all. Next time try to improve the gametype. It's way to easy for the ODSTs. The damage resistence was way to high. Try to improve it a little more. 8/10 would be 10/10 but the gametype was not fun at all. Good job though for trying!
     
  6. Pedobear

    Pedobear Ancient
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    Uhhh...
    The damage resistance is at 500% or 1,000%. It played best that way. Of course the ODSTs don't die after a few covenant waves. It never happens that way. It's supposed to take a while to kill an ODST.
     
  7. ChosenCyan

    ChosenCyan Ancient
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    I made a firefight map today based on this concept. I really thought there needed to be more covenant classes, so I made more of them. I'm just about to release, just found a very annoying glitch with the fuel rods, as well as needing to add in a roof that covers all spawn boxes. I've weighted the spawn points for the covies pretty well. I have 3 types of grunts, 3 types of jackals, 2 types of chieftains, as well as 2 types of more regular brute classes. It was impossible to add in drones and hunters and everything else, and they were the ones that would be the hardest to make right. I didn't see elites in any of the gameplay, so I assumed leave them out. The map is in the sky to mimic a type of pier. I'd like to show you my map sometime. Inspired by your great idea. 4.5/5, just because the classes could be better executed.
     
  8. Notoriouslynx

    Notoriouslynx Ancient
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    I love how you have different types of things you can be like a brute, grunt, or an elite. Reminds me of a left 4 dead stage where you spawn as special infected.
     
  9. Pedobear

    Pedobear Ancient
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    As stated before, we hit the OLN. Plus, that many classes would be too much of a hassle. The main classes alone are fine.
    And, sure, you can show us your map. Send a message or FR to Rik Astly.
     
  10. 0 JEFF 0

    0 JEFF 0 Ancient
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    Sweet map, I like the idea and the map itself, but just to make sure there arent any nades right? Or else you could get to the other people's weapons and such room.
     
  11. Mirage Axl

    Mirage Axl Ancient
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    Jeff. There are ceilings on the weapon rooms, you can't get into other spawn rooms.

    Edit: The map was executed pretty well. But what was the golf ball and greens for? None of the weapons were too overpowering and there is plenty of cover. Some of the buildings look slightly sloppy. Even though they're supposed to be destroyed, the construction looked slightly -iffy. 4/5
     
    #31 Mirage Axl, Jun 15, 2009
    Last edited: Jun 15, 2009
  12. Pedobear

    Pedobear Ancient
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    The golfing area was supposed to be a destroyed mini golf course, even though it was pretty small.
     
  13. ChosenCyan

    ChosenCyan Ancient
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    We've finished two firefight maps now, and all of the classes are balanced by how often you see them in the game with spawn chance. We've done quite a bit of testing now. They're loosely based off of the ones that have been shown to the public, We named ours Security Area (Security Zone) and Caldera (Night) (Crater (Night)). It's meant for 16 players, as there's only one human until there are a total of 12 starting zombies. The respawn settings resemble waves. As I said before, I got the idea of the spawn boxed from this map (I think).
     
  14. BlUnT 4ce tRAUMa

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    this map just builds up more hype for ODST. i love it!!!
     
  15. Trix

    Trix Ancient
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    looks great! nice forging by the turret. good job.
     
  16. Pedobear

    Pedobear Ancient
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    Seems interesting, but you should fix that must-have-16-people problem.

    Anyone else have any suggestions?
     
  17. Kryticate

    Kryticate Ancient
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    I want to add onto my earlier comment on after this was posted saying that it did not look like Halo 3: ODST's Mombassa. I still think that is true and you should not have name a post the exact same name of something else, otherwise people expect the map to be a remake.

    I am adding this comment because I don't think I reviewed your map (What page was my post on again?), so here goes. I like the weapon boxes idea but what if someone camps inside them? Does not look like there is any way to stop them from camping if they keep respawning, so you cannot spawn killballs after a specific period of time. I guess you could put a gravity lift on a weapon holder to spawn later on to push them into the teleporter but still giving them time to pick up their specific weapons (weird idea, but I could not think of anything else). I recommend just removing the boxes all together and having them spawn with the weapons that their class has. If you want them to have some time to get ready when they respawn, have them fall through a hole to a teleporter that teleports them into the action.

    The map looks wide open, which I like. My only other comment is why did you choose the crypt? There isn't that much space, people may spawn kill. It could use some work, but I like it overall. 4/5 for now.
     
  18. Pedobear

    Pedobear Ancient
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    1. Your suggestion to prevent camping in the boxes is impossible to use.
    2. You can't have the zombies spawn with the weapons of a certain class, as you suggested.
    3. The crypt works best for this type of map. It gives it that eerie feeling when you add in some FX. And spawn killing was never a problem.
     
  19. UTE Pterodactyl

    UTE Pterodactyl Ancient
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    i played this, and i have to say, it was really fun. i thought the structures, the weapon placement, it all couldn't be better. 10/10
     
  20. Kryticate

    Kryticate Ancient
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    1. My suggestion is possible to use, by posting so fast you are telling me that you have not even tried doing it.
    2. Why can you not do it? Why is everything impossible now?
    3. Sure, it was never a problem when you may have played, but it is always possible to do. Someone goes behind the spawn point and assassinates everyone that spawns. The only solution is to put the team's spawn points across different parts of the map.

    If you are trying to keep your thread alive, I suggest at least trying things that the posters recommend.
     

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