Urbanization is suppose to resemble an inner city block made up of seven buildings. Built with assymetical objective games & slayer games in mind. FFA Slayer FFA Juggernaught 8-10 Player Slayer 8-10 Player Territories 8-10 Player One-Flag, Multi-Flag 8-10 Player One-Bomb, Assault, Neutral Bomb 8-10 Player Oddball 8-10 Player King of the hill 8-10 Player Vip Multi-Team Slayer Multi-Team Territories Multi-Team Oddball Multi-Team King of the hill Multi-Team Vip Big Team Battle One-Flag, Multi-Flag Big Team Battle One-Bomb, Assault, Neutral Bomb Big Team Battle Slayer Big Team Battle Territories Big Team Battle King of the hill Big Team Battle VIP Big Team Battle Oddball Download Urbanization here: Bungie.net : Halo 3 File Details Weapons: 11 Battle Rifle 2 Carbine 1 Smg 2 Mauler 2 Spikers 1 Plasma Rifle 2 Plasma Pistol 2 Shotgun 2 Sniper (1 extra clip) 2 Rocket (no extra clip) 2 Bruteshot 3 Mongoose 1 Warthog 1 Chopper 1 Ghost 1 Active camo 1 Overshield 2 Regenerator 1 Tripmine 1 Energy drainer Bungie Render vid of some map gameplay: http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=88362314 Pic-time! Overview #1 Overview #2 Overview #3 Base secure! "Let's use the back door" Some death, pain & suffering on the battlefield. Peeking out the base window Bleeding it out! "Get outta here!" FOR THOSE OF YOU WHO HAVE NOTICED THIS MAP IS MY OTHER MAP PARK-IT!, JUST CHANGED UP A BUNCH.. Ok, so I built this map called Park-it!. I thought it was THE map. Well, I was wrong. I put it through many many tests, then posted it.... everywhere. I got back some complaints. Here's a few of the complaints: 1) "Its hard to jump up from one floor to the next in all the buildings." REMEDY: I extended the ramps Now the ramps (stairs) go up to the top of the floors making access to upper levels much easier! 2) "The Attacker's base has too good of a sniper positon. A good sniper will own the map during slayer games. Also, there is only one access to that position, so if the sniper has a shotgun, he is INVINSIBLE." REMEDY: I removed the third floor of the attackers base and gave that base a teleporter access to the top floor. The attackers base goes from having a third story sniper tower to a second floor whatchamacallit! 3)"What if a player gets both sniper rifles and both rockets, he'll be too powerfull." REMEDY: Be more picky about the testers, cause this guy is an idiot! 4)"You have line of sight from the teleporter sender and reciever and there-fore everyone will camp the reciever." REMEDY: Build a freakin building to hide the sender and give alittle more covertness to that method of attack. NOW, there is no way to see the sender node, from the reciever node located on the top of the defensive building. Just took another building. 5)"A good sniper on top of the defensive building can spawn kill everything." REMEDY: No, no he couldn't. But.... I'll build another building, this time transforming the parking garage to a three-story building with underground parking. Consider those spawns...... COVERED! This ultra high wall otta protect those helpless spawns. Ok, I'm done addressing the complaints with pics, but there were MANY complaints, and there were MANY "fixes". Also fixed: "Bad weapon spawn, having the shotgun spawn on the roof." REMEDY: Swaped positions with the bruteshot spawn "Don't need individual starting spawns, only one." REMEDY: After feeling like a moron, I corrected that. "The hogs are useless, remove them!" REMEDY: I got rid of one, and added a chopper. "New players aren't going to know you can walk through the drainage bars" REMEDY: Removed them. "There's some z-lighting" REMEDY: Corrected. I've also been accused of using a budget glitch. NOT TRUE! I didn't even know what that was before being accused of it, and I assure you, there's almost NO budget left on this map. I got abit of OLN though. I've made many changes to this map that have dramitically changed the way the map is played. Some changes are massive (like making two new buildings), some are minor (correcting z-lighting or moving weapons, spawns), but either way I did change the thing that most people hated most! I changed the name.
I don't know why that pic never worked for you, its workin for me. (Its not too important anyways!). I forgot to mention that this map has many built in "jumps", that can be made to save time and quickly move around the map. It doesn't take players long to learn the map, and figure out where decent spots are. (I've watched almost every gameplay vid from this map and its earlier version Park-it!). Its awsome to see players get comfortable with the buildings within the first round of a flag or bomb game. I posted the earlier version of this on Atlas, and people thought I was more concerned with asthetics then gameplay (which wasn't true), so I removed a few of the purely asthetic items, and used that $ & OLN to build on the map and add the additional buildings. I plan on posting this map to Atlas one day, so if anybody wants to give this map a go for some customs (for more playvids), then let me know. I plan on having gamevids for every setting I can for when I submit it. I don't expect this to get much attention here, none of my previous maps have, but Forgehub does have some very experienced forgers, so I'd like to hear some of their critics or compliments too! Thanks for re-checkin out my map guys. (And if this map isn't different enough from Park-it!, then please just lock it off and sorry.) *edit* Ya, sorry, I got rambling and forgot to answer you suffocation49! lol. The hog is NEVER used, neither are the mongooses. The ghost and chopper get used, and with the ramps, you can get some good jumps. I wouldn't say only noobs use them though. I think the problem is, that you'd need a pretty dedicated hog driver/gunner team to utilize the hog in anything less than a bigteam battle game. I really left it in there for some variety. Thanks dude, I'm glad you liked the render vid of the gameplay. Its nice to get some positive feed-back!