Foundry Fragmentation

Discussion in 'Halo 3 Competitive Maps' started by SpeedDemon, Aug 7, 2009.

  1. SpeedDemon

    SpeedDemon Ancient
    Senior Member

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    Fragmentation
    Created by XxSpeedDemonxX

    Supported Gametypes:
    Team Slayer [6/12 Players]
    Capture The Flag [8/12 Players]

    Canvas:
    FMGC




    General Map Overview:
    The general overview, minus the back hallways
    Note: In the overview below the staircase on the right outpost [red 2] is missing, in the map this is NOT the same. I accidentally deleted the staircase before i took the screenshot on sketch-up, only to notice this error after the map was posted!!!

    [​IMG]
    By mike91192 at 2009-08-07

    Weapon List:
    Battle Rifle x8 | 45 sec. | 2 clips
    Assault Rifle x4 | 30 sec. | 2 clips
    Covenant Carbine x3 | 45 sec. | 2 clips
    Plasma Rifle x2 | 30 sec. | 0 clips
    Plasma Pistol x2 | 90 sec. | 0 clips
    Spiker x2 | 30 sec. | 2 clips
    Mauler x2 | 45 sec. | 1 clip
    Smg x2 | 30 sec. | 1 clip
    Needler x2 | 120 sec. | 2 clips
    Shotgun x1 | 120 sec. | 1 clip
    Energy Sword x1 | 120 sec. | 0 clips
    Brute Shot x1 | 120 sec. | 1 clip
    Sniper Rifle x1 | 120 sec. | 2 clips

    Equipment List:
    Bubble Shield x2 | 90 sec.
    Power Drain x1 | 90 sec.
    Gravity Lift x1 | 90 sec.
    Frag Grenades x4 | 10 sec.
    Plasma Grenades x6 | 10 sec.




    Map Description

    Fragmentation:
    Fragmentation is my first serious attempt at a competitive map on Halo 3. It first started with the idea of a large boxed off area in the center of foundry, but due to lack of forging ability I was unable to do so. At first I had made a line of double boxes [brute shot spawn] and two symmetrical outposts at the far corners of the map [Red/Blue 2.] Since i believe that this map has come to something great I decided to name it Fragmentation, after the clueless unconnected fragments that I had started with.

    The Battle Ground:
    The Battleground can be considered the centerpiece of the map. It was designed to focus on close quarters to medium range combat. In the center of this area one will find a square-like two story structure which contains an energy sword on the bottom floor. Surrounding this structure there is a large wrap-around catwalk that can be used to safely travel around the center structure and fire on unsuspecting enemies below. On the only enclosed section of the catwalk a brute-shot is accessible by means of any of the four staircases or the deployable grav-lift below.

    Note: After finishing this area I realized that the center structure here is placed about 3 ft off center favoring the blue side of the map...Having a somewhat obsessive compulsive personality would cause an attempt to fix this to wreak havoc on my mind due to low supplies and an unlimited budget glitch active. So I have decided to leave it as is.

    The Roadway:
    Surrounding the square like battle grounds in the center of a map you will find a long stretch of "road" that is just large enough safely fit a warthog onto. Around the outer edges of this roadway there are many small outposts that overlook the road, including a sniper tunnel placed exactly halfway along the track. A gutsy sniper wouldn't think twice about using the top of this small tunnel as a sniper's hideout, accept the ONLY cover here is crafted by two Pallets suspended by receiver nodes.

    The Bases:

    This map contains two completely identical bases located in the original bases in the default foundry variant. Each team spawns inside the equipment rooms that contain windows to view the outside bases. After turning the corner one will notice two doors and a large shield door placed exactly in the center of the hallway before them. This allows players to view the action taking place within the room before them. This single "U" Shaped Hallway connects both bases allowing for intense close quarters combat. Just outside of each base there is double box merged with the grate below you. Just below you will find two merged single boxes, one open and one placed upside down on the right side. The open box contains a mongoose which can be used to quickly drive down the roadway.



    Pictures: “The Road”
    The Spawn Hive/Room
    [​IMG]


    The Red Base

    [​IMG]

    The Blue Base
    [​IMG]

    Battle Rifle 1/Base Hallway
    [​IMG]
    [FONT=&quot][​IMG][​IMG]
    [/FONT]
    The Shotgun Wrap-Around
    [​IMG]
    [FONT=&quot][​IMG][​IMG]
    [/FONT]
    Battle Rifle 2/ “Blue One”
    [​IMG]

    Battle Rifle 3/ “Blue Road”
    [​IMG]

    Sniper Spawn
    [​IMG]

    Battle Rifle 5/ “Red Two”

    [​IMG]


    Pictures: The Battlegrounds

    [FONT=&quot]Brute Shot/Grav Lift Spawn [FONT=&quot]
    [​IMG]

    [/FONT]
    [/FONT][FONT=&quot]Spiker Spawn [FONT=&quot]
    [​IMG]

    [/FONT]
    [/FONT][FONT=&quot]Plasma Rifle Spawn [FONT=&quot]
    [​IMG]

    [/FONT]
    [/FONT][FONT=&quot]Center Structure [FONT=&quot]
    [​IMG]

    [/FONT]
    [/FONT][FONT=&quot]Sword Spawn [FONT=&quot]
    [​IMG]
    [/FONT]
    [/FONT][FONT=&quot]



    [/FONT]



    Thanks again to my testers!
    FingerChamp
    TerribleTank
    Xx Q Button Xx
    XHaydenxEvilDx


    Download Fragmentation
    Download MultiFrag CTF

    Also if anyone happens to find an error or problem with my post, notify me immediately so i can fix the problem!!




    Sorry everyone about the lack of action shots, but I hit the screenshot limit and am clueless on how to add a spoiler button xP
     
    #1 SpeedDemon, Aug 7, 2009
    Last edited: Aug 10, 2009
  2. cowboypickle23

    cowboypickle23 Ancient
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    looks like a very good cleanly forged map. i think the playablility might be a little bad just cause its close quarters with a shotty and sword. maybe take one out. other than that good map
     
  3. Ursus

    Ursus Ancient
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    Definitely agree with the clean forging, but I support the use of both shotty and sword. It helps to have both so that noone dominates with one. IE, without the Shotgun available to put him down, the sword would destroy. What are the respawn times and ammo counts? Perhaps have a long respawn time for each and less clips for the shotty?

    It also seems to be a little overpopulated with weapons, but until I DL it, I can't say that is a bad thing.
     
  4. HLG Lamebattles

    HLG Lamebattles Ancient
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    Very clean map, seems fairly balanced and from the screenshots, very well merged. Somewhat reminds me of The Pit.
     
  5. MLG

    MLG Ancient
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    This map sort of reminds me off the pit too for some odd reason, it is greatly geomerged, and fantastic with gameplay and blending, They're no hiding spot/ "tricks" that I've found- yet, so good job, 4.5/5
     
  6. SpeedDemon

    SpeedDemon Ancient
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    Thanks! I just updated the post w/ a full weapon list. I used the spawn times from the Pit mostly

    Thanks for the positive feedback! :)

    Im not sure why, but when the map was all finished and i just had to do weapon spawn times, i used the pit as a reference for standard spawn times. Strangely this was just a random pick..a very strange coincidence i guess. lol

    Thanks, i noticed that after reading your post just from the overview :)
     
  7. Reklats

    Reklats Ancient
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    While I like some of the ideas used in this map I can't believe nobody has mentioned the shotgun curve I think it works in slayer but I'm pretty sure it breaks break the whole idea of taking the road during CTF. Maybe you should add a barrier in between during objective based game types.
     
  8. SpeedDemon

    SpeedDemon Ancient
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    At first, I actually had it so that. After 3 minutes, Doors would spawn on both of the walls, thus blocking off the shotgun spawn.
    Leaving access to ONLY the first 3 minutes of the match.
    Maybe I should re-instate this
     
  9. Grim 104

    Grim 104 Ancient
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    The map is quite amazing, and your game is so compatible with it. Downloading...NOW
     

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