7-10 Split

Discussion in 'Halo 3 Competitive Maps' started by Jpec07, Jun 8, 2008.

  1. Jpec07

    Jpec07 Ancient
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    7-10 Split
    Intense Fortress Gameplay

    Introduction:
    7-10 Split is a map made in (of all places) Foundry. My first published map, it is actually a remake of a map that I made on a friend's 360 on a profile that was subsequently deleted. The central idea behind the map was to create a field of two opposing nigh impregnable fortresses in order to provide intensity of gameplay that is seldom seen. Its name comes from bowling, wherein a 7-10 split is the hardest shot to make.

    Stockpile:
    Both fortresses are stocked in remote locations only accessible through well-guarded portals, and each of these armories features 4 Shotguns, 4 Battle Rifles, 2 Magnums, 2 Maulers, 2 Sniper Rifles, 2 Sentinel Beams, 1 Gravity Hammer, 1 Rocket Launcher, and an assortment of special items. These rooms also house 3 Starting Points, 5 Respawn Points, and the goal/starting points for Assault and CTF gametypes. Outside the room, each base has 2 Propane Tanks rigged as "torpedoes," 2 Machine Gun Turrets, and 1 Needler and 1 Spartan Laser hidden within (granted, "hidden" in this case means "on top of stuff in a corner, but unless you're looking you probably won't find it").

    Gameplay:
    Each fortress also caters to a variety of gameplay styles: close-range, tight-knit corners and the claustrophobic feel of the armory provide a home for players who prefer such a style. Narrow hallways and cover in the space between fortresses give a place where mid-range fighters can enjoy themselves, and several points on each base act as effective sniping points for the midfield and lower sections of the opposite base.

    History:
    Having played the original map several times with friends, I have received nothing but compliments on its design and layout. Originally, it took me some 10 hours worth of forging to create, and was riddled with design flaws. After having spent a few months away from the concept, I have since learned several methods from browsing the forum (yes, I lurk, get over it), and have integrated them into the design. A few portions of the map feature interlocking scenery objects (the overhang on the attackers' base, the second-level catwalk on the defenders' base, and others), along with some advanced floating static items (specifically, the man-cannons preventing escape behind the portals in the armories). However, both techniques were used sparingly so as to maintain the original feel of the map. Neither embedded objects (half-in-the-floor, etc.) nor the budget glitch were used.

    Variance:
    The map has been set up for a variety of team game variants, including Assault, CTF, and Slayer. It is also suitable for Juggernaut, Infection, and Oddball variants, though no configuration has been set up for these types (too many objects placed on map already - if someone wants to fix that without removing items, I would be very appreciative). It has not been set up for Territories.

    The Wall:
    Perhaps one of the more notable features on the map is the central dividing wall, which floats at the second-story level over the midfield. It is not without purpose, and while some may see the need, I feel that it deserves explanation. As you may notice, the turrets are all on the bases' second levels, and I felt that enabling them to fire directly at one another would make for one-sided gameplay. As it stands, the wall serves to limit the range of the turrets to the midfield, which in turn makes the field that much wider and harder to transverse.

    Screenshots:

    [​IMG]

    Attackers' Base: Front View
    Attackers' Base: Interior View
    Defenders' Base: Front View
    Defenders' Base: Interior View
    The Midfield
    Standard Stockpile: Shot 1
    Standard Stockpile: Shot 2


    Critiques, comments, and questions all welcome. Thanks. :)

    Download 7-10 Split

    PM me if you happen to download and enjoy enough to have action pictures or videos I can use to show off.
     
    #1 Jpec07, Jun 8, 2008
    Last edited: Jun 8, 2008
  2. Bottlecap

    Bottlecap Ancient
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    Hello and welcome to forgehub. I hope that you will continue to be a part of this community and will be active. However, your post is not up to forgehub standards. You must have your images embedded. Please read this topic for more information about correct posting format. If you need help with embedding pictures, follow these instructions. You must first access them from your screenshots section in your Halo 3 bungie.net profile. Then, save them to your computer. You must use and external image hosting site, such as imageshack. Upload the images then select them. It should provide and image url for you, then take that url and insert it into the text box that appears when you click the image icon while posting. Good luck with your post, and if you need any further assistance please PM me or a forgehub moderator.
     
  3. hiddenninja17

    hiddenninja17 Ancient
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    Solid description, hope your pics are as epic as this map sounds.
     
  4. Jimbodawg

    Jimbodawg Ancient
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    I honestly think if the user says they will have pictures up soon, you shouldn't have to say, "YOUR POST DOES NOT COMPLY WITH... blah blah blah" unless no pictures are posted an hour later. Seriously.
     
  5. myonlydetriment

    myonlydetriment Ancient
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    It's a quick way to increase post count. That's why most people spam it without reading the post.
     
  6. Jpec07

    Jpec07 Ancient
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    Yeah, fast way to increase post count. Screenshots up, though looking at it, they're not nearly as much fun to look at as the map is to play. Kinda...anti-climactic.

    Oh, and Cpt. Brute, when you get a chance, would you be kind enough to please reread my first post, review the canned response in yours, and revise it to reflect the edits I've made? I'm afraid that your canned response reflects poorly on me as a poster and as a Forge artist, even if only in people's subconsciouses. Thanks.
     

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