Access

Discussion in 'Halo 3 Competitive Maps' started by Striker 29, Jan 26, 2008.

  1. Striker 29

    Striker 29 Ancient
    Senior Member

    Messages:
    39
    Likes Received:
    0
    Map title -- ACCESS

    • One sided CTF battles with multiple ways inside. Ex: the stairs or go low. Best played with 6-10 players.

    Download Map

    Description:

    Front of base/large shield door
    [​IMG]

    Offensive Area
    [​IMG]

    Stairs and Side
    [​IMG]

    Flag Spawn
    [​IMG]

    Midsection; the underneath location
    [​IMG]
     
  2. LOL zombie

    LOL zombie Ancient
    Senior Member

    Messages:
    1,082
    Likes Received:
    0
    Looks like a good map. I think you could of interlocked the fence walls where the flag spawns. If you did i cant see it. It just looks like overlapping walls in the picture. Anyways keep up the good work :)
     
  3. Striker 29

    Striker 29 Ancient
    Senior Member

    Messages:
    39
    Likes Received:
    0
    Thanks for the suggestion.

    I still need to learn and perfect these nifty little wonders. Would really make a decent map into a very enjoyable one!
     
  4. Furious D 18

    Furious D 18 Ancient
    Senior Member

    Messages:
    2,001
    Likes Received:
    7
    Striker, it seems by your post count that those two posts were your first two here at Forge Hub. I'm glad to see that you made a quality map post as your intro. It's always refreshing when I don't have to force feed the rules to the new people. The nice post got me to download the map.

    And I'm glad it did, because this is an excellent map. The first nice feature I noticed was the window panels for the BR.

    I noticed that there are no screenshots from actual gameplay. That is usually an indication that the map has never actually been tested. But in this case, I'm more likely to believe testing occurred because things like very well balanced. So you either tested this or have a very good grasp on tactics and balance. I really like the layout of this map, and I'm looking forward to playing a game here.

    But there are a few things that could be improved. First, as already mentioned, interlocking is awesome. I was actually impressed by the quality of the map without interlocking, but interlocking always makes it look and play better. I'd really like to see what you can do with all the "nifty little wonders" out there.

    Also, I had trouble jumping from the side to those open boxes that connect to the machine gun turret. It's a tricky jump. I don't know how it could be improved. I just felt like complaining about something else.

    Anyway, very nice map. Like I said, I'm looking forward to playing here. I'm also interested in seeing what your next map is. In the meantime, get out there and check out some of the other maps here at Forge Hub.
     
  5. Striker 29

    Striker 29 Ancient
    Senior Member

    Messages:
    39
    Likes Received:
    0
    Furious,

    Thanks!

    I enjoy viewing and downloading maps from here. It sure beats everything else! You also see how creative some people can really be. I will surely be downloading more, and hopefully if I improve on some of the techniques, make some maps for everybody to enjoy.

    The interlocking will surely take time to cover, but it seems very helpful and makes the map seem much more smooth.
     
  6. NeverlessWonder

    NeverlessWonder Ancient
    Senior Member

    Messages:
    721
    Likes Received:
    0
    I'm seeing some small similarities between this and TrueDark's 7th Avenue. Like the small structure with the bubble shield and sniper, and the underneath section. I was just wondering if you had seen that map or not.

    Regardless, I think you did a great job. Your map is much better in my opinion because of the mobility of the map in general and all the entry points you created. Though, I guess to be fair your map and his were probably built with different ideas behind them... but w/e.
    About your map... I just walked around it for a few minutes, getting a feel for it, you know. And the only complaint I have is that the turret isn't really of much use because of the shield door and crates blocking my view of the outside. 'Course, that may be intentional, so it's no big deal. I'll look around some more tomorrow, maybe play a game on it too. Just wanted to say good job. You definately have the basics of making a good map down
     
  7. ShadowSnip3r RC

    ShadowSnip3r RC Ancient
    Senior Member

    Messages:
    650
    Likes Received:
    0
    Looks neat and organized which is a plus. My only question/worry would be after refering to the 2nd to last screenshot, what is the best way to run with the flag? I look like there is no direct route that would take you to the base fastest, with the most cover. Other than that looks good, nice work.
     
  8. TXGhost

    TXGhost Ancient
    Senior Member

    Messages:
    1,427
    Likes Received:
    0
  9. Furious D 18

    Furious D 18 Ancient
    Senior Member

    Messages:
    2,001
    Likes Received:
    7
    Striker, I was able to play your map in an actual game and I'm sorry to say that it failed.

    You must have mixed up the team traits for the flag score points. For some reason, whenever someone picked up the flag, it said the score point was above the central shield door. Like, way up there beyond reach. No one could capture, so the map fails. The easy way to remember it is put all the "attacker" stuff in the attacker base. You might think, "well it's the defender's flag so the defender flag return should be where the attackers go to score" but that is not the case. This would have been easy to spot had you tested the map even once. It wouldn't have been hard to get at least one person into the party with you to test flag spawns and such.

    I also realized that you must not have placed any respawn areas. Everyone respawned in the attacker's area, even the defenders.

    The map is good, but the details got screwed up. One player in the game suggested that we fix it and claim it as our own map. He was kidding, of course, but it is a good map. Fix that stuff if you can. And in the future, test your map before you publish it. You'd be surprised how many times I've screwed up simple things like this.
     
  10. Cosmic Rick

    Cosmic Rick Ancient
    Senior Member

    Messages:
    1,163
    Likes Received:
    1
    Agreed with Furious. Your first post kicks my first post's ass for quality, and you seem like a nice enough guy. Hope you fix up what Furious suggested soon and start feeding us some great content.
     
  11. Striker 29

    Striker 29 Ancient
    Senior Member

    Messages:
    39
    Likes Received:
    0
    Sorry for the delay.

    For the turret, I know. It isn't really a necessity, but I felt it could provide a decent defense force if the flag is sitting beneath the area and near the center shield door.

    As for the details, I can imagine. :(

    I feel embarrassed by messing things up like that and not knowing it was there in the first place. I have a question. Where do you guys place the opposing flag capture that you want taken away? For example, 1 CTF. Since one is needed, I mean. I am not very good at the spawn points yet, either, I admit. I did place the points down, so I'm sure why they wouldn't be showing up. I used the actual points and the respawn area.

    If you guys want to fix it up, clean it, and make it fun, feel free. No need to claim it as mine. I just would like it to be a decent, enjoyable map for you folks.

    My box is currently being repaired (yes, I know) so once I get it back I'll definitely do more Forge in Foundry. I had a lot of fun with it.

    Thanks for the tips, also!
     
  12. goldman 010

    goldman 010 Ancient
    Banned

    Messages:
    180
    Likes Received:
    2
    very cool :squirrel_chatting:
     

Share This Page