Asset map: Power Core (Complete)

Discussion in 'Halo and Forge Discussion' started by Stevo, Dec 10, 2009.

  1. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Power Core

    Ok, so here goes. This is my finished version before testing. I've spent roughly 26 hours making this map and I hope it becomes a well used Asset map.

    My initial idea for this map was to create a map that made players play around an obstacle that wasn't always there. I also wanted to this obstacle to actually have a purpose. In the Asset gametype, its purpose is to open the door and allow the VIP to be escorted to safety.

    If you didn't already know, Halo 3 can adopt certain special features using things like fusion coils, man-cannons and grav lifts. I used these features to create a "switch" and open the doorway that leads to the safety point.

    All of the old content (Videos, Pictures) can be viewed on this thread: Asset Map: Power Core. This thread also shows how the mechanism works and shows it in a working condition.

    Anyway, enough of the talking.

    The Pictures
    These pictures are just the new ones. You can look at the old pictures and a cheeky video on the old thread whilst its being constructed.

    Zoomed out view
    [​IMG]
    View of Sniper
    [​IMG]
    Staircase
    [​IMG]
    Primer Platform
    [​IMG]
    Hornet's Nest
    [​IMG]

    And i'm sorry to say... but i'm going back home this weekend, so we wont be able to test power core this weekend :(

    But i should be back around sunday evening, and if my internet connection is good... I'll hold a few tests.

    Hope you guys like it ;)
     
    #1 Stevo, Dec 10, 2009
    Last edited: Dec 10, 2009
  2. Master Debayter

    Master Debayter Ancient
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    I see a lot of camping on those teleporters. Unlike the other asset maps, the platform may be more space than usual to serve as the Defender's base, and that will also induce players to watch the few entrances the Attackers have.
     
  3. Stevo

    Stevo Drunken Bantersaurus Rex
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    Ideally, i didnt want the teleporters there... But i've almost run out of budget ( i think i have like $40 or something left..) and i need to put in a blocker at the bottom of the core so people cant just shoot the gravlift there to open up the doorway. I'm still tweaking, but the basic map design is there.... thats pretty much what im trying to show.. The bits people couldnt see before.

    I am unbelievably tired though.. so i didnt really make a proper thread for this.. but im away all weekend now so, it wouldnt have been done till i got back otherwise.. I kinda wanted a little bit of hype and enthusiasm over it though :(
     
    #3 Stevo, Dec 10, 2009
    Last edited: Dec 10, 2009
  4. Given To Fly

    Given To Fly MP Level Designer
    343 Industries

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    I'm curious as to why you made a second preview for a completed version. It doesn't make sense to me. As for the map, It seems really small for Asset, but then again their was a Firefight map in ODST, the one with two doors that they came in. It could be really fun, but I don't understand. Your map has a switch that basically shoots fusion coils to the cieling so they blow up. Why? I like the architechture but I just don't get why you would want that annoying sound the wholle time. Looks like it could be fun, so I'll test with you. Just toss me an inv whenever and tell me who you are in it, because I don't accept FR's from randoms anymore. So anyway, ttyl
     
  5. Stevo

    Stevo Drunken Bantersaurus Rex
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    Thanks for the interest.. Yeah the coil thing does get annoying if you play on it for like 15 minutes or so.. but the point is, soon as the first coil blows.. your gonna want to run out of that place as quick as you can!

    The coils are there so it allows the asset to reach the hornet, because the doorway is blocked.. without the coils, the doorway would remain blocked for longer.. The coil system is just a way to make the round quicker if the team is good.

    But, the Brutes have a major advantage because they can come at the ODSTs from EVERY direction.. Above, behind at both sides and infront, so hopefully the tests will be really fun :)

    Sure.. it could be this sunday if my internet connection goes well.. if i cant hold a test on sunday.. ill send you an invite so you can have a look at the map, the pictures really dont do this map justice.
     
  6. CaptnSTFU

    CaptnSTFU Ancient
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    I like it, really different asset design. Only thing you might add (depending on testing) is maybe a hole in the roof some where. That way brute's can drop in on the ODST's also. Idk though id have to play and see how it pans out.
     
  7. Stevo

    Stevo Drunken Bantersaurus Rex
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    Already got two ;) you cant really see them except on the zoomed out view, you can see the tube corner sticking out of the top.. this is just a drop in point for brutes.
     
  8. another orphan

    another orphan Ancient
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    Looks nice, but can we see more of the inside tower? The forging looks pretty good, and it seems like a good jumper can get to the Hornet if he wanted, especially if it was the Engineer, who has lower gravity.
     
  9. Stevo

    Stevo Drunken Bantersaurus Rex
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    well ive been trying since i constructed that little platform, and ive made it once.. but after i made it.. i redesigned the platform, and moved the hornet further in (because i didnt actually land on the platform, i landed on the very tip of the hornets tail) now, the closest ive got is bouncing off either the ledge or the hornet.. i havnt got on it successfully yet.. BTW as the engineer.. you wouldnt benefit on the ledge, because the engineer cant fly the hornet.
     

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