Foundry Asylum

Discussion in 'Halo 3 Competitive Maps' started by o0 IMatt 0o, Jul 3, 2010.

  1. o0 IMatt 0o

    o0 IMatt 0o Forerunner

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    This is the Last Version of my map Asylum v1. It was never named Asylum, (it was first named Asylum v1) so I shall name the final version just Asylum.
    I fixed a lot of the problems that made held this map back from achieving its true potential. The Two sided Grav Lift tower has been deleted, because it did not Flow well with my Assymetric design, and it has been done before (Something I didn't know). Instead I have made some of my own designs two incorporate better Flow and to help map moblity. I have added extra pathways and completely redid weapons spawns and placement.

    Weapons
    Battle Rifle x8
    Assualt Rifle x4
    Needler x1
    Rocket Launcher x1
    Sniper Rifle x1
    Spiker x4
    Plasma Pistol x2
    Plasma Rifle x2
    Mauler x2
    Plasma Grenade x4
    Bubble Shield x1
    Regenerator x1
    Power Drain x1

    Overview from Blue Side
    [​IMG]

    Overview from Red Side
    [​IMG]

    Looking at Rockets from Back
    [​IMG]

    Looking at Needler and Sniper Spawn from Back
    [​IMG]

    Looking at Attacker Assymetric Base from Sniper Corner
    [​IMG]

    Looking at Bubble Shield Spawn and Stairs to Overshield room
    [​IMG]

    Walkthrough

    Team Br's

    Download Asylum
     
    #1 o0 IMatt 0o, Jul 3, 2010
    Last edited: Jul 4, 2010
  2. Combat P3nguin

    Combat P3nguin Ancient
    Senior Member

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    This looks pretty neat, you have done a good job on this map, a very unique design, with your weapons i would recomend that you lower the amount of assualt rifles to 4 or 2 because that is the starting weapon and you don't need that many ammo pickups fo the assualt rifle. When you kill someone with the assualt rifle there's most of your ammo for the game.


    Anyway your interlocking and geomerging looks pretty well done and pretty much perfect. I will download and give it a go, but i will edit this post if i need to tell you anything more.
     
  3. E inglourious 3

    E inglourious 3 Ancient
    Senior Member

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    It looks like you have put a lot of effort in a new design, but one thing I cannot stand, that I hate- absolutely hate- is paths that lead into a wall, or paths that involve little jump-ups. Half of the places you have made, the paths, lead nowhere. It is not even set up for camping, it simply is not set up to flow.

    Examples are: the upside-down ramps in pic 3, the block in pic 1 merged in the tubes, the bridges in pic 1 merged into the wall (although you can jump up), in pic 2 the bridges to the right and the grey wall path on the left, in pic 4 the weird needler thing, and especially the upside down ramps in pic 6.

    For your next creation, please have movement in mind. I good rule of thumb is at least two ways leading to and from each place. For example, a room wit at least 2 doors, or a lift and a ramp, etc.

    Please do not get defensive about my post and try to tell me that I have not played it enough or deny that it is a problem. I am writing this not to hurt your feelings or to diminish your map, but to be constructive towards the future. It might look good, but gameplay fails. The silver lining: you have nice geometry ideas, merging, and an eye for aesthetics. Keep it up, but think about gameplay.
     
  4. o0 IMatt 0o

    o0 IMatt 0o Forerunner

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    HA LMFAO. You have not ever played this map if you think gameplay fails. Im not getting defensive, im getting offensive, dont say my map has bad gameplay if you havent downloaded it. And if you have played it and you still think gameplay fails, then, well halo is definetly not for you.
     
    #4 o0 IMatt 0o, Jul 4, 2010
    Last edited: Jul 4, 2010
  5. Jex Yoyo

    Jex Yoyo POETRY, bitch.
    Senior Member

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    What the hell are you talking about?

    The gameplay is good, there are almost no camping spots, and despite what you might beleive from the pictures, there is a hell of a ton of places that promote good flow. You realize that its a huge offense to give a detailed critique of a map without playing it? At the moment it seems like thats what youve done. I reccomend providing a link to a game to prove that you have played this real soon, cus otherwise shits gonna hit the fan.
     
  6. Mister man 1217

    Mister man 1217 Ancient
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    Good work Matt. Alothough I do miss the gravity lifts, I do like what you did do to the map. you made is have a better floe in gameplay by adding more ways to travel around the map giving more options to go form place to place.
     
  7. o0 IMatt 0o

    o0 IMatt 0o Forerunner

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    Thx everyone for the postive comments, and recognizing what I have changed to make gameplay better.
     
  8. Zow Jr

    Zow Jr Forerunner

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    I disagree. Assault rifles are often abused by not being used. People will drop an AR for a MAGNUM nowadays (n00bs) but i think it's good now i can has ammo without worryin when the next AR drop will be.
     
  9. Jex Yoyo

    Jex Yoyo POETRY, bitch.
    Senior Member

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    Zow, assault rifles get abused because they are only effective at very short ranges. The pistol in reality has the same range as the BR and kills just as fast. The magnum is better than most weapons out there honestly, but you do have a good point people ignoring it totally. It is extremely effecient at close range vs ANY weapon. But. unfortunatly matt i have too agree that there are a couple too many of them. Remember, less is more.
     
  10. o0 IMatt 0o

    o0 IMatt 0o Forerunner

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    Yeah it was a typo :(. Im not going to put 8 Ar's on a a map, there are actually 4.
     

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