Dday... V 1.0 Classic CTF is back! Update: Work on V 1.1 has begun. It will include: - Most likely removal of the armories, but we might change them to have 1 power weapon per side. - Remaking of the map, all interlocked this time! - Back half of the map converted into something of strategic use ( you'll just have to wait for it ^^) - Timed map events - And much more!!! Download Dday brings back that good old feeling of symmetrical CTF and Assault to Halo 3. There are 2 bases, one human and once covenant. Each with their own armory of specific weapons. The bases seem inpenetrable from the outside but there is more than one way in as you will see. Gametypes Multi flag One flag One bomb Neutral bomb Slayer Team slayer No merging as of yet. This is only V 1.0 though and I assure you that if this map is popular I will merge and make things better as much as I can. Screens overview from outside bases. Human armory. Covenant armory. Covenant Base. Center, the chaos unfolds. Laz0rd the ghost nub. He's on fire! From above. SeVeR.
Armories can ruin gameplay so I wouldn't use them in a map. Having all the power weapons in one place is never a good thing. I would interlock it and improve it now because many people won't download the map as it has no merging.
The armorys have slow respawns thats why I put other weapons around the map. The first round is always hectic though
yeah it looks all right try interlocking and other techniques and a bit more detail because people seem to DL maps for looks.
Looks pretty good and I may DL it but, I agree with the others that you need interlocking in it. But, it is also OK if you don't use interlocking because on my first map I didn't use interlocking either. Bottom Line: OK map could use a little work. Happy Forging! -Eli
I never knew D-Day had Laser beams and hover crafts! I've seen a lot of D-Day maps, this one would be my favorite if it didn't have the armory and stayed true to modern times by only putting Human weapons.
doesnt look like you interlocked at all, which male the map look kinda slopppy. also it looks more casual than competitive
armouries arent very good in maps... and this idea has been way over used.. im sry but im goin to have to pass on the dl.
Your map doesn't look half bad my friend, Just a few suggestions though.. As many other comments have said before me, I would think about taking out the armory, They don't really work all that well and like PureCallum said in his reply, Having all the power weapons in one spot is never a good thing. I'd also try and interlock some of the bridges you have laying on top of the double boxes, Interlocking the bridges into the boxes will make for a smoother surface to run across and won't have those annoying bumps to them. Finally, I'd try and add some aesthetics to the massive open space in the middle of the map. Well obviously you don't have to do any of this stuff, But I thought you might want to keep some of these ideas in mind if you decide to make a newer version of this map. Good Job so far, Keep it up and you will only get better.
Yes, aesthetics would definitely be good, because in my opinion, the map doesn't look very much like D-Day at all. Map is decent BTW
the rest of the map is useless when theres an armory, it isnt really a dday may but uv got the general idea, but doesnt meen its not fun
Well I am not going to jump on the bandwagon about the armory...I am actually going to go against the grain and defend it for you...I don't think an armory is a bad idea. Most think it is a bad idea on a map because it becomes a focal point for assault teams which leads to mass killings...hmm think about this...if we don't camp there, we won't get killed there...you stated there are other weapons around the map, therefore a player is not forced to go to the armory to get more ammo...Chaos in the begining due to the armory can be fun... I like the balanced layout of the map...its not too open but yet it's open enough for the ghosts to move around...as for the interlocking, yes it can be done to make gameplay smooth, however with the boxes/bridges not interlocked it will force players to jump more often or move to the ground to avoid the frustration of them not being interlocked... So, overall I like your map and I feel that you can present it in a way that works but also goes against the grain of map making...so for those who actually read this...lay off the boy!! Not interlocking and having an armory on a map doesn't always make a map poorly constructed...if u say it does...think about this...is it poorly constructed because of those reasons or does this style of mapmaking feed into a players lazyness or lack of willingness to adapt to a different environment????
I very much appreciate posts like this. Giving insight on the good but also helping me on what needs improvement. Me and ourstikk03 aka UNSC Marine xlx have started work on V 1.1, i'll update the main post with details. Thank you boydcr2!