MLG Corruption v2.2 When creating and designing a map, one must take into account both function and appearance. Does it function like I want it to? Does it look like I want it to? Does one adversely affect the other? These three questions are something I ask myself, over and over again. I designed MLG Corruption to be a monument to both aesthetics and function. I wanted to avoid framerate issues while still providing a certain ambiance. I did not want to overlap multiple pieces resulting in a "buggy" appearance. I wanted it to be fluid. MLG Corruption is a symmetrical, 2-floor, 2-base, arena style map with a focus on teamwork and communication. With several ways to and from either level of the map, communication is going to be the way only a team will survive. With this aspect in mind, I made it quite easy to identify different areas of the map. Welcome to MLG Corruption v2. The map presently supports MLG Team Slayer v1.1 and MLG Ball v1.1. TS is available via the MLG Gametypes File Share. However, MLG Ball is not and the properly designed settings have been uploaded to my File Share and are located in the above header. A thanks to my good friend Bradvillain for his consulting and veteran opinion. --------------------------------------------------------------------------------- The bottom half is filled with naturally created cover (via the upper-half's platforms) and a mild amount of openness. A HOLOGRAM Armor Ability spawns in the LOBBY and provides that edge amidst the more closed-in bottom half. On a mid-level (in between the top and bottom halves) rests a GRENADE LAUNCHER on one end and a SNIPER on the other. They juxtapose each other to create movement. You may ask yourself "Which is more valuable at this point in the game?" Decide quickly lest your opponents get both. Do you go down low and try to take out the other team or do you stay up top and hold control over spawns? So, you can go down low for HOLOGRAM and the GRENADE LAUNCHER or you can stay up high and rush SNIPER. The choice is yours, but choose wisely as it may just cost you the game. I've only explained a small portion of the map's flow and design. There are plenty of jumps and angles to be exploited and abused. Don't hesitate. Weapons, Equipment and Power-Ups: DMR x 4 Needle Rifle x 4 Magnum x 2 Frag Grenade x 4 Plasma Grenade x 4 Plasma Pistol x 1 Grenade Launcher x 1 Sniper Rifle x 1 Hologram x 1 Health Pack x 2 -------------------------------------------------------------------------------- If you have any criticism - positive or negative - please do not hesitate to tear this map apart. It is my fifth map I've designed and the first one that I'm truly happy with. Hence why I'm posting it to the forums. I labeled some of the screen shots to show you some of the intended call outs as well as spawning locations of weapons, power-ups and grenades. And keep in mind that because the map is symmetrical, anything that is one side, is on the other. View of the top half from above Main Ramp/Grenade Launcher. Oddball Spawn/High Bridge Plasma Pistol Spawn which leads up to Main Ramp/Grenade Launcher. View of Sniper Spawn/Back Ramp from Red Snipe. View of Red Pocket and Back Ramp. Creepin'.
You are correct MLG does not use radar, but MLG has their Camo setting on "GOOD" so it works just fine. If need be I'll create a custom power-up and a custom gametype with the necessary settings for the Camo.
i don't see how you'd think Camo is OP, camo works in Slayer Pro it worked in Halo 3 MLG etc.. if anything camo is under powered cause you can't move with it without being seen..
I like the trick jump you have above camo, nice touch. Not too sure about the Snipe as the Power Weapon for this map... No "true" snipe positions, and this being a rather small map with lots of cover it will take more skill to use... I suspect lots of no-scopage... This map seems ideal for MLG style and DMR use. I also like how you don't actually have a "base" for either team, just a spawn side.
Thank you. In regards to the sniper that is exactly my intention. It is a small map but its only an 8 shot sniper. With all the options to flank an opponent it'll be more about controlling the map rather than the weapon. I'm presently taking out the camo and adjusting weapon layout. It turns out that 'good' camo is in fact not good at all. In forge mode camo works like it did in previous halo games. However this is not true in custom games. Good job, Bungie. I will also be adding an option for oddball and king of the hill. This will be worked into the map with conjuction of the removal of camo.
Finally!!! Sir you are a godsend! I can tell you have taken your time designing,forging, and testing this map. It was time well spent! As soon as I spawned on this map I had definitive ideas on where to go, what to do, and where my enemies would be. In other words it flows like a river! I really like the Sniper as a power weapon, It reiterates the fact that Corruption is a MLG map and it will take skill to use it without getting team shot. The Camo is a nice balance to the sniper, If a guy is dominating I can sneak up on him. Nice clear call outs make for good teamplay, as well as adaptable strategies. The thing I like best is that its completely original, no cliche layout here, MLG needs forgers such as yourself to stop all the boring, two base layouts. 9/10 Cause I don't like Hologram. Add me I'd like to play with the creator!
Thanks drummer. I'm glad you appreciate the more finite elements of the map. Do you have a problem with hologram in general or hologram on this map? I was toying with the idea of removing it in light of the recent release of MLG v2 settings. They won't be used in the national championship in Dallas but they do have significant changes. MLG Corruption v2.0 has been uploaded along with new screen shots. The following changes have occurred: 1. Camo has been removed as it does not grant "true" invisibility. 2. Grenade Launcher now spawns where Camo did. Now called Main Ramp/Grenade Launcher. 3. Hologram now spawns in the Lobby where Grenade Launcher used to spawn. 4. The Oddball spawn now resides on High Bridge where Hologram initially spawned. In Team Slayer games, nothing spawns here. 5. Needle Rifles now spawn opposite on the wall directly opposite the base in both Cover rooms. 6. Minor cosmetic, aesthetic and positioning changes have been made. Nothing that will affect gameplay and movement. Framerate issues should not arise. If they do, please tell me. The new version can be found in the download link and MLG Ball v1.1 can be found in my File Share as well. MLG Corruption v2.1 has been uploaded. The following changes have occurred: 1. Added cover to Main Ramp and from the entrances to Blue and Red Ramps. 2. Blocked off the ability for a player to jump on top of the wall via the 2x2 Corners on Red/Blue Snipe and Red/Blue Needle Rifle. Thank you to A-Chunk on the MLG Forums for pointing this out. 3. Added a jump-up to the top of Blue and Red Ramps (near the column). Great height advantage but no cover and little room to move. 4. Fixed a few minor cosmetic issues regarding weapon spawns and placement. 5. Cosmetic adjustments to remove the "gray walls" and quell any possible framerate issues. [br][/br]Edited by merge: I will be running test games on the map tonight at 9:30PM EST. If anyone is interested in playing and test with me, please add me. Gamertag is on the left.
MLG Corruption v2.2 is now uploaded. Test played the map with MLG v2 settings as well. No major problems with the inclusion of Sprint or 150% gravity. The following has occurred: Column on top blue fixed to be in line with all other columns. Fixed Red ramp landing. It was slightly out of place. In light of the supposed MLG v2 settings, I reversed the railings on top of the Large Y-Platforms to prevent players reaching the top of them via the Red/Blue towers and a Sprint Jump. Added 8 additional spawns. 4 on either side of Main Ramp. Adjusted the jump-up to Red and Blue Towers. Download MLG Corruption v2.2
I liked the run-through I did so far. Wish I had more people interested in customs more often but it seems only throughout the weekend so i'll try this out then. Only problem I had is not exactly knowing where I was at each point but that comes from learning it a bit more. I'll try some customs and leave some better fb.
Thanks guys. I'll be playing tonight at 9:30EST so if you guys would like to do some test plays on the map, feel free to add me. GT is on the left.
FEATURE!!!! Thanks for the help on topside, can you do a write-up when your done I would but I can't seem to get the image embedding right. I had mad fun testing this, we need to get some more games on this (preferably without Bvillian cuz he wrecks too hard lol!) Peace.