MLG Torrent V3.1

Discussion in 'Halo 3 MLG Maps' started by WheezyMoney, Jul 31, 2008.

  1. Hoff

    Hoff Ancient
    Senior Member

    Messages:
    256
    Likes Received:
    0
    If it plays anything like the other two, it should be great. The new mid looks interesting, but I'm not sure why you changed it from the older one.

    Anyways, I'll try it out.
     
  2. J A Y

    J A Y Ancient
    Senior Member

    Messages:
    1,285
    Likes Received:
    14
    Your map has changed a fair bit. It looks like it suits MLG very well. I haven't played it yet but I have downloaded it. Some of the features that I like from the pictures are how you made the structures with upside boxes, this makes it look like towers. The cover looks like where it is needed. Top middle looks unique because it has been raised from the sides.

    What you need is one more picture showing you your whole map.(eg. a overview) Because its kind of hard to see where everything is.
     
  3. XxTexasHornxX

    XxTexasHornxX Ancient
    Senior Member

    Messages:
    659
    Likes Received:
    0
    Slight disclaimer: I haven't had the chance to run a 4v4 on this yet.

    I like what you have going with the bases, but it seems you threw together the rest of the map. In MLG maps dumpsters serve two purposes: break up long lines of sight across maps and work as a jump-up. Other than the dumpsters in the front of the bases, your dumpsters don't accomplish anything. I recommend using something similar to Onslaught's doors in the front of the bases to make a more challenging jump-up and to not disturb grenades being thrown after players retreating to the bottoms of the bases. I can't fathom the purpose of some other stuff on the map too like the useless jump-ups in the middle and the doors on top of the bases. You should also geo-merge another box into the wall at the top of the base, so you don't have to use a dumpster to prevent people from getting to the top, which I am assuming is its purpose.

    The middle of the map is completely useless. The bottom has no cover at all, which makes grabbing the mauler a suicide mission. For a start, you could make the walls interlocked into the double boxes useful for an escape route to the side bases. The top is not a power position at all because you stick out like a sore thumb to a team shot with no cover.

    Even though the map definitely needs some cleaning up, it has potential to be pretty solid, but it is restricted by its generic MLG layout. You certainly didn't copy anyone, but it has too many elements similar to current maps (Onslaught, Legacy, etc).
     
  4. Murdock Sampson

    Murdock Sampson Ancient
    Senior Member

    Messages:
    1,071
    Likes Received:
    0
    Map:
    Map looks okay, has good-ish aesthetics. Some interlocks seem unneccessary. Short weapon list, not that that's a problem, but that can make the gameplay dry.

    Game:
    As a competitive map, there is no specific custom-made gametype. But the defaults should play smoothly.

    Final Comments and rating:
    Well designed and forged... 8/10
     
  5. WheezyMoney

    WheezyMoney Ancient
    Senior Member

    Messages:
    286
    Likes Received:
    1

    the doors on top of the bases stop you from being able to get on the walls. im working on some of the things your talking about. i might be putting single open boxes on the top walkway because of the lack of cover. or something else. and as for the dumpster thing. i dont see why i have to have something else instead of dumpsters where the dumpsters are. in the corners they protect a spawn, and they also block off a line of sight. the ones attached to the yellow and purple bases also protect a spawn and provide of cover.
     
  6. XxTexasHornxX

    XxTexasHornxX Ancient
    Senior Member

    Messages:
    659
    Likes Received:
    0
    Again, I haven't played the map enough to understand everything, but I can still tell it could use some tidying up. If you want to prevent people from getting on the walls, I would use window panels because they are more subtle. You could also do that on 3 sides for the box in the back. Also, I don't think getting up there would be too big of an issue because you are already hurt from the grenade jump. For the dumpsters against the wall, I guess that would work as some good cover, but I really find the ones attached to the side bases unnecessary. It just adds bulk to what is already cover (the double box).

    If you need some help with the middle, send a message to the gamertag in my sig. I know MLG maps and balance pretty well.
     
  7. WheezyMoney

    WheezyMoney Ancient
    Senior Member

    Messages:
    286
    Likes Received:
    1
    what do you mean by some interlocks seem unnecessary. there doesnt need to be a custom made game type. it works with MLG gametypes. and as for flag, use onslaught flag
     
  8. Camoflaug

    Camoflaug Ancient
    Senior Member

    Messages:
    436
    Likes Received:
    0
    Onslaught is an example of a perfect mlg map you shouldnt hate it =P

    anyway... this map does look cool but you wasted to many walls and double walls on the middle which could have been used to improve your map but this is a very good map 4.5/5
     
  9. sgt.pepper

    sgt.pepper Ancient
    Senior Member

    Messages:
    503
    Likes Received:
    0
    looks pretty good, i like the bases, i think if it wasnt mlg u could add more vehicles but mlg dont allow it
     
  10. XxTexasHornxX

    XxTexasHornxX Ancient
    Senior Member

    Messages:
    659
    Likes Received:
    0
    I don't know if you still want help with the map, but while you were forging with Rob, I was messing around with your map and came up with some good ideas for some of the map's issues.

    Since the top was pretty dominant, and the signs were confusing people, I thought that you could lower the top and take out the signs, so the double boxes are sticking out over the walkway. Since the jump-up from bottom mid to top mid is hard to pull off in game, you could take out the doors and lower the double wall (to the height of V3.1), so you can jump from the ground to the wall to the top in two jumps. The only problem is the part of the double boxes sticking up would become a nuisance in game because you would have to jump over it as you walk across the top. Instead, I think that you replace the two double boxes with single boxes and have an open single box on top of it. Top mid would run through the single box about halfway up, so it still gives the player a vantage point and allows them to walk/hide in the open single, but it isn't too high that it dominates the map.

    I also think the mauler should be placed on something because it is often forgotten because it blends in with the ground. You could do the same thing as Onslaught with a barrier, but if you don't want to copy it, you could use another piece of scenery. I don't think an open box would work because bottom mid would become clustered and too easy to hide. I think a crate merged with no height and only the top showing would work because it wouldn't slow down gameplay like an open box, and the mauler wouldn't be unnoticed.

    For the top of the bases, I realized that you could jump onto the barrier and get on top of the wall with the door above it and then on top of the double box in the front of the base, so you will probably want to delete the barrier or take off the wall extending off the double box to prevent someone from making the jump. When I was playing on the map, I felt the base was extremely cluttered with very few lines of sight. I think you should take off the two walls and signs above them in the front off the base to help this, and since the signs were confusing in the first place, I think you should just go with the traditional red and blue power up bases, so you don't have to worry about signs. If you really want to keep the signs though, I guess you could interlock them into the bases. Also, even though it is probably the last priority, I still think you should interlock another box at the top of the bases. You could put it to a height where you wouldn't have to merge it, but it would still make getting on top of it impossible.

    I am just trying to give you some ideas because you could do a number of things to eliminate some of the problems. It is also tough to explain in text, so I can show you in Forge what I am talking about if you want.
     
  11. Keitapath

    Keitapath Ancient
    Senior Member

    Messages:
    63
    Likes Received:
    2
    I'm Putting this on the download list for sure. You have the gameplay aspect of this map down perfect, I would just polish the asthetics for that professional touch, not that it looks bad the way it is though. 5/5
     
  12. WheezyMoney

    WheezyMoney Ancient
    Senior Member

    Messages:
    286
    Likes Received:
    1
    so for the middle, i think im going to put a sideways door. im going to lower the bridge, and merge the 2 double boxes so they are the height as the bridge. i definetly going to fix the sign/callout problem, and i might interlock the walls that are in the front of the bases into the boxes a bit more. im also going to make the flag spawn so its ontop of where you have to score it instead of beside. those will be the changes i make for v4.

    As for everyone else, I thank you for your criticism and complements, i value all of your opinions.
     
  13. XxTexasHornxX

    XxTexasHornxX Ancient
    Senior Member

    Messages:
    659
    Likes Received:
    0
    I sent you the rough version that I threw together. I think the middle is a little too low where I have it now, but it worked pretty well when I ran through it. I didn't think about merging the double box lower into the ground. I also replaced the barrier with a sign in the bases, so you can't jump on it and get to the top of the boxes without a grenade jump, which is suicide in game.
     
  14. WheezyMoney

    WheezyMoney Ancient
    Senior Member

    Messages:
    286
    Likes Received:
    1
    you'd think that, but when i was testing v2. some one got out. i killed him the first couple of times he tried, but he still did it. he only knew how because i showed him.
     
  15. XxTexasHornxX

    XxTexasHornxX Ancient
    Senior Member

    Messages:
    659
    Likes Received:
    0
    I still think it is better than just having to do a crouch jump. I know the middle still needs some work, but did you get anything out of my version? Please tell me I didn't waste all that time for nothing, lol.
     
  16. WheezyMoney

    WheezyMoney Ancient
    Senior Member

    Messages:
    286
    Likes Received:
    1
    im going to use the height of bridge you have. im going to have the signs in front of the bases instead of the walls. i might use the single boxes on the bridge too. thanks for your help.
     
  17. youngian

    youngian Guest

    good map smooth and great interlocking good job.
     
  18. xSharpshooter94

    xSharpshooter94 Ancient
    Senior Member

    Messages:
    3,072
    Likes Received:
    5
    it looks great all the way up until here
    [​IMG]
    yeah i dont know if its my perseption but that looks like it needs a bit of cleaning up.
     
  19. WheezyMoney

    WheezyMoney Ancient
    Senior Member

    Messages:
    286
    Likes Received:
    1
    thats all perfectly interlocked. there is no need to clean anything up. its as flat and it can possibly be, and all the angles are perfect. and the double box geo'd at the back is straight
     
  20. HITtheLIGHTZ

    HITtheLIGHTZ Ancient
    Senior Member

    Messages:
    949
    Likes Received:
    0
    The guy's just a typical forge nub who wants everything to look perfect for no concern how it plays.

    I was impressed by the pictures, I'll get back to you after I actually get to play it.

    EDIT: Mohican and I ran through this for a bit, nice map. I would suggest putting a tad more cover in the spaces between the middle and the bases, but overall great job.
     
    #40 HITtheLIGHTZ, Aug 4, 2008
    Last edited: Aug 4, 2008

Share This Page