Octoplexity

Discussion in 'Halo 3 Competitive Maps' started by OctoDeath, Jul 20, 2008.

  1. OctoDeath

    OctoDeath Ancient
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    OCTOPLEXITY
    by OctoDeath

    [​IMG]
    This is my map Octoplexity. It is a symmetrical map designed for all gametypes, but I feel that it currently works best as a FFA or Team Slayer map. As of now the map isn’t completely finished, support still needs to be added for CTF, Assault, etc.
    I’m posting this now with the aim of gathering feedback on the overall design of the map, how it plays and to see what suggestions for improvement I receive. The map uses all of Foundry, including the two bases. Forging techniques I’ve used are Save & Exit, Interlocking and a little Geo-merging.

    [​IMG]

    I am quite proud of this map, I feel it offers some fresh and exciting gameplay and has some interesting features. Below is an outline of the map and then a more detailed look using screenshots.


    Put simply upon first spawning there appears to be two routes around the map from behind each base. Take the lower open box and be led around the outside of the map to the rear, or take the stairs up to the top box across the bridge and into the centre of the map.


    Once inside the centre of the map the player has access to the two lower rooms, the overshield, they can take the higher walkway up to the Spartan laser and can drop down to the bottom of the rear structure.
    Players who take the lower box route around the map join the arena from the back, and have access to the lower rooms as well as the rest of the map.

    The centre has a number of ways in, out and around which also
    includes the map's teleportation grid

    ___________________________________________

    Overview of the base walls, the open boxes that lead into the map, the bridges and the top walkway

    [​IMG]


    This is the central arena of the map. Behind the shield doors is a room containing a sniper rifle and a doorway that leads towards the back of the map.

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    Here is the route described as if you take the lower exit from behind the base. The player goes up the stairs into the U-bend corridor, is exposed to fire in the fence box and then is led out the other side to the back of the map.
    [​IMG]


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    Behind the fusion coils in the above picture is the room containing the sniper. This room (below) will also contain each team's flag and bomb. To score the flag/bomb must be carried to the capture point behind the base wall

    [​IMG]

    To protect yourself from harm when running through the fence box why not use a handy regenerator?


    [​IMG]


    One of my favourite things in Foundry is the ability to shoot through fence walls and boxes. Amazing!

    [​IMG]


    Here's a quick run through of weapons & equipment:

    • Assault Rifle x4
    • Battle Rifle x 6 (Run time max 8)
    • SMG x4 (2 pairs)
    • Plasma Rifle x2 (1 pair)
    • Spikers x2 (1 pair)
    • Magnum x2
    • Needler x2
    • Sniper Rifle x2
    • Spartan Laser x1
    • Shotgun x1
    • Energy Sword x 1
    • Plasma Grenades x6
    • Frag Grenades x6
    • Overshield x1
    • Powerdrain x1
    • Regenerator x2

    Weapon respawn times seem about right after playtesting. The sword and shotgun are there to counter one another. I chose to include the Laser instead of Rockets as I consider laser kills to require a little more skill (plus it's possible to shoot through fences).

    I have listened to what people have said about grenade placement and I think that they're placed really well.

    One thing I'd like to add is the map's sightlines and cover. There are a number of spots where it's possible to see and shoot from one end of the map to the other, but not necessarily able for the player to walk from one end to the other. I like this dynamic. For example:

    [​IMG]


    There a few things I keep in mind when forging a map. I want it to be aesthetically pleasing, and therefore techniques such as interlocking are important, but I also want it to play well. The Foundry palette isn’t the most pleasing to look at, so what I’m interested in is creating a space that suits the environment, one that looks like it fits in with the look of that giant warehouse. I hope I have created a map that does this.

    Octoplexity is a complete rework of a map I posted to these forums back in January. The map was Complex 09A – Sidelonged, it was an asymmetrical map, it had many of the features that Octoplexity now has but had many flaws, (no interlocking for starters). I hope that you guys enjoy what I’ve been working on these past couple of months. I look forward to reading your feedback.

    Remember this is a work in progress, let me know what you think, and I'll get a version 2 posted as soon as I can!


    [​IMG]



    Just one last thing, I've negated to mention the teleport system that the map uses. It's hard to explain how it works and it's even harder to take screenshots of how it works. A teleporter lives behind each bases, give them a try, and please let me know what you think!


    DOWNLOAD OCTOPLEXITY HERE


    For anyone interested enough to compare, my original map (Complex 09A - Sidelonged) is here


     
    #1 OctoDeath, Jul 20, 2008
    Last edited: Jul 20, 2008
  2. Obibital

    Obibital Ancient
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    good smooth map,power weapons arn't good on these type of maps, good job though
     
  3. GD27 BlueDevil

    GD27 BlueDevil Ancient
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    I love how you used the foundry bases instead of blocking them off. Interlocking and geomerging could make this map better and smoother though. Next time try it. If you don't know how check the Forging 101 sction. Good Luck!
     
  4. Bloumbas

    Bloumbas Ancient
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    good post, the map could use some work, this is what i would do
    -Learn to interlock, everything would be smoother
    -Learn to geomerge, you could add a lot mmore aspects
    -More cover, (use tip 2)
     
  5. OctoDeath

    OctoDeath Ancient
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    The map is interlocked. Load it up and you'll see. Everything there is more or less put there deliberately. I appreciate your comments guys but please read at least the first couple of paragraphs!
     
  6. Verno

    Verno Ancient
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    Uhh, what? he did both take a closer look. BTW great map, looks like it has a good layout and is very open too.
     
  7. Murdock Sampson

    Murdock Sampson Ancient
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    yeah it looks really cool. 7/10 for sure. looks like it'll play pretty well.
     
  8. Firetag

    Firetag Ancient
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    This map is ok....but there is nothing totally unique or different that separates it from other maps...It actually looks like normal foundry architecture...you obviously know how to interlock and geomerge, but design wise I just don't like this map....
     
  9. Ryan. K.

    Ryan. K. Ancient
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    He did Interlock, and he did Geomerge.
     
  10. Felshot

    Felshot Ancient
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    The simple are often the most eligent (I have no idea how to spell that). Nothing fancy, but looks like it does play very well. There's a certain classiness to the map, 4/5
     
  11. OctoDeath

    OctoDeath Ancient
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    This was the look I was going for. I wanted to create a map that suits Foundry's art design, and feel. It's gameplay that's the key for me, and I feel this map has it. This my personal taste but I'm not too keen on a lot of maps because I can't tell what they are, and where I am, no matter how advanced a geo-merger or interlocker someone is.

    I appreciate your comment though!
     
  12. Cries Of Pain

    Cries Of Pain Ancient
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    nice map, overall i'd say 4/5 because power-weapons can really only be used on certian maps, and this one is too large.
     
  13. ch33s3yboy

    ch33s3yboy Ancient
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    very nice 5/5 downloading, i like the simplicity
     
  14. Dr. Chombie

    Dr. Chombie Ancient
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    its a good map for something that has barely any interlocking. i would've interlocked a bit more to make it look a little nicer though however i'm a guy who doesnt see why a map should always need interlocking. good job 7/10
     
  15. bam3214

    bam3214 Ancient
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    It looks so simple but it also looks perfect the only thing that i could see bad or imperfect was that the bridges are the right way up. lol

    Looks great, DLing now
     
  16. SE7ENS1NS4M

    SE7ENS1NS4M Ancient
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    8/10 good job with all the interlocking and such this looks nice and competetive i like the power weapons :p
     
  17. RadiantRain

    RadiantRain Ancient
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    The map has a pretty good amount of interlocking, what it needs is geomerging. Think of all the possiblities! I like your map.
     
  18. Pennywiez

    Pennywiez Ancient
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    the map is greatly made but i wonder how playable it is
     
  19. Metallic Snake

    Metallic Snake Ancient
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    i dont see anything really speciall in your map. sorry
     

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