Mythic DLC Parking Deck

Discussion in 'Halo 3 Competitive Maps' started by Tyberiousfusion, Dec 9, 2009.

  1. Tyberiousfusion

    Tyberiousfusion Ancient
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    Howdy Hubberssssss

    So Parking Deck is your basic 2 base map, with open territory in the middle
    This map is mainly made for CTF, multi flag mainly. However this map has possibilities for any gametype possible. Also it has a small underground path for the vehicles to drive in. Each base has a flag in it :)

    This can be a very tactical game

    The Basic contents of each team

    1x Long shot - Sniper
    1x Blow shot - Shotgunner
    1x Demolition man - Brute and Rocket Launcher
    1x Rifleman - Assault Rifle
    2x Vehiclist - Mongoose or Ghost
    excess players if necessary

    Gametype Details
    Increased gravity
    no infinite ammo
    no recharging grenades

    ScreenShotssssssssssssssssssssssssssssssssssssss
    [​IMG]
    Map Overview

    [​IMG]
    1st Base

    [​IMG]
    Second Entrance to the 1st base.

    [​IMG]
    Second Base

    [​IMG]
    Open Territory

    [​IMG]
    Entrance to underground path

    [​IMG]
    Second entrance to the underground path, meant for vehicles

    [​IMG]
    1st Flag Spot

    [​IMG]
    2nd Flag spot

    [​IMG]
    Each Base has a Gauss Turret

    [​IMG]
    Each base has a Sniper

    [​IMG]
    Each base has a Shotgun

    Action Screenshots
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    There's my map

    Download and enjoy


    Parking Deck Map

    Flaggish Gametype
     
    #1 Tyberiousfusion, Dec 9, 2009
    Last edited: Dec 9, 2009
  2. D4RK 3NCRYPT3R

    D4RK 3NCRYPT3R Ancient
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    This map has practially no cover which would make it nearly impossible to cross the open ground without the gauss turret or anything else for that matter completely destryoing you. So I recommend that you create an heck of a lot more cover and that you at least take the gauss turret out. Also I recommend getting some actual testing in on your map not just what you did to fake your action shots. 1/10

    P.S. it is obvious that you just took your action shots using you and a guest since the blue guy always has an ugly green stripe and the red guy always has hyabusa on
     
    #2 D4RK 3NCRYPT3R, Dec 9, 2009
    Last edited: Dec 9, 2009
  3. Ac3Snip3r

    Ac3Snip3r Ancient
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    Agreed.

    Remove the Gauss turrets from each and replace with a demolition class. In addition add some cover if you have any more money (That's what she he said!). Until you do that, I don't see this turning out very well for gameplay. Use some of these tips and people will like it a lot better and download your map. The grass was a nice touch though.
    You may want to test it with some of your friends or set up some test sessions here at forgehub.
     
  4. NinjaLemon007

    NinjaLemon007 Ancient
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    Dark encrypter has a point, the moment I saw the guass hog I thought that you must have spent alot of time on this maps desing because making a map with a guass hog always makes an unbalanced map unless you work really hard to nerf it, this is one of these maps where it can go either way, either the sniper is absoloutely whored out and the guass turret is a no go zone OR the gauss turret merely shoots the sniper of the edge of the map as you can see, when you make a map please go through at least a short design brief.
    Cover is a necessary thing.
    My final point is: why not simply get the hog planted(Wheels merged into floor) it would save alot of wall jumping and budget.
     
    #4 NinjaLemon007, Dec 9, 2009
    Last edited: Dec 9, 2009
  5. Plasma Blades

    Plasma Blades Ancient
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    It's not too bad, actually. The Gauss probably wasn't the best idea though. Could we have some pictures of the underground path as well? You might want to move the sniper so it isn't blown off the edge by a fray grenade. Aesthetic cover could probably do this map a lot of good, as well as a larger variety of weapons.

    Correct me if I'm wrong, but it seems like one side has both ghosts and the other has both mongooses? This isn't too balanced unless unless the mongoose team has at LEAST a little more grenades. Even then, the stationary turret can still tear them to shreds. Nice job with the mancannons, they allow for a quicker and more direct route.

    Also, can the mongooses move on the tin cups?
     
    #5 Plasma Blades, Dec 9, 2009
    Last edited: Dec 9, 2009
  6. Tyberiousfusion

    Tyberiousfusion Ancient
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    i gave it some cover, also took out the gauss, and created a demolition class, which gives them a brute and a Rocket Launcher

    Screenshot 5 gives a view of the new middle territory
     
    #6 Tyberiousfusion, Dec 9, 2009
    Last edited: Dec 9, 2009
  7. D4RK 3NCRYPT3R

    D4RK 3NCRYPT3R Ancient
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    My point still stands though that testing is really important. If you didn't bother to test out your map and find the bugs in it then what is the point of posting it.

    P.S. I hope I dont sound too mean, I just think you didnt put enough effort into the map.
     
  8. Plasma Blades

    Plasma Blades Ancient
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    Damn, that looks like a new map entirely. The cover isn't aesthetically amazing but that's not a problem, because its function is more important. Now, when you say classes, do you mean there are separate areas where those people spawn or those are just the weapons in the base? If it's the latter you may want to add a weapons list to this post.

    And I disagree about the testing. While it will help the map, it is not a necessity. If this was going to be a more competitive map then you would need to work out all the bugs, but it isn't too competitive.

    Nice job taking people's advice, by the way. Not many people do that, and as quickly as you did either. Forging looks nice. I would download but it's not exactly my kind of map.
     
    #8 Plasma Blades, Dec 9, 2009
    Last edited: Dec 9, 2009
  9. pyro

    pyro The Joker
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    Gameplay will go as follows:
    1. teams rush with vehicles
    2. gauss turrets take out vehicles
    3. one gauss turret dies
    4. the team with a gauss turret rushes the enemies and spawn camps them
    5. gauss turrets try to pick people off from the other base
    I tried a map like this once and the concept failed without customization.
    Gauss turret range MUST be reduced by placing cover which will also balance vehicles, or adding FX, gloomy. I found gloomy alone cuts the effective range of a gauss turret to nearly 1/6 of its prior effective range. The actual range cannot be reduced, but rather the chance of hitting a target quickly diminishes in darkness. The new middle area reduces the gauss efectiveness but at the cost of the other vehicles. In a way it is turning into a standard btb map but in skybubble. There is still nothing wrong with that though.
    You map still needs much work and significant testing.
    Usually CTF works better for gameplay focused on bases in which case I found the follong gametype works will, allowing individual players a better chance against vehicles: AIR.CTF
     
    #9 pyro, Dec 11, 2009
    Last edited: Dec 11, 2009

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