Sandbox RK Village V2

Discussion in 'Halo 3 Casual Maps' started by Rorak Kuroda, Nov 24, 2009.

  1. Rorak Kuroda

    Rorak Kuroda Up All Night
    Forge Critic Senior Member

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    [​IMG]

    Aloha Members of Forgehub. This is my first map post, so any advice is helpful at this point.

    History

    The first version of the map was actually made many months ago, before I knew that it was even possible to merge, geomerge, etc.

    After playing the map several times recently, I finally decided to edit and remake the map, adding neat merging and all sorts nice additions.

    Layout

    [​IMG]
    Overview of one side.

    [​IMG]
    Overview of the other side.

    The original map had basically the same layout, but the forging was terrible. Slanting walls, very few windows, wooden ramps leading up to the rooms, and bumps everywhere. Now, with merging on my side, I am very proud of the result.

    [​IMG]
    Buildings-1

    This is the first set of buildings it contains a total of 4 rooms, each with a different set of advantages. This would be the "base" for team slayer games, although the map is made primarily for FFA. Also note that the buildings do not touch the wall of the crypt, making a long alleyway for sneak attacks.

    [​IMG]
    Buildings-2

    This is the Overshield building. It provides some cover, and allows roof access.

    [​IMG]
    Buildings-3

    The room on the left is the brute shot spawn building, and the room on the right is the laser tower. The laser tower can be accessed through another room with a teleporter on the other side of the map.

    [​IMG]
    Buildings-4

    These are personally my favorite buildings. There are a total of 5 rooms, and would probably be considered the other "base" for team slayer. The overlapping of the rooms often confuse radar. Note that everything on this map is very aligned to the floor grid.

    [​IMG]
    Buildings-5

    This is the Invis building, and the ghost courtyard. There is actually another ghost on the other side of the map, tucked back in a dark alley. This area is very open, and often redirects players away from the ghost.

    Weapons
    Shotgun x1 - 2 spare clips - 90 seconds
    Sniper Rifle x1 - 2 spare clips - 90 seconds
    Plasma Pistol x2 -~~~~~~ - 20 seconds
    Needler x1 - 2 spare clips - 120 seconds
    Brute Shot x2 - 1 spare clip - 30 seconds
    Rocket Launcher x1 - 1 spare clip - 150 seconds
    Spartan Laser x1 - ~~~~~ - 30 seconds
    Energy Sword x1 - ~~~~~ - 120 seconds
    Carbine x2 - 2 spare clips - 20 seconds
    Mauler x1 - 2 spare clips - 45 seconds
    Sentinel Beam x1 - ~~~~~ - 150 seconds
    Machine Gun Turret x2 - ~~~~~ - 120 seconds


    Thanks for taking a look at my map, and I'm always looking for testers and advice for a possible V3.

    Download Link:
    Bungie.net : Halo 3 File Details

    And here's my unique form of slayer/team slayer.
    Bungie.net : Halo 3 File Details
     
    #1 Rorak Kuroda, Nov 24, 2009
    Last edited: Nov 25, 2009
  2. Ezra Zaire1

    Ezra Zaire1 Ancient
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    This look quite cool, and you've got yourself a download. I'll get back to you later on gameplay.
     
  3. Mister man 1217

    Mister man 1217 Ancient
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    Very cleanly forged. Impressive. Great Work.
     
  4. suriname2

    suriname2 Ancient
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    Ill say it looks very neatly made. I do like the very measured look of the buildings. Nice.

    As a matter of curiosity, did you intend this to work for infection at all?

    I will download, and try with ffa. Thanks for sharing
     
  5. CzIz

    CzIz Ancient

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    wow im loving it. The design is so simple and has inspired me. It made me realise I've been thinking way too complicated with some of my idea's and things like this make for better gameplay and aren't so difficult to forge. I'll definitely give it a DL and will get back to you on it soon :D
     
  6. Phenomenal

    Phenomenal Ancient
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    *Try to give more pics of inside the buildings if you can...

    Strengths:

    -Very clean looking, aesthetically pleasing. Buildings provide good cover.
    -Gives off a cool skyscaper feel at some parts of the map.

    Weaknesses:

    -Buildings look too blocky and not realistic.
    -Many open areas can create camping ( understand there is a ghost though) but this map looks more for building battles but with so much openness to the map, unbalanced and even boring/typical gameplay will be established.

    Aesthetics: 4/5
    Balance: 3/5
    Gameplay: 3.5/5
    Design: 3.75/5
    Execution: 4/5
    Overall: 3.75/5

    Nice work, but definitely can be improved...
     
    #6 Phenomenal, Nov 24, 2009
    Last edited: Nov 24, 2009
  7. Farbeef

    Farbeef Ancient
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    Looks very similar to my first map which was also a urban map in the crypt and like your first version mine didnt use merging either but this map looks much more open and village-ish
     
  8. Moxus

    Moxus Ancient
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    While neat, clean-cut, and well forged, the map seems to suffer from two weaknesses: Character and space.

    First, the map seems to lack a distinct character that it can call it's own; aside from a geometric aesthetic, there are few central themes or aspects of the map that clearly make it stand out as "RK Village V2" . To rectify the problem, one could incorporate more aesthetically oriented objects into the existing map design: This would improve on the character of the work, but also keep the functionality of the map.

    Second, the map seems rather open; as Phenomenal pointed out, too much open space can cause camping and restrict movement, for people will tend to avoid exposed areas. Since the map does seem to be geared towards intra-building engagements, reducing the amount of open space would allow people to move between buildings while keeping with the urban design.

    In short: the map has really good potential. It just needs a few things cleared up before it can really stand out as a great piece.

    -=Moxus=-
     
  9. suffocation49

    suffocation49 Ancient
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    I do agree with everyone says, but after I read it. and i was wondering if the second bases' turret is usable or for ascetics.

    Maybe putting a wanted item in the center could create more movement?
     
  10. G043R

    G043R Ancient
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    Rorak Kuroda, nice to see your first map. I was the same way when I first joined Forgehub. My first map taught me how to Interlock, Geomerge, and even a few spawn tricks. I imagine the same thing happens for you when you posted this map.

    I'm interested in your map because it something we have not seen in a while, it is very refreshing. I will have to play it but the map seems solid enough. Let me toss a few frags and get back to you about it.

    IF you have any forging questions PM me I'm still willing to teach tricks of my own.
    [​IMG]
     
    #10 G043R, Nov 24, 2009
    Last edited: Nov 24, 2009
  11. Aranore

    Aranore Ancient
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    Dl'ing. will report back. prob not till morning though. but i love lvls like this.

    be prepared for a Testout >_< (^_^)
     
  12. Rorak Kuroda

    Rorak Kuroda Up All Night
    Forge Critic Senior Member

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    Thanks for the comments :)

    Anywho, about the map. First you must realize that I am out of budget. I understand by what you fellows mean by too much open space, and not very characteristic. The most I could do at this point would be to delete the turrets and add a very small sculpture in the middle with a hammer or something, but that still might interupt the flow of the map.

    Do not fret though, another map similar to this, a sequel if you may, is on it's way!

    Thanks for all the support, and on a side note, I am looking for a forge-buddy! PM me for more information.
     
  13. G043R

    G043R Ancient
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    I can tell you about that, I did a forge through and noticed your at that limit. When ever your working with Sandbox you will need to use an OLN canvas. This is because for the sake of example each map has a limit to how many objects it can have on it. 700 is a good number to show this. This is not the budget but of a content limit. You can spent all the money in your forge bank till you hit this limit. Well with the OLN canvas those default items will always be there. Eatting up that limit. So if you were to desire to make a map using all 700, you would have to also use all 200 default objects bungie put in the map. Or something close to finish out your budget of the map.

    I do not know exactly why bungie did this, this exact way but that is the way it is.
     
  14. Rorak Kuroda

    Rorak Kuroda Up All Night
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    Bungie did not do this on purpose, but like I said in the first post, I made the map before I ever had an OLN Canvas, which I have now. The sequel I'm currently making is using this canvas, and it's going pretty well. Thanks for the advice though, I didn't know the exact number until now!
     
  15. Aranore

    Aranore Ancient
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    I messed around with it. I love it.

    I love city style maps, so my opinion may be biased, but what are people saying to much open space?? there a building in the middle, blocking it all off o_O Sure there were alot of areas where you could be pinned down, but thats the point. And I like that this level is simply built using the blocks of sandbox. No ridiculous merges or crazy art, just simple constructions meant to house battle. that being said, you did a good job keeping lines clean, corners straight, and everything squared off.

    Great job man. 9/10

    Didn't run into any spawning problems, only thing that dint make sense to me is why have the trip mines right next to the ghosts? i thought that would be used as a defence to them, so I'd put them farther away for people to grab while others are ghosting away.
     

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