Stalemate V3

Discussion in 'Halo 3 Competitive Maps' started by Archiver13, Oct 19, 2008.

  1. Archiver13

    Archiver13 Ancient
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    Stalemate V#
    Created by Archiver13

    Stalemate v3



    Map Description

    Changes from v2

    -Fixed bugs and glitches
    -Added fences for more strategic environment
    -removed more explosives
    -removed various regens leaving only one
    -fixed sniper glitch
    -added more spawn points


    Map Description
    First is first and that’s to show you the original conflict so you can see the differences (http://www.forgehub.com/forum/competitive-maps/37358-conflict-v2.html) There now that that is out of the way lets start . First question is probably what’s different? A better question would be what stayed the same. For one Conflict V2 was built from the ground up, I did not just go back and flip a couple boxes move a couple of weapons etc etc of conflict v1. If you look at the pictures from v1 to v2 you will notice that. Ok so did I learn how to interlock? The answer is yes I did so the floor of the bases and various areas are now interlocked and straightened out for your gaming pleasure. I also flipped the double boxes and any other boxes so the smooth side is facing up. This as people told me is better for players to walk on. Bases received a complete makeover now. They are roughly the same size as before but have being reduced in width in order to increase vehicle usage. Original conflict only had two lanes on either side this has changed to three lanes. Power weapons on top of the middle wall have either being moved or completely removed from the game. This eliminates the possibility of a team completely taking over with power weapons and holding the position. The nooks and crannies between the walls have being changed. Instead of a closed single box they have become open single boxes. The explosives are still there for trap purposes however the single open boxes provided with shield doors can mean a quick rescue. These boxes also contain a weapon each. Middle wall has now being interlocked and instead of closed double boxes they have become open double boxes. Yes I know your probably saying wtf for. Well they have being flipped so that the top is smooth. However the only way to get to the top is through only one way unless you are somehow able to jump higher after the grav lift. What does this mean? Well it means that in order to get to the top and get any goodies or a height advantage you will have to travel through a tunnel with either an enemy behind you or you chasing an enemy. The tunnel does contain some grenades to either stop chasers in their tracks or to aid you when you get to the top. The top contains some explosives, a beam rifle, some fire grenades, and a health regen. Unlike before where it contained just about every power weapon imaginable. At the bottom of the vast wall the explosive road still remains. So in order to get your vehicles onto the other side you will either have to ram right through, explode it , or wait for the other team to pass by . Instead of one bridge to the other side now it has become three. How does this change game play you ask? Well under it goes without question that holding just one bridge and camping is no longer a possibility on your own. So Teamwork to hold all three will be needed especially in situations like one flag. Also king of the hill and territories will also focus on the three bridges at one point or another. Now for those nooks and crannies of your own bases, let’s start with my old pallet idea with a plasma gun on top. That Is now gone. Instead pallets remain there but it does hide something special for the team or in cases of infection those who are trying to live. I have found that infection on this map is also widely possible. (Thanks to testers)
    Anywho Gametypes I found that best work are

    -Team Slayer (All current bungie variations work feel free to try your own)
    -Assault (Works fine in both neutral and one way standards)
    -CTF (This is kind of what I made the map for so I made sure it worked for it)
    -King of the Hill-Hectic? yes. Hard to beat? Yes . is it fun? Of course!
    -Infection-To my surprise very playable
    -Slayer- Not so much as team but you can try
    -Juggernaut-Similar to slayer but still possible
    -Oddball-Best in teams also hectic and as fun as king of the hill
    -Territories-I made it so that this often rare gametype is also playable.

    Thanks to the people who gave me feed back in v1 and v2

    Now for the pictures cuz I know you want to see them
    Ps: fourthmap

    _________________________________________________

    This is how the new bases look
    [​IMG]

    This is the other base
    [​IMG]

    A closer look at base both are identical
    [​IMG]

    The hallway stays the same the grenades are now fixed
    [​IMG]

    This is where the flag spawns on both sides
    [​IMG]

    Both teams have a hidden passageway , whats underneath well that is for you to find out
    [​IMG]

    Both teams have their carlot with some weapons laying around
    [​IMG]

    So lets review , I like things that go boom
    [​IMG]

    Boom!
    [​IMG]


    _________________________________________________


    Stalemate v3

    Next map in about 30 minutes
     
  2. Archiver13

    Archiver13 Ancient
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    it has interlocking
     
  3. Resix

    Resix Ancient
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    my advice would be to interlock the bridges into the double boxes so they sit lower and so there is no bump when you walk on them because one thing that ruins gameplay to me is stubbing my toe. Also i suggest that you take away some power weapons because there are way too many leading to weapon whoring by the team the gets the power weapons first.
     
  4. Archiver13

    Archiver13 Ancient
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    no where on the pictures can you see power weapons other than the hammer
    there are very few power weapons with terribly long respawn times

    as for the bridges as much as i should of i decided not too as i really just wanted to be done with it it only changes gameplay a little surely few people have died because of a said bump
     
  5. macpatterson

    macpatterson Ancient
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    why this should be in casual...

    -6 mongooses 4 warthogs and 2 ghost.
    -too many things that go boom, 8 in bases, way to many in the center, 4 trip mines.
    -4 maulers+lots of shield doors+camping.
    -weapon placement is absurd. brute shot and snipe next to stuff that goes boom. 4 turrets. nades everywhere.

    but it has potential.

    this map would be fine for goofing off on, but it should not fall into a competitive category.

    should some of the issues above be addressed, this could play well on larger foundry conflicts. the layout is good, (reminds me of lintindos original great wall), and should the weapons and shield doors be fixed, it could play well.
     

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