True Quarters

Discussion in 'Halo 3 Competitive Maps' started by Doog Nit, Nov 11, 2008.

  1. Doog Nit

    Doog Nit Ancient
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    TRUE QUARTERS
    [​IMG]


    Download
    I thought this map was going to have to be trashed so many times and after at least a month of hardship, extreme interlocking, merging, floating, and forging, I am pleased to say that I am finally done with my new map "Paper Work." (Unofficial) Many of you have seen it being built some in the beginning and most later on, but finally I have finished it. Almost every single piece of immovable scenery is interlocked/merged or both and almost all of it is used. (Every double box, double open box, single box, single open box, bridge, wall, double wall, wall corner, fence wall, fence box, window panel, dumpster, door, stairs and both signs are used!!!!!) YES IT WAS PAINFUL!

    Ok so anyway, I set it up for FFA, TS, CTF, and Infection for now, but later I will possibly include more gametypes. The problem of course is the "Item Limit" thing so we'll see. Anyway, if you do end up Downloading, make sure you put the gravity on 200%. You can't get out of the map when you have 100%, but you can get on top of walls and stuff that would mess up gameplay. I would fix it, but I have nothing left that Foundry can offer. Simply a bunch of immovable stuff like crates and barrels.

    As for a description, it's basically a big 2 story building which has a top floor and a bottom floor (Both look extremely similar). It has a sort of "labyrinth" feel to it as there are many door ways and rooms to enter. There are 3 stairways to go up/down to the opposite floor and a balcony to drop down for a quick escape. There's tons of walls and doorways, so cover shouldn't be a problem, and there are two ammo boxes (Crates)
    • One of which has a "Flash grenade" (flare) (60s respawn), 5 frag grenades (Instant Respawn) and a turret (Never Respawn)
    • The other having a "Medipack" (Regenerator) (60s respawn), 5 frag grenades (Instant Respawn), and a turret (Never Respawn)

    To use the turrets, you have to break them off so you can't just sit there and shoot infinite bullets. They're both pointed into the corner of the wall, so if you wanna go ahead and shoot nothing, be my guest.

    There is a sniper on the top balcony (2 extra clips) and there are rockets in the middle of the top floor. (No extra clips)

    The sniper having 2 extra clips shouldn't be a problem because not too many people can work with very close range with the sniper. So I don't think anyone - not even me - will be abusing it. There are only two places I can think of where a sniper could sit for about a minute before he gets found and they're not very reliable. So don't worry about that.
    There are random magnums scattered around just to have an alternative weapon if you run out or simply don't like your primary.
    There is also 1 trip mine in a 1st story room just to add something.

    Now, here are the pics that I just took and lemme know if you have any questions about it or suggestions to fix it. (Not recommended since I'm pretty much out of stuff.)


    Thanks to ShearMe for helping me with making sure no one can get out of the map
    Thanks to Killor117 for being the first to test the finished map out along with myself.

    [ YES ] __Floating Objects
    [ YES ] __Instant Respawn
    [ YES ] __Immovable Objects
    [ ___ ] __Timed Map Events
    [ YES ] __Effective Spawn Placement
    [ ___ ] __Gravity Lift Techniques
    [ ___ ] __Objects Placed in Water
    [ YES ] __Used Symmetry Option
    [ YES ] __Interlocking Objects
    [ YES ] __Objects Merged with Map Geometry
    [ YES ] __Unlimited Budget Glitch



    The first floor (What it would look like without 2nd story)
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    Top Hallway
    [​IMG]
    Bottom Hallway
    [​IMG]
    Outside of it
    [​IMG]
    Ammo Box 1
    [​IMG]
    [​IMG]
     
    #1 Doog Nit, Nov 11, 2008
    Last edited: Dec 17, 2008
  2. Doog Nit

    Doog Nit Ancient
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    Thanks :) yea I'm pretty sure every piece of immovable scenery is interlocked/merged. Pain in the donkey if ya catch my drift.
     
    #2 Doog Nit, Nov 11, 2008
    Last edited: Dec 17, 2008
  3. Huntar

    Huntar Ancient
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    looks very well built!
    Mai favorite thing is the fencebox structure wall thingy.
    My only concern is the weapons, it looks as if the power weapons are bundled and not spread out.
    Other than that, great merging, lines, flow, etc.
    Looks very fun and well planed out!

    3.5/5 =]
     
  4. Doog Nit

    Doog Nit Ancient
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    Thanks for the good feedback :) And yea I wish I could've put more weapons in there, but since I did that infinite money thing in the middle of making the map, I forgot to do the weapons so I couldn't spawn any other than the ones luckily were already put down. They're not clumped together, but the variety is garbage. Definitely a huge regret I have. Thought I could keep it a secret....lol jk
     
    #4 Doog Nit, Nov 11, 2008
    Last edited: Dec 17, 2008
  5. mastersync23

    mastersync23 Ancient
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    Well, I never use the budget glitch, I keep deleting stuff, and then I can't spawn it again, and it's a pain in the...Grunt. Yeah, that's it... Anyway, the map itself is meh. To be honest. It looks very well thought out, but not that well executed. That's a problem I have with my maps. I have cool ideas, but I suck at Forge. Anyways, back to your map. I don't mind it, it has a good rustic theme to it, but your interlocking is sloppy in places. In some places, the walls look slanted, and not in a good way. Just a couple of aesthetic things. If they're for gameplay, sorry. But the map itself? 3.5/5. It's ok, but it does need work. Good job though.
     
  6. Doog Nit

    Doog Nit Ancient
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    Hmm..well it definitely didn't turn out exactly the way I wanted it, but pretty close. The only thing that I couldn't complete was the ceiling on the top floor. You still can't get out though. Also, I have absolutely no idea what you're talking about when you say "slanted walls" and "sloppy interlocking". Evenness/straightness is always my main focus in my maps so there is no way any walls are "sloppy". If you mean it's off by the slightest degree, then I guess I could understand, but if not, then I must say you are incorrect. I have OCD to an extreme level and anything in my eye that is uneven is immediately fixed until it is as close to perfect as I see possible.

    If you read this, hopefully you can point out exactly where it is "sloppy". And sorry I'm being rash about it, I just really work hard on these things and for them to be called sloppy is simply wrong.
     
    #6 Doog Nit, Nov 11, 2008
    Last edited: Dec 17, 2008
  7. SoLo92

    SoLo92 Ancient
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    this is pretty impressive. Its easy to see you put A LOT of effort into this! i know how annoting it is to merge all those boxes :p
    it looks very clean. nice job. it looks thike theres a lot of room to do battle. can u get out with the pallets on the first floor (1st pic)? this looks very well done. 5/5
     
  8. Doog Nit

    Doog Nit Ancient
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    Awesome review :D and no there's no possible way to get out of the map unless you're in Forge. The first picture is the bottom floor if it had no second floor. (I deleted all the top floor scenery so I could just take a picture of it.) In the real map, there is a second floor so you would just hit the double boxes trying to get out on the first floor.
     
    #8 Doog Nit, Nov 11, 2008
    Last edited: Dec 17, 2008
  9. luckiesnipes

    luckiesnipes Ancient
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    wow really good is it inescapeble?
     

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