CREATED BY: XBlackDarknessX EXIONS CREED is a great four all out slayer matchs are team slayer match for up to 4 players. With a circuler tunnel good for hidding and cover. The map is completely inclosed and has a first floor with a 75% walk around path with to seprate upper levels great for combat. With two elevator type shaped lifts designed to always land you in one spot on the upper levels. and one room on the walk around path for battle the map is interlocked mainly on the first floor walk around and some upper. Weapon States: Amount Gun Type Respond rate 1 Sniper 120 1 Shotgun 120 1 Fuel Rode Cannon 120 2 Covant Carbine 90 2 Spikers 45 1 Plasma Rifle 45 1 plasma pistle 45 3 Magnums 45 2 Assualt Rifles 90 4 Battle Rifles 90 Back part of the map with the second uper floor Bottom part of the second map with second lift Room on the walk around of the lower part of the map walk way into the circuler tunnel the first upper floor If you download the map are like it please leave comments thanks! DownLoad MapTo Halo3
I think people forget how pallet parade is set out because of the coveyer belt. Uh, yeah this map looks pretty good.
Interlocking looks smooth...looks like a lot of fun with a group of people..will DL and get back...keep on forgin!
I love this map! I can see the resemblance between this and pallet parade, but it also has its own taste of epicness! Great job! Que'd!
I think people say pallet parade because of the lifts, and because of the upper area with bridges as floors, and also the window panels on the bridges.
One thing No one has mentioned is that it is a good post and WELCOME TO FORGEHUB! nice map good use of the forge tricks and i am DLing now
I totally agree, lots of great architecture, just like pallet parade, but no working little conveyor belt
I DL'd and ran through in Forge, and I thought this map shared some striking similarities with Pallet Parade. (which I will refer to as "PP") The multiple levels helped give the map more walking room, which PP had. The turning tunnel (similar to PP) made of upside-down, open double boxes, was interesting, with the hidden shotty replacing the hanging fuel rod cannon on PP. The lifts were a fast way to get from level to level, which PP did NOT have, but I've seen maps very similar to this one with lifts in similar places. One lift had a bit of a mind of it's own, sending players to random locations in the general direction of where it is aimed. Just some small touch-ups will probably eliminate the randomness of the imperfect lift. In all, the map combines concepts that have been used in other maps and adds new ones. It is well designed and very well built. There are almost no bumps, and the few bumps that do exist are very miniscule and only the most observant players will notice them. Great job on this one, you're on your way to a good reputation with ForgeHub! BUT, when I was walking around, I found a way to get out... There is a barrier with a pistol lying on it. Jump on it, then crouch-jump to the top of the fence wall the barrier is set against. Then jump to the top of the lift nearby. You'll just barely make it, but the chances of landing on the lift are pretty good. Once on, you're free. To fix, add something like a door, placed so that it is angled about 90 degrees to the flat door directing the flight path of players that use the lift. Problem solved. Keep a look out for ways to get out, or hire the services of professional map breakers and escape artists.