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FantasticDuck
12-20-2007, 04:14 AM
Hanger 704
Created By FantasticDuck
(Forge Foundry Map Variant)

Download: (slot 5)
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=FantasticDuck

Description:
Hanger 704 was inspired by a classic Halo: CE map that features two symmetrical bases on opposing corners of the map. There is a center trench as well as catwalks that lead from one base to the other. New elements have been added such as equipment and game variants that were not in Halo: CE.

This is not a remake, rather an adaption for similar game play in Halo 3.

This map has been setup for the following game types:
FFA
Team Slayer
Capture the Flag
Assault
Oddball
King of the Hill
Territories

Video Walk-Through:**this video is before version 2 came out**
f3OWKcHfhsalsDcU
http://gameroom.mlgpro.com/view/f3OWKcHfhsalsDcU.html

Base: Front View
http://haloscreenshots.net/cache/medium/fantasticduck/medium_1C4532303D2FF0D03056A0F28FF9BD46.jpg

Base: Side View
http://haloscreenshots.net/cache/medium/fantasticduck/medium_D5CDF4FA04F31BE95298F590A7232A64.jpg

Base: Back View
http://haloscreenshots.net/cache/medium/fantasticduck/medium_3F8038F1B8E7BDE0EB50BB7AE1237EC8.jpg

Courtyard A
http://haloscreenshots.net/cache/medium/fantasticduck/medium_539167CEDF9754A592D532B89C0A5C33.jpg

Courtyard B
http://haloscreenshots.net/cache/medium/fantasticduck/medium_379FA09C2020C41F63D5B091A116EDFC.jpg

Center Trench
http://haloscreenshots.net/cache/medium/fantasticduck/medium_177302E69DE6FAEC08FA872A06A95845.jpg

*****UPDATE 12/24*****
Following problems have been addressed....

There is now a sniper atop each base, 180 respawn, 1 spare clip. I only did one clip because a better sniper could drop the enemy snipe and collect his ammo easily. Also replaced fire bombs w/ stickies
http://haloscreenshots.net/cache/medium/fantasticduck/medium_86747D61EE145B3138FB1B12763AFE0B.jpg

Added a barrier and fusion coil to the outer cat-walks for extra cover, The bubble has been replaced by fire bombs. (bubble was moved to the location where the deployable cover had previously been)
http://haloscreenshots.net/cache/medium/fantasticduck/medium_F36AAEF7FB5FFBD47E5CCDAE94FEFE6A.jpg

Rockets have been removed from the map and an active camo takes its place in the middle trench
http://haloscreenshots.net/cache/medium/fantasticduck/medium_7EF73B265631B14BCFD9B036C1CC0104.jpg

The open area behind the "open base" where people could 'nade jump out has been covered
http://haloscreenshots.net/cache/medium/fantasticduck/medium_896766DF166BAB6B64C881FD09187588.jpg

The gap that the big door in the wall on the"wall base" has been fixed
http://haloscreenshots.net/cache/medium/fantasticduck/medium_2401632C3E634A9D6E46443013C97FBD.jpg

The cat-walk leading from "open base" has been fixed
http://haloscreenshots.net/cache/medium/fantasticduck/medium_71204D0B381C94CC07740234D642BCCA.jpg


The middle sniper on the cat-walk has been replaced by a spartan laser
http://haloscreenshots.net/cache/medium/fantasticduck/medium_830A958AB6BD829667A54358AC3F9845.jpg


**I am looking for constructive feedback to improve this map. Please leave any suggestions that may be beneficial. Thanks.

Rio
12-20-2007, 12:31 PM
Haven't played it, but that center trench area is an interesting idea.

FantasticDuck
12-20-2007, 02:04 PM
Haven't played it, but that center trench area is an interesting idea.

Try it out man, I am looking for feedback to improve it even more. :razz:

FantasticDuck
12-21-2007, 01:54 AM
Any other feedback guys? There has been a decent amount of downloads, but not much has been said :bang:

jonrl999
12-23-2007, 09:12 AM
Ok, I liked the look of the center trench, and the bases being opposite corners, so I finally got around to download this and I am looking around on it now. I think this design has a lot of potential, but right now it has a lot of flaws. Take this as constructive, because I am going to pick it a part as much as I can.

First, getting things straight and lined up is important for game play. The middle platforms, should be tight and straight, then move the double boxes (on top of each base) out to meet them. I think redoing the walls by either open area is a good idea, as well as trying to make the bases as neat as possible too. This should take care of a lot of issues.

While you are redoing the walls, the wall behind base A needs to be higher. It is too easy to nade jump out, so maybe steal some wall sections from the open area side. Also, the two gravlifts are pointless unless you set them to a runtime minimum of 2 (or however many are on the map) because you can blow them up and then get out of the map that way also. Behind base B, you have to fill in that gap by the door, because if you fall in, there is no way out.

The open areas may actually have too much cover. I like the center trench, but it prevents shooting across map between the two open areas as well, which I think would take away a lot of the game play. The base seems to have a lot of entrances also (2 stairs, 2 openings, dumpster jump, angled wall jump, and barrel jump) so taking out 1 or 2 might be an idea, maybe not. I don't have any good ideas on how to change or fix these yet, but if I come up with any, I'll let you know. Oh and base A where the gravlift is allows you to jump up to the mid level of the base, but base B you can't do that. You should either fix it, or put something there for B.

Last thing for now is weapons. The sniper and rockets are too close IMO. I was thinking that you could put a sniper on each side where the bubble shield is, since this gives you a good reason to actually go up there (otherwise you are just a sitting duck up there with no reason to be there). Placing a barrier standing up gives you cover from one person, but still allows relative ease of nading, and encourages team shooting a sniper that tries to stay up there.

Still undecided about the shield doors as well. While they tend to encourage camping, it is relatively easy to get around them. You could probably use a couple more BR/CC spawns too.

Master Dictator
12-23-2007, 09:19 AM
dude te trench is AMAZING!! How the hell did u think of that! Do you mind if i borrow it for my "The Wall V1.5"?
when i get home im downloading this map it looks un missable!

LlaMa_VpR
12-23-2007, 09:28 AM
you would remake hang em high

DoubleJ169
12-23-2007, 01:31 PM
I have to admit, this map is a very good map. There are some flaws like stated above, but other than that it's one of the most solid maps I've seen yet. Nice job, I like it.

FantasticDuck
12-24-2007, 02:25 AM
Sweet, great feedback guys. I have come to find most of the issues that were mentioned above, minus the 'nade jumping. I'll look into it. Also, if you happen to fall into the wall-sided base "door-hole" you can jump on the pipe to the left and hop out, but I know it still needs to be covered.

I hope to have most, if not all of these issues fixed by the end of the year. Keep the good stuff coming guys :-P

FantasticDuck
12-24-2007, 05:47 PM
OK, I had some time this morning to work out the problems discussed and here is what I have come back with

There is now a sniper atop each base, 180 respawn, 1 spare clip. I only did one clip because a better sniper could drop the enemy snipe and collect his ammo easily. Also replaced fire bombs w/ stickies
http://haloscreenshots.net/cache/medium/fantasticduck/medium_86747D61EE145B3138FB1B12763AFE0B.jpg

Added a barrier and fusion coil to the outer cat-walks for extra cover, The bubble has been replaced by fire bombs. (bubble was moved to the location where the deployable cover had previously been)
http://haloscreenshots.net/cache/medium/fantasticduck/medium_F36AAEF7FB5FFBD47E5CCDAE94FEFE6A.jpg

Rockets have been removed from the map and an active camo takes its place in the middle trench
http://haloscreenshots.net/cache/medium/fantasticduck/medium_7EF73B265631B14BCFD9B036C1CC0104.jpg

The open area behind the "open base" where people could 'nade jump out has been covered
http://haloscreenshots.net/cache/medium/fantasticduck/medium_896766DF166BAB6B64C881FD09187588.jpg

The gap that the big door in the wall on the"wall base" has been fixed
http://haloscreenshots.net/cache/medium/fantasticduck/medium_2401632C3E634A9D6E46443013C97FBD.jpg

The cat-walk leading from "open base" has been fixed
http://haloscreenshots.net/cache/medium/fantasticduck/medium_71204D0B381C94CC07740234D642BCCA.jpg


The middle sniper on the cat-walk has been replaced by a spartan laser
http://haloscreenshots.net/cache/medium/fantasticduck/medium_830A958AB6BD829667A54358AC3F9845.jpg

Guys, thank you so much for the feedback. Please leave any new or not addressed concerns with me so that I can fix them. Please play test this version so that I can make it even better. thanks