View Full Version : Resentment
Dragod
01-02-2008, 09:23 PM
Resentment
Download (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=Lord%20Dragod)
Resentment is a symmetrical arena-style map intended to fill the void of competitive maps that Halo seems to be lacking. It shares some similarities with Warlock and Midship from Halo 2.
http://img408.imageshack.us/img408/1421/17777288fulllm3.jpg
The center is a 4-way walk-in to a teleporter that leads to two opposite Sniper towers.
http://img408.imageshack.us/img408/511/17777139fulldw0.jpg
http://img408.imageshack.us/img408/2413/17776470fullno7.jpg
In each of the four corners, there are raised bases that have two entrances that are protected by wall corners that point to the center and shield doors to keep the bases protected with stairs that lead through the shield doors that allows a team to hold a small area, but not easily camped.
In the corner of the center walk-in, there are grav lifts that lift you onto a crate that allows for you to reach the bridges that lead to the Sword at the highest point of the map.
http://img408.imageshack.us/img408/7153/17776728fullgi3.jpg
In between each base and the center there are triangular wall configurations that act not only as weapon areas and neutral spawn points, but protection for those times when you can't seem to hide from the BR fire.
http://img408.imageshack.us/img408/7308/17776952fullqf3.jpg
On the walls perpendicular to the Sniper towers, there are open single boxes that act as more neutral spawns, a BR spawn, and a small shelter that can provide enough protection for a small time, but grenades can easily be chucked into them to keep the action going.
http://img408.imageshack.us/img408/9909/17776886fullwn7.jpg
This map has been getting mad reviews from friends and it is set up so that Teams will spawn together, but in FFA, players will spawn anywhere, so this map is set for any kind of Slayer type.
Resentment
Download (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=Lord%20Dragod)
Dragod
01-02-2008, 11:45 PM
Any feedback would be appreciated. I haven't pulled more than 8 players into this map, so I'd like to see with 9+ or if you can find anything wrong with it that I didn't.
Cadillac
01-03-2008, 02:23 PM
I dont like your top center that takes you to sword. The map is very open and sword is nealry useless anyway. Why take the trip up to get it?
I dont like your shield doors. Its a general rule in MLG that nobody likes shield doors and especially used the way you have them.
Last I think its a little bland.
Check out Exile and KCs FFA arena if you want to see what I think are good FFA maps
Dragod
01-03-2008, 04:55 PM
What would you do to improve it? The shield doors in the 4 corners are there to prevent spawn killing with grenades or snipers.
The Sword seemed like the only logical power weapon... It's easily stopped, but not overpowered like the Rocket Launcher...
Any other thoughts?
Dragod
01-04-2008, 04:54 PM
Bump
Dragod
01-19-2008, 02:15 PM
Bump... anyone Willing to give some constructive criticism?
Dragod
02-06-2008, 11:11 PM
I've remade it into v2, which adds much more to the map.
Here's a little gameplay on v2.1:
http://www.geevee.com/index.php?p=viewvideo&v=69102
UnknOWNBAMF
02-06-2008, 11:41 PM
I've remade it into v2, which adds much more to the map.
Here's a little gameplay on v2.1:
http://www.geevee.com/index.php?p=viewvideo&v=69102
Just watched the gameplay video. Gladly leave some constructive criticism. Havent D/L it yet due to my DEAD 360 for the time being. First i believe that v2.1 has some potential. Ok now there needs to be a change to mid the 4 way open boxes lead to problems. Someone goes through after being chased and simply blocks teleporter until shields have regen. Since there is not enough time to get back out of the box and nade whichever sniper box is occupied the role of attacker is reversed. (Now I assume your teleporter is random to either of the open singles?) this provides longer problems as it reverses the attack because the attacker is blocked access to the teleporter and on his way out to guess which box his enemy went to. This will make him the target from there on and he virtually trapped in the open large box on bottom mid. So try and do something with that. Make it used more because from the vid the only use it recieved was to assassinate the sniper or grab snipe. Thats a helpful tip because I'm sure someone will eventually notice the same thing. Also remember its my opinion.
Second. Since you ran out of stairs and i understand not wanting to press it against the wall but there is enough room on the outside of the stairs to hide in. My suggestion is to pull all 4 bases out a bit for access behind it. Consider only pulling it out one direction so 1 side is available to back access; but if you do that then push the other set of stairs against the wall.
Third I really like the interlocked double boxes like you did, I considered that once but immediately threw it out, I thought it would never work. You proved me wrong lol. Also I think somehow you should change the sniper boxes. Possibly 1 bridge either side?
Last tip on my wall of text I think that your double wall angle with the corner wall behind it should be changed to a single wall. Too much cover.
Alright man Hope I gave you some helpful tips here, I will watch for updates !
Dragod
02-07-2008, 05:41 PM
Just watched the gameplay video. Gladly leave some constructive criticism. Havent D/L it yet due to my DEAD 360 for the time being. First i believe that v2.1 has some potential. Ok now there needs to be a change to mid the 4 way open boxes lead to problems. Someone goes through after being chased and simply blocks teleporter until shields have regen. Since there is not enough time to get back out of the box and nade whichever sniper box is occupied the role of attacker is reversed. (Now I assume your teleporter is random to either of the open singles?) this provides longer problems as it reverses the attack because the attacker is blocked access to the teleporter and on his way out to guess which box his enemy went to. This will make him the target from there on and he virtually trapped in the open large box on bottom mid. So try and do something with that. Make it used more because from the vid the only use it recieved was to assassinate the sniper or grab snipe. Thats a helpful tip because I'm sure someone will eventually notice the same thing. Also remember its my opinion.
Second. Since you ran out of stairs and i understand not wanting to press it against the wall but there is enough room on the outside of the stairs to hide in. My suggestion is to pull all 4 bases out a bit for access behind it. Consider only pulling it out one direction so 1 side is available to back access; but if you do that then push the other set of stairs against the wall.
Third I really like the interlocked double boxes like you did, I considered that once but immediately threw it out, I thought it would never work. You proved me wrong lol. Also I think somehow you should change the sniper boxes. Possibly 1 bridge either side?
Last tip on my wall of text I think that your double wall angle with the corner wall behind it should be changed to a single wall. Too much cover.
Alright man Hope I gave you some helpful tips here, I will watch for updates !
Thanks for the tips... Though I didn't completely understand the first part, but I understand you think I should make it used for more than just a Sniper tower? I think I have an idea for that..
I know that on the outside there is room to hide... It was mainly meant to give a safe place to spawn, as well as prevent me having to fill in the holes that would result Foundry's Walls have a slight indent in them, damn it). Much like in v1, where I had to throw a bunch of junk in it to fill it, and made it look quite bad...
That's what my idea was when reading that first part... possibly moving forward the box, putting a bridge inbetween it to extend it (You'll see what I mean if I can make it work).
UnknOWNBAMF
02-07-2008, 10:49 PM
Thanks for the tips... Though I didn't completely understand the first part, but I understand you think I should make it used for more than just a Sniper tower? I think I have an idea for that..
I know that on the outside there is room to hide... It was mainly meant to give a safe place to spawn, as well as prevent me having to fill in the holes that would result Foundry's Walls have a slight indent in them, damn it). Much like in v1, where I had to throw a bunch of junk in it to fill it, and made it look quite bad...
That's what my idea was when reading that first part... possibly moving forward the box, putting a bridge inbetween it to extend it (You'll see what I mean if I can make it work).
Ok let me try to simplify what I meant lol. Example: Your chasing someone and they go run into the mid in an attempt to get away from your attack. They use the teleporter. They simply block the teleporter so you can't follow them quickly. Now while they have time to recover shields you have to get back out of the box to guess which sniper box they went to. By guess I assume that you made the teleport random.. Now even if you can teleport to the other sniper box either way you will be attacked by the one you were chasing. They have recovered shields and you have to take the time to teleport or leave the way you came in to mid. See how the role of attacker is reversed and thus is unfair to whoever should have gotten the kill.
Now what I meant was like slide that wall over some so you can go under the bases from behind the stairs on one side. Now doing this you still have safe spawns in the same position or under the base. This is simply because only 1 entrance/exit to a dedicated "base" shouldn't happen. Camping of course.
Third I think I understand what you meant by pull it out and put a bridge between... Say you take the sniper box next to the standard wall column that is built in. Center a bridge against it, put the single open centered against the bridge. Put another _________bridge in front of it. Picture this.. the boxed area is the open box.
[___l_l____] each line represents the bridge walkway.
Against the back wall its on block access
from hopping out the back of the map.
Reply if you follow me lol...
Dragod
02-08-2008, 05:01 PM
You lost me at that last part...
But last night I did go and edit the sniper towers for v2.2:
http://img443.imageshack.us/img443/8602/21481495fullmo7.jpg
http://img258.imageshack.us/img258/4248/21481545fullce3.jpg
http://img208.imageshack.us/img208/6407/21481612fullex6.jpg
UnknOWNBAMF
02-08-2008, 05:12 PM
Yes Exactly what I meant but that was only half of what I had pictured, although now I look at it I'm thinking the cover may be a bit much and Sniper can be overpowered. But I'm gonna try and draw another schematic lol
_________
[___l_l____] ok now the top line represents the bridge against the barrier wall that encloses the map. The bottom line represents the bridge in Front of the open single box, which is in the middle. The 2 side lines rep 2 more bridges that make a rectangle around the box. But Now I see it I think Snipe would be too overpowered with that much cover. What I suggest is to put the open back against the wall, put the bridge in front with snipe on the edge of the bridge. Use a fence wall to cut off part of the open box on the inside so that Sniper cant go all the way back in to recharge his shields everytime he takes a hit. Finished would look like this:
__________
___[__]____
with the bottom line being the bridge. And remember a fence wall blocking part of the inside of the box. The top line only reps the barrier wall
Dragod
02-08-2008, 05:31 PM
Eh... I'm gonna play test this one first, before I go and change something that could be perfect.
Dragod
02-10-2008, 04:19 PM
I played it... It doesn't work. At all. The sniper is nearly impossible to kill with the bridges. They just camp off to one side of the bridge, aiming at the teleporter. You can no longer chuck grenades to kill. If you ever want to kill a sniper, you need the other sniper, but you can't get it because it's nearly impossible to survive long enough.
I'm scrapping v2.2
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