View Full Version : Acropolis (CTF and Team Slayer)
runner ai
03-21-2008, 02:15 PM
This map was inspired by sanctuary. I wanted to make a great CTF map primarily and i sanctuary was the quintasential Halo CTF map so i tried to reimagine it in foundry. So here it is. This has not been playtested yet so if anyone does then please give me some feedback, or any feedback is appreciated.
Fileshare = http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=Runner%20AI
http://haloscreenshots.net/cache/medium/runner+ai/medium_9B267BCF88B76EA34920D22DB5B059B2.jpg
http://haloscreenshots.net/cache/medium/runner+ai/medium_E5CBA7E7F6610EEF68FA474DC8F6CA45.jpg
http://haloscreenshots.net/cache/medium/runner+ai/medium_6B1128A350F42AAB3A674BA842F6A2E9.jpg
http://haloscreenshots.net/cache/medium/runner+ai/medium_BF8DC696327EA75CE92AF3507919EE65.jpg
http://haloscreenshots.net/cache/medium/runner+ai/medium_81614B78FE6FD9F6C859113CF64CEB51.jpg
This map works best for Team Slayer and CTF. Enjoy!
Hale Lurker
03-22-2008, 03:35 AM
Have you tried posting this on Forgehub? It's a shame that it's not getting any attention here despite having so much work poured into it. Too much attention gets diverted to a) Arena maps and b) Salot maps.
As for some actual feedback, there are too many maps using powerups for decorations. It gets boring. The sender nodes are a good touch, though. I'll play a game on it tomorrow, and maybe send some more feedback.
SaLoT
03-22-2008, 10:37 AM
Have you tried posting this on Forgehub? It's a shame that it's not getting any attention here despite having so much work poured into it. Too much attention gets diverted to a) Arena maps and b) Salot maps.
As for some actual feedback, there are too many maps using powerups for decorations. It gets boring. The sender nodes are a good touch, though. I'll play a game on it tomorrow, and maybe send some more feedback.
Please for the love of god keep my name out of this..
It is not my fault!!!!!!!!!!!!!!!!!!!!!!!!!!
zakboo
03-22-2008, 10:39 AM
I did a quick runaround and i liked it a lot, once again very creative and original. One problem i see is a lack of weapons and grenades, I'm guessing this is due to the lack of budget remaining. My fix would be to geo glitch the boxes in the bases into the Foundry wall, that should enable you to save a few items to get you some budget back.
SaLoT
03-22-2008, 12:10 PM
I did a quick runaround and i liked it a lot, once again very creative and original. One problem i see is a lack of weapons and grenades, I'm guessing this is due to the lack of budget remaining. My fix would be to geo glitch the boxes in the bases into the Foundry wall, that should enable you to save a few items to get you some budget back.
One problem with the geo glitch,,, That if you have many boxes connected you muct do them all..
And to be honest will never get it strait, Even on some maps that use this glitch,they are still not straight...
ViiSiiON
03-22-2008, 01:14 PM
Im really liking your style man. The first thing i noticed, that ive been wanting to make, is that you did the bases on the opposite walls that most people do. I think this is great because of foundry being uneven the other way.
zakboo
03-22-2008, 10:00 PM
One problem with the geo glitch,,, That if you have many boxes connected you muct do them all..
And to be honest will never get it strait, Even on some maps that use this glitch,they are still not straight...
I know what you mean, but I only see one box on each side that needs to be geo glitched in. With the results of doing that 4 double walls can be saved which will allow more budget to spawn weapons and grenades. BTW I have found a new method of geo glitching where it's very easy to keep them straight.
runner ai
03-23-2008, 06:24 AM
yea i know! once you post a tutorial of how to do it i will definately use it to perfect my maps!
FeiGnz
03-23-2008, 08:08 PM
It looks like it could play nicely. I will download and maybe leave some feedback later. Good job!
Fritzster
03-26-2008, 03:51 AM
I have been playing and walking around this map for some time now, with some friends that I have not forged with in a while. I'll just get right down to the review; it is a very good concept of a map with the new and refreshing design of bases.
I like where the Bases are located, though I'm not sure it is very CTF friendly, which is ok because I know this map does good on other gametypes like KoTH and Ball etc. You need more weapons and nades, which are in good spots on the map already, but needed of at least 6 BRs and a considerable amount of carbines and experiment with a Camo, or Overshield or both to balance the gameplay on the side areas. I like what you have done with the bridges on the side areas, but I think the single walls underneath the bridges is a bit too much as it seems cramped up. Not much for evading the nades that come flying through there.
I am in need to play a proper MLG gametype game on this still, I admit, but with the discussions we where having it really is a good map but can be so much better. The use of the geo glitch can help you improve massively because you already have so many good ideas for maps, but building them cleaner and enhancing gameplay will help you out. I also found a lot of resource that will help you get more budget for weapons and the helpful cover, for instance the Overshield and Camo red/blue indicators on the side areas. I will just get straight to the list. If you want I'd be happy to show you some of the things.
Cons -
Need more rifles and nades
Dumpster jump ups in corners too cluttered together
A lot of resources: windows, teleports, weapon holders and wall that can be deleted or reused elsewhere when using geo glitch
Cover under the bridges is a bit too much
Pros +
Nice thick Base design
Good weapon placement
Evenly and organized fighting space
Good ramp placement
Very cleanly placed geometry
Some really good shooting, nade angles
Huge potential with the geo glitch
Objective potential and TS I'm sure
Your Maps are great and show with the great refreshing map designs
...These are not all of them, but for starters it should prove useful
Like already said Runner you have some really nice solid map ideas for Halo 3. I plan to play some customs on your three new maps and will throughly go through each one and help out with feedback. It seems that you are a Forger who takes good feedback and adopts it to it's full intent and makes even better maps with the little feedback of what is given. Keep it up man.
UnknOWNBAMF
03-26-2008, 04:14 PM
I like this map the design is, like Fritzster said, refreshing. What I see though are the cramped walkways on the bases, the boxes all work well together but to get onto the fronts you can only walked right over that small point on the corners where they meet. I'd like to get in on this to show you how you can save alot of $. I've found ways. Send me an inv sometime you have my GT now we were playing earlier.
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