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MLG_KonArtist
04-05-2008, 08:18 PM
Embezzlement v3, a 2 base masterpiece. Plays MLG TS, CFT, & Ball. There is also an FFA build. Thanks to Tolas, for his help with the teles and Fritz, for his help with the geo-glitch. Anyways heres some pictures-- Enjoy.

Team variants- slot 1
FFA variant- slot 5

Link to file share
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=K0N%20ART15T


http://haloscreenshots.net/cache/medium/k0n+art15t/medium_61A3084CF8473DA0BADD6E2161E9FA17.jpg
Overview

http://haloscreenshots.net/cache/medium/k0n+art15t/medium_7F9538AC803FF2390A1AAEFDE61AE6EA.jpg
Bottom mid

http://haloscreenshots.net/cache/medium/k0n+art15t/medium_70138F40964B6F7709EB75326FD9F82A.jpg
B side

http://haloscreenshots.net/cache/medium/k0n+art15t/medium_976A315C3E202A5F3C324775B722B722.jpg
Blue 3

http://haloscreenshots.net/cache/medium/k0n+art15t/medium_398D9186177F493E30F271F8B40D6E8F.jpg
Blue 2

http://haloscreenshots.net/cache/medium/k0n+art15t/medium_47F6EE8F1CA3397DA69043D18660C36A.jpg
Blue 1

http://haloscreenshots.net/cache/medium/k0n+art15t/medium_8543F5C99423CB0D83BF3B9AE5F06BB7.jpg
Side of blue

http://haloscreenshots.net/cache/medium/k0n+art15t/medium_46AB251A4DA9507D3E169A325638A8D9.jpg
Back blue

Link to file share
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=K0N%20ART15T
Team- slot 1, FFA- slot 5

Mephisto
04-05-2008, 08:51 PM
you're just too good.

edit - how do you make the fence walls line up with the boxes?

fabolousrmx
04-05-2008, 09:25 PM
Looks damn good, Will check it out!

MLG_KonArtist
04-05-2008, 10:50 PM
Thank you—this is an example of the kind of map you can make after receiving the proper training. I studied under legendry forge god Master Wizard.

Just_as_Mad
04-05-2008, 10:51 PM
Looks pretty amazing. I like how you interlocked the doors to make it look like an entrance and it is an actual jump. Nice job.

The_FoLii
04-05-2008, 11:03 PM
Looks Like a Great map, can't wait to check it out

SaLoT
04-05-2008, 11:09 PM
Yo Kon, this map is pretty sweet!!!!

I ran 2's on this and i found it very fun ...
The only thing i dislike...

The jump from base to top... Can you add something different there?

fabolousrmx
04-05-2008, 11:59 PM
The jump from base to top... Can you add something different there?

It's a bit tricky to get to the top, but I have yet to see how it affects a game situation, considering it's a powerful spot.

It's a bit tricky to get from the trash bins near the teleporters to the A/B top ramps, maybe move them a bit closer?

Oh and what power weapons are you considering for the map?

MLG_KonArtist
04-06-2008, 12:54 AM
Yo Kon, this map is pretty sweet!!!!

I ran 2's on this and i found it very fun ...
The only thing i dislike...

The jump from base to top... Can you add something different there?

I could change the barriers to trash cans

That-DAM-n00b
04-06-2008, 04:01 PM
I ran single hill KOTH on a really early version of this map and liked it a lot, I'll download it now and give an analysis of it when I get home.

MLG_KonArtist
04-06-2008, 06:50 PM
I ran single hill KOTH on a really early version of this map and liked it a lot, I'll download it now and give an analysis of it when I get home.

I have not included a koth biuld yet in v3 -- your more then welcome to add one, and let me know how it plays.

Also some people think top mid should be changed/ lowered/ removed or whatever-- If anyone has any feedback about top middle or anything else regarding the map layout let me know and I'll take it into account. Telling me you like it --doesn't do anything but make me feel good. I would perfer to improve the map, so please be honest.

UnknOWNBAMF
04-06-2008, 07:14 PM
Okay so your net is ***, so i'll give you feedback here. Top mid now that you have said something, yeah lower that a wall and a fence wall down. You know what I mean what to take out and what to leave. KOTH could work on top mid. On A and B sides. lower them signs down to exclude the fencing part. Also on top mid exclude the fencing on those signs as well. Under the bases, great job but do you have anymore corner walls? A bubble would be excellent to replace those D words. + spawn, + cover and + area for the jump up. More later after more testing!

a22en
04-06-2008, 07:28 PM
This is hands down the best porge map i've seen yet theres only 2 things that i would change about it. First top mid needs to change I would say get rid of it totaly second i would recomend moving the dumpsters on the ground backwords so that the jump to the side ledges is easier. I think those two things would make the map flow much better. In version 4 i would say make a way to go from middle 2 to middle 3 like put a crate in the middle so you could jump on the crate then on a b or a sign then up to mid 3 that would also help with the layout.

IKeyworkI
04-06-2008, 07:40 PM
looks really awesome Kon, I'll be downloading it soon.

a22en
04-06-2008, 08:32 PM
If you geo a ledge sticking out midway up the A and B boxes i think that would help with movement through the map too

wHo-Face
04-06-2008, 10:31 PM
I really like how it plays for at least 1v1. It's def possible though that top mid is overpowered in 4v4

fabolousrmx
04-06-2008, 11:10 PM
If you geo a ledge sticking out midway up the A and B boxes i think that would help with movement through the map too

I totally agree.

In terms of top mid, maybe a power weapon could go there... 2 shot rocket or mauler.

MLG_KonArtist
04-07-2008, 12:00 AM
I totally agree.

In terms of top mid, maybe a power weapon could go there... 2 shot rocket or mauler.

v1 had rocks bottom mid on a 2 min drop spawn-- I'm thinking of putting the rocks back in bottom center. Also there was 2 maulers on map; top of teles.

v1- didn't have a top mid. I like the look of that-- and thinking of just moving it down half a box to be level with the top of the bases and the towers.

I will look into the trash can-- I know that is a hard jump to make to the ramp, it should be; it's a short cut, however, if most people feel it's hard to make consistently, then I'll move them closer...

also I have fixed the spawns for slayer, and took out the ones in the top coners-- I will probably wait to post an update tell the weekend, so I can get enough feedback.

IKeyworkI
04-07-2008, 02:13 AM
I've got some suggestions for this map i'll list tomorrow in this spot, but so far I really like the layout and the feel. Some small things I think can be changed that will make a big difference. I'll get to ya soon.

That-DAM-n00b
04-07-2008, 05:15 AM
Ok, a couple things. One you should flip a and b side so at least if we have two bases on foundry the sides are uniform on all the maps. The other major thing I saw was from top a there are single walls blocking the back doors on foundry, that allow you to get ontop of a bubbles from top a. Consequently there is no similar path on b side so that becomes a balance issue. That means as far as I can tell top platform's design needs to go on the chopping block because you need at least 2 of those walls. Also fuse the signs into bottom mid so they are half that height. You should may be also sacrifice another wall to finish closing off the map above b on red side, and if anything just have a single pad up top. But in all honesty I think that high top interrupts the flow of how this map was designed.

I definitely like the shortcut jumps from r1 to r2 and r2 to r3 and top mid those are ****ing sweet.

MLG_KonArtist
04-07-2008, 02:10 PM
Ok, a couple things. One you should flip a and b side so at least if we have two bases on foundry the sides are uniform on all the maps. The other major thing I saw was from top a there are single walls blocking the back doors on foundry, that allow you to get ontop of a bubbles from top a. Consequently there is no similar path on b side so that becomes a balance issue. That means as far as I can tell top platform's design needs to go on the chopping block because you need at least 2 of those walls. Also fuse the signs into bottom mid so they are half that height. You should may be also sacrifice another wall to finish closing off the map above b on red side, and if anything just have a single pad up top. But in all honesty I think that high top interrupts the flow of how this map was designed.

I definitely like the shortcut jumps from r1 to r2 and r2 to r3 and top mid those are ****ing sweet.

Well-- if I take apart top mid. I would have 8 single walls. Now I know some will miss the butt hole top center. But whatever. All of those things you listed. I agree with. Now if the signs in mid
are lowers then you could use them to jump from base to base. What do you think?

FoxKeyes
04-07-2008, 02:25 PM
Just a quick suggestion off the top of my head, I know the logistics of it would be terrible, but I think that if you reduce the front of the bases (the middle "main base" portions) by one of your bridges you have being used a floor, and then push it back a bit to make your drop hole (the one that lets you drop to bottom of bases) a bit smaller than you'd have a map that still performed the same but doesn't feel quite as cramped. As of now I feel like it takes wayyyy to little time to go from base to base.

Yeah that was a long sentence and might not make sense.

Also, instead of the A and B signs above the teleporters, I was thinking it might be cooler to fuse walls (since you may be taking apart your top mid anyway) to make tunnels. As of now, and how it is on onslaught, those aren't really that powerful of positions just because it's so easy to be team BR'd down from there and there is like no escape route. If they were tunnels at least you could still pop out and fire, and not feel like you are completely vulnerable.


If these ideas don't make sense I'm sorry, I'm finding it really hard to explain myself when it comes to Forging, lol. :-P

That-DAM-n00b
04-07-2008, 03:29 PM
Well-- if I take apart top mid. I would have 8 single walls. Now I know some will miss the butt hole top center. But whatever. All of those things you listed. I agree with. Now if the signs in mid
are lowers then you could use them to jump from base to base. What do you think?

hmmm, can you make the jump with the flag too?

If you can't make the jump with the objective, or if the jump can only be done one way it would be ok, but I think it would need further testing.

MLG_KonArtist
04-07-2008, 10:39 PM
Just a quick suggestion off the top of my head, I know the logistics of it would be terrible, but I think that if you reduce the front of the bases (the middle "main base" portions) by one of your bridges you have being used a floor, and then push it back a bit to make your drop hole (the one that lets you drop to bottom of bases) a bit smaller than you'd have a map that still performed the same but doesn't feel quite as cramped. As of now I feel like it takes wayyyy to little time to go from base to base.

Yeah that was a long sentence and might not make sense.

Also, instead of the A and B signs above the teleporters, I was thinking it might be cooler to fuse walls (since you may be taking apart your top mid anyway) to make tunnels. As of now, and how it is on onslaught, those aren't really that powerful of positions just because it's so easy to be team BR'd down from there and there is like no escape route. If they were tunnels at least you could still pop out and fire, and not feel like you are completely vulnerable.


If these ideas don't make sense I'm sorry, I'm finding it really hard to explain myself when it comes to Forging, lol. :-P

after reading it a few times-- i think I understand what your saying. I will look into shrinking the bases as well.

FoxKeyes
04-08-2008, 02:59 AM
after reading it a few times-- i think I understand what your saying. I will look into shrinking the bases as well.

hah cool, sorry for sounding like a special ed kid.

Fritzster
04-08-2008, 11:30 PM
Your new version of this map has some really nice LOS that I'm sure you're aware of and the new side arcs really make this map shine. I really like the intertwined jump ups as well.

iTsJuSTAvante
04-08-2008, 11:52 PM
seems good downloading now

MLG_KonArtist
04-09-2008, 01:26 AM
seems good downloading now

well-- I guess let me know what you think after you try it.

hackley
04-09-2008, 12:05 PM
I say scrap the top of the bases.

Cadillac
04-09-2008, 12:11 PM
Glad to see you took some of my thoughts into account. I think it looks much better. Also, this is probably the most playable 4v4 map made so far. Its pretty much tha ****.

MLG_KonArtist
04-09-2008, 03:14 PM
Your new version of this map has some really nice LOS that I'm sure you're aware of and the new side arcs really make this map shine. I really like the intertwined jump ups as well.

Thanks- I'm working on the bases a little more. I had a great conversation with sender node. I would like to get your opinion later on tonight.

MLG_KonArtist
04-19-2008, 01:46 AM
Kon presents. . .

Embezzlement v4-- Plays MLG TS, CTF. Thanks to Fritz, Sender Node, and Solat for their help and everyone else that gave feedback regarding game play.

####UPDATE### v4

Changes-
Game types- Ball removed
Towers-- Cover lowered, short cut added, dumpsters moved closer to ramps, walls added to A side to get to bubble.
Bases—Wall added, blind corner filled, bottom dumpsters flipped over.
Center—cover lowered, top center removed, OS removed.
Weapons—rockets on two minute drop spawn- bottom center, mauler removed
Spawns—20+ spawns added, spawn area modifiers added to bases, and level 1.

Link to file share—slot 1
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=K0N%20ART15T

Swampdigger
04-19-2008, 12:08 PM
Hey, really nice map. I've only played it 3 player FFA but it looks like it would work really well for team games.

One issue I found: On both sides of Blue on the second floor you have spawn points inside the triangles made out of three walls. We had one guy spawn in there and there was nothing to do but kill himself with nades.

I'll reserve other comments until I'm actually able to play a team game on the map. Very nice effort so far.

MLG_KonArtist
04-19-2008, 03:00 PM
Hey, really nice map. I've only played it 3 player FFA but it looks like it would work really well for team games.

One issue I found: On both sides of Blue on the second floor you have spawn points inside the triangles made out of three walls. We had one guy spawn in there and there was nothing to do but kill himself with nades.

I'll reserve other comments until I'm actually able to play a team game on the map. Very nice effort so far.

thank you-- I have fixed that minor problem, and have re uploaded it. Those walls in the bases are new, to stop players from cmaping in the corners. Let me know what you think after a few team games. Again it plays Ts, and CTF.

RenegadeMasta
04-19-2008, 05:28 PM
i love this so much more than onslaught, the base design on onslaught is just straight ****

-2LiFe-
04-19-2008, 05:34 PM
Looks amazing cant wait to play on it!!!

MLG_KonArtist
04-19-2008, 06:28 PM
not letting me edit old post-- here are some pictures. of v4

Link to file share—slot 1
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=K0N%20ART15T

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31086738-Medium.jpg
Overview

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31086974-Medium.jpg
B tower

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31087198-Medium.jpg
Red base

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31087232-Medium.jpg
Blue 2

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31087331-Medium.jpg
Blue 1

Matrixx.J
04-19-2008, 07:55 PM
I have always liked the layout of this map, the only thing that bothers me is the abundance of small ledge (door) jumps. I have not played competitively on this map at all, but it seems like in a competitive game those jumps may be a bit difficult. I could be wrong, and I would have tried these jumps before posting but the only tv in my house the 360 hooks up to wont turn on. I also don't know what your budget looks like, but if you have the money i would suggest trying to sink a single box into the floor so it is a little bit shorter than a door in the bottom four door jumps.

Incase this post made no sense, I am talking about the red/blue 1 door jump ups.

MLG_KonArtist
04-19-2008, 08:13 PM
I have always liked the layout of this map, the only thing that bothers me is the abundance of small ledge (door) jumps. I have not played competitively on this map at all, but it seems like in a competitive game those jumps may be a bit difficult. I could be wrong, and I would have tried these jumps before posting but the only tv in my house the 360 hooks up to wont turn on. I also don't know what your budget looks like, but if you have the money i would suggest trying to sink a single box into the floor so it is a little bit shorter than a door in the bottom four door jumps.

Incase this post made no sense, I am talking about the red/blue 1 door jump ups.

Embezzlement means:: the fraudulent appropriation of funds or property entrusted to your care but actually owned by someone else. Bungie gave me about 600 dollars to work with and I embezzled about another 300 from them. There comes a point in the budget glitch that you can’t place objects, even spawn points. So in short, I have no more objects, and there is no more money left to use. As for the door jumps, they take some time getting use too, however they are short cuts, so they should be a little challenging to do on command. . .but ,by no means are they as hard as yellow 1 to yellow 2 on guardian.

I hope your tv starts to work again, and you can give the map a go… Neways, I guess you could say, this map is not recommended for split screen.

Dread_king93
04-19-2008, 08:43 PM
nice

Baron Saturday
04-19-2008, 10:13 PM
Great map, well balanced and some insanely nice touches.
I love the bases, the size of them gives a really nice feel and there are some really great angles in there.

The only critiscisms I have is that there are a few graphics glitch issues on some joins between interlocked objects and the join where the stairs meet the boxes makes me jump down the stairs when walking down them.

Sorry if you've already had these things pointed out and on the whole the map is neater than anything I'm capables of. Really, Really good job.

MLG_KonArtist
04-20-2008, 03:04 PM
Great map, well balanced and some insanely nice touches.
I love the bases, the size of them gives a really nice feel and there are some really great angles in there.

The only critiscisms I have is that there are a few graphics glitch issues on some joins between interlocked objects and the join where the stairs meet the boxes makes me jump down the stairs when walking down them.

Sorry if you've already had these things pointed out and on the whole the map is neater than anything I'm capables of. Really, Really good job.

thank you-- I will look into issue with the stairs, and see if I can smooth them out.:) As for game play... how did you feel the map ran? And how are the spawns?

Matrixx.J
04-20-2008, 03:35 PM
Kon, If you plan on running some customs on this later, shoot me a fr. I would really like to try this out in a competitive game.

MLG_KonArtist
04-20-2008, 07:30 PM
### MinorUpdate###
v4.2
back wall wasnt' spawning at start
barriers on top of bases removed

next update- will included, fixed stairs and whatever seems fit after more testing,

Feedback that is needed--
spawns
weapons
map flow
over playability of map for TS and CTF

thank you.

iM_xZonKeD
04-20-2008, 08:32 PM
ill be on later tonight, just send me an invite to play test.

MLG_KonArtist
04-21-2008, 02:39 AM
ill be on later tonight, just send me an invite to play test.

I didn't see you on-- If anyone else would like to play test with me, send me a FR. I will be play testing around 12midnight MST every night.

iM_xZonKeD
04-21-2008, 07:35 AM
I didn't see you on-- If anyone else would like to play test with me, send me a FR. I will be play testing around 12midnight MST every night.

Yeah kon sorry, i was on for like 30 minutes then i got off cause i was so tired. I had a basseball tournament from 8 in the morning till 7 at night so i was wiped.

MLG_KonArtist
04-22-2008, 01:00 AM
### PLAY TEST ###

i will start some play test on v 4.2 in about an hour (12 mst) sms me for RSVP, looking to get 4v4 going tonight. see you all online soon:)

That-DAM-n00b
04-22-2008, 01:54 AM
not letting me edit old post-- here are some pictures. of v4

Link to file share?slot 1
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=K0N%20ART15T

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31086738-Medium.jpg
Overview

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31086974-Medium.jpg
B tower

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31087198-Medium.jpg
Red base

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31087232-Medium.jpg
Blue 2

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31087331-Medium.jpg
Blue 1


Glad you took my imput seriously, downloading the new version

fabolousrmx
04-22-2008, 01:24 PM
### PLAY TEST ###

i will start some play test on v 4.2 in about an hour (12 mst) sms me for RSVP, looking to get 4v4 going tonight. see you all online soon:)

Hey if you reschedule for tonight let me know ;)

nicktwoslick
04-22-2008, 02:07 PM
I'd love to playtest future versions of this map. I played some FFA's on this with a variety of settings and it really is versatile

GT: nick two slick

MLG_KonArtist
04-23-2008, 12:07 AM
Glad you took my imput seriously, downloading the new version

I take into account everyones feedback to improve my maps. These are all minor changes, but hopefully it make the map better. Let know what you think after a few runs. Take note that v4.2 plays onlt ts amd ctf. I remember you saying you liked koth on it.-- so again feel free to add koth spawns if you like. Thanks again for your imput and everyone else. Enjoy.

####UPDATE### v4

Changes-
Game types- Ball removed
Towers-- Cover lowered, short cut added, dumpsters moved closer to ramps, walls added to A side to get to bubble.
Bases—Wall added, blind corner filled, bottom dumpsters flipped over.
Center—cover lowered, top center removed, OS removed.
Weapons—rockets on two minute drop spawn- bottom center, mauler removed
Spawns—20+ spawns added, spawn area modifiers added to bases, and weighted on level 1.

Link to file share—slot 1
http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=K0N%20ART15T

http://i270.photobucket.com/albums/jj102/MLG_KonArtist/31086738-Medium.jpg
Overview

MLG_FULL_CHAOS
04-25-2008, 02:02 PM
kon. This map is great. I really like how big the map feels. And the small improvements make it even flow better.

MLG_KonArtist
04-26-2008, 01:37 AM
I'd love to playtest future versions of this map. I played some FFA's on this with a variety of settings and it really is versatile

GT: nick two slick

newest version is 4.2-- not much has changed, just a few minor changes. However if v3 was the last version you played, you will want to dl this, it's much better. As for FFA on embezzlement... well enjoy it, bc this weekend I plan on releasing a new FFA arena map, like nothing anyone has ever seen.

Matrixx.J
04-26-2008, 04:32 AM
newest version is 4.2-- not much has changed, just a few minor changes. However if v3 was the last version you played, you will want to dl this, it's much better. As for FFA on embezzlement... well enjoy it, bc this weekend I plan on releasing a new FFA arena map, like nothing anyone has ever seen.

Well if you plan on playtesting I'll gladly join up for some ffa's.

MLG_KonArtist
05-02-2008, 12:08 PM
Well if you plan on playtesting I'll gladly join up for some ffa's.

my ffa map is done, and will be going public tonight. I will put it in my file share around 12 midnight MST. Ok, back to embezzlement.

Mango221
05-02-2008, 12:35 PM
I really like this map good job.

The third level of each base really balances out the A and B side power points.

-Mango