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View Full Version : Azazel's Version of "The Hangout"


FoxKeyes
05-16-2008, 01:52 AM
EDIT # 2: FFA VERSION NOW AVAILABLE IN FILESHARE. THERE ARE A FEW WEAPON AND ITEM CHANGES YOU SHOULD ALL ENJOY. :-) http://www.bungie.net/forums/posts.aspx?h3fileid=36820233

EDIT: VERSION .99 NOW AVAILABLE. PICTURES UPDATED AND CHANGES INCLUDE:

ROCKET ROOM MADE SLIGHTLY BIGGER TO ACCOMODATE 4V4 EASIER AND TO IMPROVE LINES OF SIGHT.

2 SIGNS SURROUNDING THE ROCKET SPAWN WERE LOWERED TO CREATE NEW QUICK JUMPS TO THE THIRD LEVEL.

TELEPORTERS REMOVED, BECAUSE ROCKET ROOM NOW HAS TWO ENTRANCES FROM PLASMA ROOM.

IT IS NOW POSSIBLE TO GRENADE JUMP OR TEAM JUMP FROM ROCKET ROOM TO PLASMA. THIS WAS INTENTIONAL AND THE AREA YOU CAN JUMP TO IS IDENTICAL IN SIZE TO THE WINDOW BETWEEN SNIPE ROOM AND PLASMA ROOM.

CARBINE ROOM DOOR TURNED UPSIDE DOWN SO IT IS FLUSH AND THE JUMP IS SLIGHTLY EASIER.

JUMPS AROUND THE MAP IMPROVED.

GEO-GLITCHING AND MERGES AROUND THE MAP IMPROVED.

4 SHOTS REMOVED FROM SNIPER RIFLE, 30 SECONDS TAKEN OFF OF RESPAWN TIME.

BOTH BRs REMOVED FROM MAP, AS WELL AS 2 PLASMA GRENADES IN WINDOW. (budget, sorry. :-( ).

SHOULD BE EXTREMELY HARD, IF NOT IMPOSSIBLE TO LEAVE THE MAP NOW.






Azazel's The Hangout

4 Roomed Halo 1 style Assymetrical Map.

Smaller in scale compared to original Hangout design (total props to Saboath).

These are the four rooms

First room, what I consider to be called the main room or Sniper room. This is also where one of the hills spawn.

This is an above view, where you can see the OS location. The sniper spawns in the middle of the three dumpsters. You can also see some of the wall jumps on the left wall.
http://img.photobucket.com/albums/v494/supatax/35188720-Full.jpg

This is a different angle where you can see the back wall
http://img.photobucket.com/albums/v494/supatax/Snipe.jpg

This is the carbine room. In addition to the orginal layout, there is also a 90 degree tunnel that leads from here to the plasma rifle room, so that all three rooms can access the other three rooms. In this room there is a soul carbine, but it is also the location of one of the hill spots, and the defenders initial spawn area. You can see a door that acts as cover to spawning players and a quick jump to the upper levels
http://img.photobucket.com/albums/v494/supatax/Carb.jpg

Up next is rocket room. This is the location of the oddball, and also the location of a 2 shot, 2 minute spawn rocket launcher. You can see the grenade jump area here.
http://img.photobucket.com/albums/v494/supatax/Gren.jpg
http://img.photobucket.com/albums/v494/supatax/Rock.jpg

Finally this is the Plasma Rifle room. It is the attackers initial spawn point and also, obviously, where the plasma rifle spawns. I added a geo-glitched box into the floor for an somewhat easy quick jump up to the back wall for quicker movement. There is also a quick jump to the higher levels and also this is the location of a hill, as well as the safest area to hide the oddball, even though it does not provide direct access to most power weapons.
http://img.photobucket.com/albums/v494/supatax/35188330-Full.jpg
http://img.photobucket.com/albums/v494/supatax/Plas.jpg

There are two plasma grenades spawns on the map, 2 in the "new tunnel" linking PR room and Carb Room,



The budget is at exactly 0 dollars, so don't ask for anything to be added without an idea as to what should be replaced for it. I tried to go for a H1 style feel, which means there is plenty of diverse, but useful weaponry. Enjoy the map. Thanks to Saboath for the great design.

VERSION .99 IS THE LAST STEP TOWARDS A COMPLETELY FINISHED HANGOUT. HUGE THANKS TO FRITZSTER AND AGAIN SABAOTH. FRITZ GAVE ME A LOT OF GREAT IDEAS AND HELP!

http://www.bungie.net/forums/posts.aspx?h3fileid=35934155 - Download

Fritzster
05-16-2008, 03:06 AM
Hey Mayne, for your first foundry map you sure did KICKASS with it. It's amazing work, good stuff - with the flow of the tunnels underneath and the balance from room to room.

This is the best hangout version so far and the best asymmetrical as well. I know a lot of gamers are going to love your version, I sure do. I'd be happy to help you polish the map with geoglitching and cleaning things up.

Keep your creative/innovative Forge work up. You have really good ideas for maps from what I have seen

FoxKeyes
05-16-2008, 03:39 AM
Hey Mayne, for your first foundry map you sure did KICKASS with it. It's amazing work, good stuff - with the flow of the tunnels underneath and the balance from room to room.

This is the best hangout version so far and the best asymmetrical as well. I know a lot of gamers are going to love your version, I sure do. I'd be happy to help you polish the map with geoglitching and cleaning things up.

Keep your creative/innovative Forge work up. You have really good ideas for maps from what I have seen


Thanks! Means a lot to me!

PwNytar
05-16-2008, 07:56 AM
- this is a copy of the post made in the original thread -

Myself and a few friends played 2v2 on the map about 8 times in a row (all night LAN, lol). I was connected to live while playing to get the games posted on bungie.net, and have the film of just about every game and hope to get some gameplay videos up as soon as I can capture and upload them.

As far as impressions and feedback: The map was by far the best version of Hangout I've seen yet.

I don't even really have that much to say about it because it was that damn good, honestly.

The addition of cover in the rooms helps gameplay a ton, and I absolutely love the tunnel from carbine room to plasma rifle room. The single teleporter plays great for getting another attack angle on rockets. Obviously the map could use some cleanup, but damn...I absolutely have no complaints or suggestions that would make this better (which is really saying something, because I'm a very opinionated person, and usually think my way is the best way, haha).

The only thing I would be concerned about is how it runs 4v4...but until I run some I won't even get into that.

Major props back to FoxKeyes for creating such a great version of the map. It feels very familiar to the original, but has loads of great changes.

I wish I could give more feedback, I just have nothing more to say.

Matrixx.J
05-16-2008, 08:04 AM
I'm very excited to see a playable version of this map. Looks great the pictures and description. This will be the first map I download when I can play again. Wish I could play it right now actually. Nice work.

Baron Saturday
05-16-2008, 10:41 AM
This map is gold plated gold dust wrapped in gold, and painted gold.
Awesome job, I love the way the fundamental idea has developed over versions.

Again, Id like to point out what can be accomplished if we bring our respective skills to the table and leave the egos at the door. This thread just made my day, again.

evan_pwns_you
05-16-2008, 12:53 PM
When I first looked at your map I was disappointed about the cover because originally I wanted this to be as accurate to a Halo CE map as possible but after playing a 4v4 I realized that you really NEED to be able to slow the play down because the game lasted like 4 minutes. I haven't played this map yet but based on pictures and reviews, nice job.

MLG_KonArtist
05-16-2008, 07:45 PM
good work-

Kcub07
05-17-2008, 07:23 PM
This map is amazing. Please salot, nasty, whoever's good w/ forge.... clean it up so it's completely smooth.

-ImplosioN-
05-18-2008, 03:58 AM
AMAZING job. I am VERY impressed with how this map has turned out, from Sabaoth's concept, to the multiple versions from various users, to this. Congrats forge community, you truly are the best in the business.

+rep to you FoxKeyes!

-Champloo-
05-18-2008, 10:30 AM
anyone to play test in 4v4s?

Jtp444
05-18-2008, 12:47 PM
I've played some 2v2's and a 3v3 on it, but I would like to see it played in 4v4.
anyone to play test in 4v4s?

Think I have you on my list, if not GT - Jay Tee Pea

-ImplosioN-
05-18-2008, 03:50 PM
Does anybody want to test it in a bit? It's 12:48PM right now for me (i'm pacific time), how about we set it up for like 1:15 or 1:30 or something (4:15pm, 4:30pm east coast)? I'll be on, my tag is iMpl0s1oN.

FoxKeyes
05-18-2008, 04:14 PM
Thanks everyone, I went home for the weekend, and coming back and seeing the positive remarks is way cool. Invite me for some testing sometime!

And thanks to those who +Repped me! It's definitely appreciated.


And just to throw this out there, I'm very, very, very happy to see that you all like my ideas for cover/weapon placement/ movement options etc. I'm not exactly the best map designer, but If ANYONE wants help with their maps cover/weapon layout, it's my favorite forge thing and I'd be down to help whoever.

Thanks again everyone.

Effed
05-18-2008, 05:06 PM
This map gives me an amazing feel of CE. I love it. This is by far the best attempt at a CE style map I've seen, and it's amazing. This map play amazingly well in 4's and FFA's. :bow: Great Job!

FoxKeyes
05-18-2008, 07:10 PM
played a 6 person FFA on it today, even though it's not geared for it it was good for testing spawns. So far I didn't see any problem spawns, if any of you do, please let me know.

PwNytar
05-18-2008, 07:57 PM
I've noticed a couple things about spawns so far... 2v2

1. Players spawn more at the covered spawns in the plasma rifle room than anywhere else, and almost always as long as they didn't die in that room and none of the opposing players are in that room. It is possible, and pretty easy to stand in a few places and catch people spawning there.

- near the teleporter receiver in the sniper room
- in the rocket room
- in the bottom tunnel
- in the window

Those spawns happen so much in 2v2 that we actually started calling it "normal spawn"

2. It is possible, and again pretty easy to spawn players below you in the carbine room. As long as you're about 1 and a half levels above the floor, you don't contest that spawn. So standing on the jump up door, or on the 3rd level elbow, again as long as the other players didn't just die in the same room, will spawn someone on the bottom floor of that room pretty regularly.

---

I don't really see either of these as problems, as players have so many choices of where to move, just thought I would leave my feedback from experience so far.

From my experience testing spawns in foundry, it seems like the game will almost always try to spawn a player just outside the "danger zone" (either where a death happened, or where an enemy is standing). So if I'm standing in the door from rocket room to plasma room, I'm contesting half of the plasma room spawns, but the "normal spawn" is the closest spawns just outside of that area, so people spawn there a lot. This could probably be fixed by simply adding a few more spawns to the map, so that there is a greater chance that a spawn is just outside of the "danger zone" rather than inside of it or extremely far from it.

But at the same time, I really don't think any changes are necessary, because I absolutely love the way it plays.

Also, while I agree with the Plasma Rifle > Mauler argument, a few of my friends disregard the map immediately when I tell them it has a plasma rifle instead of the mauler. So I simply swapped them out in another version of the map. Since the mauler only costs $2 compared to the plasma rifle's $4, I was also able to place 2 frag grenades on the map, which I placed in the door way from sniper room to rocket room, so that they're easily accessible and able to be used while attacking rocket room.

I would really like someone with forge skills to make a very clean version of this map, yet again ;) This is by far the best 2v2 map in the game, and I can't wait to get to test 4s on it.

It's really the only map I even care to play anymore, haha.

FoxKeyes
05-18-2008, 08:52 PM
I would really like someone with forge skills to make a very clean version of this map, yet again ;) This is by far the best 2v2 map in the game, and I can't wait to get to test 4s on it.

It's really the only map I even care to play anymore, haha.

Don't worry, I've been friends with Fritz and Nexn for a while now and they've both told me they'd be willing to help me clean it up. Just collecting feedback before I go at it.

Clean version coming soon! Worry not!


And I guess I'll trade in the Plasma Rifle for a Mauler if that's the general consensus. I think it's pretty closed minded of people to just say "it sucks" without trying it, considering how much more fun the Plasma Rifle is and how much more competitive of a weapon it is over the Mauler.

Jnoon
05-18-2008, 09:17 PM
Does anyone want to test this at like 10;00 EST

Great map, Flow is exceptional. +Rep for sure

its rip its rip
05-18-2008, 09:34 PM
i love seeing halo 1 esque maps and forgers actually getting along.

on a critical note i'd like to see some jumps that are harder to pull off...something like the quick jumps on prisoner from h1. that's one thing that keeps a lot of the forge maps from being great imo. they're too forgiving. sorry for the rant; i'm not saying your map or any of the other maps are bad by any means, it'd just be nice to see some more difficult jumps ;)

i loved the first hangout and i'm downloading this one now :)

Jtp444
05-18-2008, 09:39 PM
I would rather keep the Plasma Rifle over a Mauler but that's just me.
Does anyone want to test this at like 10;00 EST

Great map, Flow is exceptional. +Rep for sure

Yeaif you're running games on this you can add Jay Tee Pea

TheLastMohican7
05-18-2008, 09:56 PM
This map has quickly become my favorite forge map over Onslaught, Legacy, Amplified, Lockdown, Stockpile, Inertia, and others. I love the fact that it doesn't follow suit on being symmetrical because it adds so much more competitiveness when you have so many options to move around the map. I really hope this inspires some of the forgers here to start making asymmetrical maps because we would actually have some maps that don't all play the same, and the spawns are considerably better on a map with many rooms.


Through my experiences with the map, no one used the teleporter for map movement (it was merely a way of escape), and players who didn't play Halo CE didn't enjoy it.

I have only run FFA and 2v2 here so far, but I hope to get some 4v4's, which I hope ran just as smoothly.

-DaZe-
05-18-2008, 09:56 PM
I played a couple 2v2 games on this map yesterday and it ran really smoothly. My team mate and I were always on the move from powerup to power weapon in each room. It has such a great flow to it. The plasma rifle should stay because it is a lot more competive than the mauler and gives the opposing team an edge that don't really have that power weapon or OS. Can't say u can do the same with the mauler unless you start camping with it possibly.

+Rep for a great map


EDIT: TheLastMohican7 is right about the teleporters, it didn't really promote the movement on the map. Consider repositioning it so it's a little bit more convenient to use.

PwNytar
05-18-2008, 10:11 PM
I actually found the port really helpful in a couple of situations...

1. Just after getting OS to port to rocket room...to either kill someone who just picked up rockets, or get them yourself

2. As another attack angle to Rocket Room. In the first few games we played, rocket room was by far the most used. But once we realized how much more important OS was, the entire map was used a bit more. But the port still helps a lot to attack rocket room.

3. Obviously to escape.

And I agree that the plasma rifle is a better fit, but it is still rarely used and a lot of people just don't like the idea.

-DaZe-
05-18-2008, 10:25 PM
Well I never stayed at one spot. I focused grabbing the power weapons at the right time and then kept on moving most of the time. So i never had the teleporters as a mean to escape and I really didn't see my opponents using them as much either. I'm only suggesting a more convenient location so we can see it and consider walking through it.

FrijidPink
05-18-2008, 10:30 PM
do you think there's any chance that a map like this could be added to the circuit? I've played it a couple of times with some friends and I think the layout is brilliant.

FoxKeyes
05-18-2008, 10:35 PM
Thanks for the amazing feedback so far guys. I'm taking everything into consideration. I've actually already started the next version. Don't worry, nothing huge is going to be changed, because it seems most people like the way it is. I've already made a lot more things smoother than they were, and prevented more "map escape" areas, so everything should be fairly closed off.

Rocket Room got the "biggest" change (although it's still small). I simply lowered 2 of the 4 signs so that you could actually jump onto the signs and then up to 3rd floor walkway, and RipRip, you'll be happy to know it's a harder jump than most in the map.

As far as the teleporters go guys, I probably won't be changing them, because I think it's something that will be absolutely necessary to keep Oddball balanced on the map. So far no one has really tested Oddball, but until I get some feedback I won't be changing them. I just feel Rocket Room would be way to easy to hold the ball in without the teleporter path. Tell me otherwise when you guys test it!

Oh, and I'll be returning the rep guys, thanks!

TheLastMohican7
05-18-2008, 10:37 PM
Well I never stayed at one spot. I focused grabbing the power weapons at the right time and then kept on moving most of the time. So i never had the teleporters as a mean to escape and I really didn't see my opponents using them as much either. I'm only suggesting a more convenient location so we can see it and consider walking through it.

I felt the same way. The receiver node is in an appropriate place because it adds a threat to the rocket spawn, but the sender is out of the way on the walkway behind sniper spawn. From my playing, there wasn't much fighting in the sniper room other than on the catwalk, so the teleporter was often forgotten. I can't really think of a good place for the sender, but I think that it should be in a place that is accessed more resulting in more people using it. I found myself patrolling from rocket spawn to the window over plasma rifle spawn across the top catwalk because it gave me a vantage point and easy access to everything. In that short walk, I could keep an eye on the rockets, sniper, OS, plasma 'nades, and opponents spawning in plasma rifle or rocket room (most common spawns IMO).

Edit: I'm glad you changed around the signs a little bit because they made 'nading difficult in rocket room. I understand how the rocket room would be very easy to control without the receiver there, but I think the sender is the issue. Now that I think about it, there isn't really a better place for the sender to go. Plasma rifle room seems logical, but it would mess things up with the beginning spawns. Carbine room could work, but like the floor of sniper spawn, it isn't utilized much.

-ImplosioN-
05-18-2008, 10:40 PM
Alright, I've got some new feedback for you. I played a bunch of 4's on this today, and everybody liked your map, but they liked the size of the 2.2 version better. I am kind of inclined to agree. The layout and everything is perfect in this version, but maybe up-size it a little bit from what it is. I know that's probably gonna be too hard, but a little bit more size would make it play better.

FoxKeyes
05-18-2008, 10:44 PM
Alright, I've got some new feedback for you. I played a bunch of 4's on this today, and everybody liked your map, but they liked the size of the 2.2 version better. I am kind of inclined to agree. The layout and everything is perfect in this version, but maybe up-size it a little bit from what it is. I know that's probably gonna be too hard, but a little bit more size would make it play better.

Gonna be just about impossible with the budget if you still want my cover and weapon set. We'll see what happens though.

Thanks for the feedback though, once I get Nexn or someone in there with me I'm sure they'll have great ideas.

mlg_truppe
05-18-2008, 11:14 PM
that's a pretty sweet map.

xHuStLa
05-18-2008, 11:38 PM
I LOVED this map. If it was cleaned up it would be so much better! Great job.

Dave_C0ulier
05-18-2008, 11:45 PM
i was thinkin it looked very complex but with all these good reviews cant help but to download it!

Omg_Falco_Owns
05-19-2008, 01:41 AM
Good-looking map Az, I'll download it.

CMaYnE
05-19-2008, 01:54 AM
pretty tight
i like it

That-DAM-n00b
05-19-2008, 07:29 AM
How soon could you have an FFA version available?

FoxKeyes
05-19-2008, 08:54 AM
How soon could you have an FFA version available?


Wouldn't take too long I wouldn't think. What kind of things would you have in mind for it?

-Ender-
05-19-2008, 09:06 AM
Looks good. Got a download out of me.

MLG_KonArtist
05-19-2008, 01:49 PM
this is great

Kcub07
05-19-2008, 02:23 PM
Clean it up. It's that simple. Then MLG would have to be blind NOT to put it in version 6.

KrAyZiE
05-19-2008, 03:55 PM
**** Amplified, wheres the Hangout on the pro circuit?

Fritzster
05-19-2008, 07:17 PM
Azazel will you be online anytime after 7:00pm PST tonight?

In a few hours I'm setting up customs focusing on this map and not v5. Still need to talk to someone about forge ideas within this map and aftermath of long customs playing. now that I find the time, hope to see online soon man.

Anyone interested in the success of finishing this map; please send a friend request to my gamertag Fritzster. Not allowing measurebators in the party, just people who are willing to contribute their thoughts and skill for making the map better.

Sorry if I happened to remove anyone who sent previously.

FoxKeyes
05-19-2008, 07:39 PM
Azazel will you be online anytime after 7:00pm PST tonight?

In a few hours I'm setting up customs focusing on this map and not v5. Still need to talk to someone about forge ideas within this map and aftermath of long customs playing. now that I find the time, hope to see online soon man.

Anyone interested in the success of finishing this map; please send a friend request to my gamertag Fritzster. Not allowing measurebators in the party, just people who are willing to contribute their thoughts and skill for making the map better.

Sorry if I happened to remove anyone who sent previously.


7 PST is like 10 EST correct? I should definitely be on if you have something planned. Looking forward to it.


Also, I have a version .91 no one has seen but me or Nexn, has some changes on it we need to test out. Including something you gave me the idea for. :-P

TheLastMohican7
05-19-2008, 07:47 PM
**** Amplified, wheres the Hangout on the pro circuit?

Just wait. I imagine either this and/or Lockdown will be added soon enough.

FoxKeyes and Sabaoth is it all right with you two if I post this map at Forge Hub because I am pretty active there and feel that this map is so good it needs more exposure. Of course, you could register and post it yourself or have Nexn post it there since he is a member there if you don't want an 08 random doing that :-D. It shouldn't matter though because it wouldn't benefit me in any way since I would credit you two for everything.

I can't wait to run some 4v4 TS and Ball (hoping its good enough to add another Ball to the circuit).

Edit: If Nexn has worked on the newest version, I imagine he could post it as a co forger there like he does for all his maps.

Fritzster
05-19-2008, 08:03 PM
7 PST is like 10 EST correct? I should definitely be on if you have something planned. Looking forward to it.


Also, I have a version .91 no one has seen but me or Nexn, has some changes on it we need to test out. Including something you gave me the idea for. :-P
Awesome, you test out with good testers yet? Zak will be online then also.

edit: obviously not, lol... send inv whenever. I'll be part of testing =)

FoxKeyes
05-19-2008, 08:10 PM
Nex hasn't made any changes, just had him in the room with me talking about it is all.


And yeah, funnily enough I haven't played a single team game on it yet. So tonight should be fun.


And I'm gonna wait to post it at Forgehub, obviously I can't stop you from posting it hah, but I'd rather wait until the final version. After I get some of the crazy forgers in there with me to round it out I'll register I'm sure. Not sure how Sabaoth feels. Except for what you've seen us talk in threads we haven't communicated at all. (Which is a good reason he should test with us tonight!)

TheLastMohican7
05-19-2008, 08:21 PM
Nex hasn't made any changes, just had him in the room with me talking about it is all.


And yeah, funnily enough I haven't played a single team game on it yet. So tonight should be fun.


And I'm gonna wait to post it at Forgehub, obviously I can't stop you from posting it hah, but I'd rather wait until the final version. After I get some of the crazy forgers in there with me to round it out I'll register I'm sure. Not sure how Sabaoth feels. Except for what you've seen us talk in threads we haven't communicated at all. (Which is a good reason he should test with us tonight!)

Gotcha. You don't have to worry about me posting there since it would only be nuisance since I wouldn't receive any credit. I just really wanted this map to get out, so it has a better chance of getting picked up.

Also, even though most of the maps made by Forge Hub are casual, they could give some good feedback on technical stuff and discovered quite a few forge techniques. They can also interlock the hell out of maps, so if you have trouble finding help cleaning up there, just about everyone in that community can perform all the advanced techniques.

Good luck.

PwNytar
05-19-2008, 10:06 PM
I'd have no problem with the map being posted at forgehub. I actually would love to get the map more exposure and get more feedback.

Also, I'll be online in about 15-30 minutes to help test if you guys are gonna be testing.

FoxKeyes
05-19-2008, 10:29 PM
Fritz and I are currently overhaul cleaning the map atm, so I don't think we're gonna test for a while, but we're getting some awesome things done that should improve it greatly.

PwNytar
05-19-2008, 11:00 PM
Fritz and I are currently overhaul cleaning the map atm, so I don't think we're gonna test for a while, but we're getting some awesome things done that should improve it greatly.

In that case, I'm gonna go drink and shoot pool...just let me know when you all wanna play test.

That-DAM-n00b
05-20-2008, 06:33 AM
Wouldn't take too long I wouldn't think. What kind of things would you have in mind for it?


Well obviously rocket ect would need to be out, at the most a mauler, and the spawns would have to be set for FFA, other than that, nothing.

-Ender-
05-20-2008, 09:11 AM
The biggest problems I am seeing right now:
- not enough lines of sight; I understand it's not supposed to be like Midship or w/e, but I think asymmetrical maps should still stay open, like Lockout, where there were seperate rooms, but the majority of the map could be seen from several spots and not just from two doorways; my suggested solution would be to leave lower walls dividing the rooms with maybe one main pillar in the center
- not enough space; I also understand that you have had budget problems, but that is not really a good excuse; the fence boxes blocking off the base could easily be pushed back a whole box width
- you can get out of the map; like, it wasn't even hard... >_>

l_Ursus_l
05-20-2008, 01:10 PM
Kickass job man. Props to you and Saboath.

Please update when smoothified =D

FoxKeyes
05-20-2008, 04:27 PM
The biggest problems I am seeing right now:
- not enough lines of sight; I understand it's not supposed to be like Midship or w/e, but I think asymmetrical maps should still stay open, like Lockout, where there were seperate rooms, but the majority of the map could be seen from several spots and not just from two doorways; my suggested solution would be to leave lower walls dividing the rooms with maybe one main pillar in the center
- not enough space; I also understand that you have had budget problems, but that is not really a good excuse; the fence boxes blocking off the base could easily be pushed back a whole box width
- you can get out of the map; like, it wasn't even hard... >_>

we're actually fixing most of that with cleanup currently.

MLG_KonArtist
05-20-2008, 04:33 PM
we're actually fixing most of that with cleanup currently.

please give me the link to the new map when your done and ill update it on the data base-- great job.

FoxKeyes
05-21-2008, 02:13 PM
EDIT: VERSION .99 NOW AVAILABLE. PICTURES UPDATED AND CHANGES INCLUDE:

ROCKET ROOM MADE SLIGHTLY BIGGER TO ACCOMODATE 4V4 EASIER AND TO IMPROVE LINES OF SIGHT.

2 SIGNS SURROUNDING THE ROCKET SPAWN WERE LOWERED TO CREATE NEW QUICK JUMPS TO THE THIRD LEVEL.

TELEPORTERS REMOVED, BECAUSE ROCKET ROOM NOW HAS TWO ENTRANCES FROM PLASMA ROOM.

IT IS NOW POSSIBLE TO GRENADE JUMP OR TEAM JUMP FROM ROCKET ROOM TO PLASMA. THIS WAS INTENTIONAL AND THE AREA YOU CAN JUMP TO IS IDENTICAL IN SIZE TO THE WINDOW BETWEEN SNIPE ROOM AND PLASMA ROOM.

CARBINE ROOM DOOR TURNED UPSIDE DOWN SO IT IS FLUSH AND THE JUMP IS SLIGHTLY EASIER.

JUMPS AROUND THE MAP IMPROVED.

GEO-GLITCHING AND MERGES AROUND THE MAP IMPROVED.

4 SHOTS REMOVED FROM SNIPER RIFLE, 30 SECONDS TAKEN OFF OF RESPAWN TIME.

BOTH BRs REMOVED FROM MAP, AS WELL AS 2 PLASMA GRENADES IN WINDOW. (budget, sorry. :-( ).

SHOULD BE EXTREMELY HARD, IF NOT IMPOSSIBLE TO LEAVE THE MAP NOW.






Azazel's The Hangout

4 Roomed Halo 1 style Assymetrical Map.

Smaller in scale compared to original Hangout design (total props to Saboath).

These are the four rooms

First room, what I consider to be called the main room or Sniper room. This is also where one of the hills spawn.

This is an above view, where you can see the OS location. The sniper spawns in the middle of the three dumpsters. You can also see some of the wall jumps on the left wall.
http://img.photobucket.com/albums/v494/supatax/35188720-Full.jpg

This is a different angle where you can see the back wall
http://img.photobucket.com/albums/v494/supatax/Snipe.jpg

This is the carbine room. In addition to the orginal layout, there is also a 90 degree tunnel that leads from here to the plasma rifle room, so that all three rooms can access the other three rooms. In this room there is a soul carbine, but it is also the location of one of the hill spots, and the defenders initial spawn area. You can see a door that acts as cover to spawning players and a quick jump to the upper levels
http://img.photobucket.com/albums/v494/supatax/Carb.jpg

Up next is rocket room. This is the location of the oddball, and also the location of a 2 shot, 2 minute spawn rocket launcher. You can see the grenade jump area here.
http://img.photobucket.com/albums/v494/supatax/Gren.jpg
http://img.photobucket.com/albums/v494/supatax/Rock.jpg

Finally this is the Plasma Rifle room. It is the attackers initial spawn point and also, obviously, where the plasma rifle spawns. I added a geo-glitched box into the floor for an somewhat easy quick jump up to the back wall for quicker movement. There is also a quick jump to the higher levels and also this is the location of a hill, as well as the safest area to hide the oddball, even though it does not provide direct access to most power weapons.
http://img.photobucket.com/albums/v494/supatax/35188330-Full.jpg
http://img.photobucket.com/albums/v494/supatax/Plas.jpg

There are two plasma grenades spawns on the map, 2 in the "new tunnel" linking PR room and Carb Room,



The budget is at exactly 0 dollars, so don't ask for anything to be added without an idea as to what should be replaced for it. I tried to go for a H1 style feel, which means there is plenty of diverse, but useful weaponry. Enjoy the map. Thanks to Saboath for the great design.

VERSION .99 IS THE LAST STEP TOWARDS A COMPLETELY FINISHED HANGOUT. HUGE THANKS TO FRITZSTER AND AGAIN SABAOTH. FRITZ GAVE ME A LOT OF GREAT IDEAS AND HELP!

http://www.bungie.net/forums/posts.aspx?h3fileid=35934155 - Downloa

HITtheLIGHTZ
05-21-2008, 03:29 PM
Awesome, I've been playing on this map for a while now. Later I'll try and break out of it for testing purposes and maybe run some games on it. Looks great.

That-DAM-n00b
05-21-2008, 06:47 PM
Let me know when you make an FFA edition, I'm going to put together another full FFA thread, once all these maps FFA versions available on all of your file shares.

TheLastMohican7
05-21-2008, 06:48 PM
I know that you are having budget problems, and you might have deleted them when you redid the map. But under the rocket spawn, I have been told that there is a pallet lying there, and A signs are in each base. If this is accurate, you would have 16 dollars to use.

I really like how you made the entrance from PR spawn to rocket spawn instead of the teleporter. Even though it made it feel like Halo:CE even more, it didn't really add anything to the map like I have stated before.

The improvements seem great, and if the budget thing is true, you will be able to add the plasmas and BR's back. Has the size of the map been changed at all?

FoxKeyes
05-21-2008, 07:53 PM
I know that you are having budget problems, and you might have deleted them when you redid the map. But under the rocket spawn, I have been told that there is a pallet lying there, and A signs are in each base. If this is accurate, you would have 16 dollars to use.

I really like how you made the entrance from PR spawn to rocket spawn instead of the teleporter. Even though it made it feel like Halo:CE even more, it didn't really add anything to the map like I have stated before.

The improvements seem great, and if the budget thing is true, you will be able to add the plasmas and BR's back. Has the size of the map been changed at all?


overall size hasn't been changed, and the pallet and signs are gone.

TheLastMohican7
05-21-2008, 08:27 PM
overall size hasn't been changed, and the pallet and signs are gone.

Well then you guys really did work that budget done to nothing. If the map is still the same size, where did the budget go? I haven't gotten a chance to play it yet, but the 16 dollars from the pallet and signs, the money from the BR's and plasmas that were removed, and the money from removing the teleporters and box next to them seems like it would involve some major changes to spend all that extra money.

-NaStY-
05-21-2008, 09:21 PM
.99 looks seksyyyy.

I'm so happy people are starting to realize how much better room-based maps are :D

HITtheLIGHTZ
05-21-2008, 09:36 PM
Mohican one of the changes is the map is inescapable where as before you could easily grenade jump out of the map. I really liked it on the run through, I'll have to play some 4v4s though.

FoxKeyes
05-22-2008, 02:41 AM
Indiana Jones 4 was horrid, completely horrid.


And it makes me insanely mad.





Bump.

Fs_Cobby
05-22-2008, 09:05 AM
just if mlg had a map like this not just 2 bases and a middle structure all the time would be nice to see variety like this good job!

Kcub07
05-22-2008, 02:19 PM
just if mlg had a map like this not just 2 bases and a middle structure all the time would be nice to see variety like this good job!
Where's the clean version?

FoxKeyes
05-22-2008, 04:06 PM
Where's the clean version?


.99 is up, it's a lot cleaner. But still working on it. I need suggestions.

-DaZe-
05-22-2008, 11:56 PM
ummm the OS spawned every 30 seconds and that kinda bothered me lol

other than that I liked how cleaned up it is but I really haven't had an opportunity to play any customs on it. Just a quick run through with me and 2 other friends. I tried finding more things to clean up so u can add br's to it but dang.... i can't find anything :-?

FoxKeyes
05-23-2008, 12:31 AM
ummm the OS spawned every 30 seconds and that kinda bothered me lol

other than that I liked how cleaned up it is but I really haven't had an opportunity to play any customs on it. Just a quick run through with me and 2 other friends. I tried finding more things to clean up so u can add br's to it but dang.... i can't find anything :-?


I repositioned it, musta forgot to set the correct respawn rate. thanks.

That-DAM-n00b
05-23-2008, 05:52 PM
Let me know when you do that FFA setup, I'm putting another thread together and I want this map to be on the list of maps to play.

FoxKeyes
05-23-2008, 06:49 PM
Let me know when you do that FFA setup, I'm putting another thread together and I want this map to be on the list of maps to play.


I know you're anxious to get the FFA setups, after this weekend I'm gonna do some major cleaning on both Hangout and Mecro, then I'll do the FFA settings so it isn't an old version.

kid_tipper
05-24-2008, 10:30 PM
This map is exceptional. I'm really impressed with this and the entire forge community in general right now. All of the new maps are actually orginal now, there isn't nealy as much drama, and the actual forging is extremly well done. Good stuff.

KrAyZiE
05-25-2008, 02:46 AM
One step closer to a better Halo 3.

Good work boys, keep it up with these great new maps.

Mephisto
05-25-2008, 02:55 AM
One step closer to a better Halo 3.

Good work boys, keep it up with these great new maps.
yes sir, general

That-DAM-n00b
05-27-2008, 01:38 AM
I know you're anxious to get the FFA setups, after this weekend I'm gonna do some major cleaning on both Hangout and Mecro, then I'll do the FFA settings so it isn't an old version.

Excellent
http://farm1.static.flickr.com/29/100276794_548c83c4eb.jpg

FoxKeyes
05-27-2008, 01:54 AM
Excellent
http://farm1.static.flickr.com/29/100276794_548c83c4eb.jpg

Just finished FFA settings. Available now on the front page.

-NaStY-
05-27-2008, 01:32 PM
Just finished FFA settings. Available now on the front page.

Get online, I have a totally revamped Mecro to show you.

squidhands
05-27-2008, 02:41 PM
First off, I think this is an excellent map. Bringing in the overall size from the original version really makes a big difference, and I think it plays to it's benefit. For the version you have released, I thought I'd bring up a couple of things to you. During my forgethrough, I kept starting outside the map every time I started a new round (I'm tweaking it to my personal taste). I figured out why; there's still a few starting spawns in the other gametypes that are influencing where I start. CTF, VIP, and Territories all still have their Defender/Attacker starting spawns at their respective Foundry bases. Just a head's up in case you were having the same problems. Also,you may be able to squeeze some more budget out of the map with some tweaks (similar to what Baron did with Reverence to make the upper portion inaccessible), but I'll just look forward to the final version before I offer any more opinions.

Everything else is great, the flow and layout of the map is right on par with what can be expected from you guys here. I'm definitely going to be DL'ing the FFA version.

xj4gx
05-27-2008, 02:52 PM
nothing special...

FoxKeyes
05-27-2008, 03:52 PM
nothing special...


care to elaborate?

You're the first to have a post with nothing positive, and I'm not like offended or anything, I honestly just want to know specifics.

KrAyZiE
05-27-2008, 08:54 PM
nothing special...

http://www.noobstore.com/prodimages/sign-gtfo-art-280.gif

-NaStY-
05-29-2008, 12:41 AM
First off, I think this is an excellent map. Bringing in the overall size from the original version really makes a big difference, and I think it plays to it's benefit. For the version you have released, I thought I'd bring up a couple of things to you. During my forgethrough, I kept starting outside the map every time I started a new round (I'm tweaking it to my personal taste). I figured out why; there's still a few starting spawns in the other gametypes that are influencing where I start. CTF, VIP, and Territories all still have their Defender/Attacker starting spawns at their respective Foundry bases. Just a head's up in case you were having the same problems. Also,you may be able to squeeze some more budget out of the map with some tweaks (similar to what Baron did with Reverence to make the upper portion inaccessible), but I'll just look forward to the final version before I offer any more opinions.

Everything else is great, the flow and layout of the map is right on par with what can be expected from you guys here. I'm definitely going to be DL'ing the FFA version.

Awesome to see you over here, you're obviously a great addition to the forge community :D

squidhands
05-29-2008, 04:13 PM
Awesome to see you over here, you're obviously a great addition to the forge community :D


Thanks for the welcome, NaStY. It's much appreciated.

F1ava Dave
05-31-2008, 04:47 AM
This map is amazing. Probably my favorite 2v2 map in the game. That being said, something needs to be removed to allow budget for some grenades. Two plasmas on the map and what ever grenades you manage to scrap off a corpse (usually none) just isn't enough. Just my two cents. Great map and +rep!

HITtheLIGHTZ
06-05-2008, 07:30 PM
Any plans for updates for v1/final version?


This is still my favorite of all the asymetric maps that are out.

FoxKeyes
06-05-2008, 08:54 PM
Any plans for updates for v1/final version?


This is still my favorite of all the asymetric maps that are out.

Haven't had time to forge lately, busy with summer school, but I'll see what I can do in the coming weeks.