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View Full Version : Azazel and -Nasty-'s "Mecro"


FoxKeyes
05-23-2008, 02:03 AM
EDIT: Thanks for the rep! Sign it and I'll do my best to return!

You've all probably seen the Mecro sketchup design. Well here's the map!

The map is setup for KOTH, Slayer and Oddball currently. It focuses on giving a Halo 1 feel, which means diverse weaponry and assymetrical balance.

Weapons on map include

3 BRs, on 10 second respawn.
1 Carbine on 60 second respawn.
1 Rocket Launcher, on 2 and a 1/2 minute respawn.
2 Sniper Rifles. 1 with 4 shots, on a 60 second respawn, and one with 12 shots, on a 2 1/2 minute spawn.
Plasma Rifle on a 60 second respawn.
Plasma Pistol on a 60 second respawn.
4 Plasma Grenades
2 Frag Grenades
1 Overshield on a 2 minute respawn.


First up is the Plasma Pistol room.
http://img.photobucket.com/albums/v494/supatax/36139283-Medium.jpg

This is the S curve, where the Rocket Launcher spawns, also a hill spawns below the S.
http://img.photobucket.com/albums/v494/supatax/36139317-Medium.jpg

This is what I call the Damnation room, but could be called the Plasma Rifle room. One of the Sniper rifles (full ammo rifle) spawns up top.
http://img.photobucket.com/albums/v494/supatax/36139386-Medium.jpg
http://img.photobucket.com/albums/v494/supatax/36139628-Medium.jpg

This is the overshield room, and also the 4 shot Sniper room.
http://img.photobucket.com/albums/v494/supatax/36139587-Medium.jpg
http://img.photobucket.com/albums/v494/supatax/36139586-Medium.jpg


Let's playtest!!! :-)

Download - http://www.bungie.net/forums/posts.aspx?h3fileid=36140564

-NaStY-
05-23-2008, 02:08 AM
First!


Looks amazzzzing :D How'd you have so much budget for weapons? PR room looks nice, glad you finally got the geo's.
Are you on now?

FoxKeyes
05-23-2008, 02:12 AM
First!


Looks amazzzzing :D How'd you have so much budget for weapons? PR room looks nice, glad you finally got the geo's.
Are you on now?

I'll log back on.

Miamifan302
05-23-2008, 03:00 AM
You are amazing at making these sketchup things. Loved Hangout, and I'm sure I'll love this just as much.

FoxKeyes
05-23-2008, 03:34 AM
Just playtested this and Hangout for the first time.

Gotta say, Mecro was really awesome!


Gonna fix a lot of the spawns on both, but it's still really fun at the moment!

MLG_KonArtist
05-23-2008, 05:13 AM
this map is awesome, can't wait for the final biuld!!! great games

p.s. nasty's BR is nasty.

-NaStY-
05-23-2008, 05:15 AM
this map is awesome, can't wait for the final biuld!!! great games

p.s. nasty's BR is nasty.

lolllll shut up.


We just had some amazing 4's on Hangout and Mecro. Spawns need to be adjusted and a couple jumps looked at, but everything is going amazing so far.

WoGG.
05-23-2008, 06:40 AM
looks so cleannnn. cant wait.

Jackass_Jon
05-23-2008, 08:57 AM
Wow just wow

You are amazing at making asym maps. I love hangout and im sure ill love this. I can't wait to dl it when I get home. damn phone can't handle bungie.

Could you possibly put up a picture of the thin wall walkways? I would like to see those.

Dark_Kidd
05-23-2008, 09:21 AM
thanks for posting this thread man :) im DownLoading it now thanks

Baron Saturday
05-23-2008, 09:39 AM
Downloading now.
From pics it looks like weapons grade awesome.

Edit: Love the map, great work.
The largest room seems a lil open, how has it been in testing?

Also: Ive been working on a map inspired by Sabaoth's design style. Id like you both to have a look at it and let me know what you think.

I will send FR to you both.

II GBZ II
05-23-2008, 10:46 AM
Amazing, yet again....

You'd think I'd come to expect great maps out of you guys, but everytime I'm blown away. Fantastic.

FoxKeyes
05-23-2008, 10:55 AM
Could you possibly put up a picture of the thin wall walkways? I would like to see those.

Not on this version, if the budget permits we'll add it later, as of now it's not.

KrAyZiE
05-23-2008, 11:09 AM
Somebody tell me that MLG is considering adding these awesome new asymmetrical maps to the pro circuit. They have much more to offer than these stupid "two base and something thrown in the center" symmetrical maps.

FoxKeyes
05-23-2008, 11:14 AM
Somebody tell me that MLG is considering adding these awesome new asymmetrical maps to the pro circuit. They have much more to offer than these stupid "two base and something thrown in the center" symmetrical maps.


Well, I've heard nothing about it.

Would be a nice birthday present for me today. :-)

Kcub07
05-23-2008, 12:34 PM
Well, I've heard nothing about it.

Would be a nice birthday present for me today. :-)

Happy birthday, Azazel. Great map btw, I couldn't wait for you to clean up hangout.

BlackDeath10
05-23-2008, 12:42 PM
this is one of my favorite map styles, but its not my style

nice map, 4.3/5

Status
05-23-2008, 12:44 PM
happy birthday dude

KrAyZiE
05-23-2008, 01:24 PM
this is one of my favorite map styles, but its not my style

nice map, 4.3/5


Uhm.......

.Synyster.
05-23-2008, 02:18 PM
that place looks crazy!!!

downloading....

MLG_KonArtist
05-23-2008, 03:05 PM
this map plays great, If you or fox could give me a better description of the map for the data base, I would appreciate it. thanks. and let me know when the final build is up so I can up data the Main frame.

its rip its rip
05-23-2008, 03:23 PM
Well, I've heard nothing about it.

Would be a nice birthday present for me today. :-)
happpppppppppy birfday.

and i can't wait to play the map.

XLegit ChopperX
05-23-2008, 03:27 PM
I like that you veered away from the standard arena format.

I'll DL it then edit.

Fritzster
05-23-2008, 03:30 PM
Testing was really fun last night. I know there are little-to-big things that can make this map so much better, also with spawns. Weapons work and it's awesome, they can be tweaked a little. Hit me up on XBL.

-NaStY-
05-23-2008, 03:36 PM
Testing was really fun last night. I know there are little-to-big things that can make this map so much better, also with spawns. Weapons work and it's awesome, they can be tweaked a little. Hit me up on XBL.

Copy that, I'll be on today. You destroyed us last night hahaha.

Fritzster
05-23-2008, 03:41 PM
hehe sweet I'll be online. I'm just going to start messing with the budget, for now =)

-ImplosioN-
05-23-2008, 03:45 PM
Looks good.

tigaer
05-23-2008, 03:52 PM
Best asymetrical map I'v played on.
Only things I'd change is in the plasma rifle room push the walls under/on the arc walkway back a little but so it wont show the black lines coming out of the double box, its really ugly lol.
Then make another way up like a ramp in the rocket room, the bottom of that is a death pit.
Other than those I love it.

-NaStY-
05-23-2008, 04:39 PM
Good thoughts Nexn.

When I designed the map I wanted the "feature" of the S curve to be that even though the room was defined by that walkway, you couldn't actually access the walkway from that room.

We'll test it more and see what can be done. My personal gripe was that you were fighting cross-map too much for a room-based map imo. Maybe it was just my connection that was bothering me though, lol.

RightfulSnake
05-23-2008, 04:47 PM
Yay, support Nasty!

MLG_KonArtist
05-23-2008, 05:39 PM
Good thoughts Nexn.

When I designed the map I wanted the "feature" of the S curve to be that even though the room was defined by that walkway, you couldn't actually access the walkway from that room.

We'll test it more and see what can be done. My personal gripe was that you were fighting cross-map too much for a room-based map imo. Maybe it was just my connection that was bothering me though, lol.

I think the sights on your br need to get re-alined. I'll be online in a few minutes if you want to chat... still this map is going to be awsome. Also nasty, I would like to chat with you for forge main frame if you like.

That-DAM-n00b
05-23-2008, 05:44 PM
Can you guys do an FFA set up of this map as well. I'm trying to put together a new list of maps to make a thread for all the kids wanting FFA. This map is sick.

-DaZe-
05-23-2008, 06:19 PM
looks so nice
i'll be playtesting this map all weekend possibly
assymetrical maps are turning out to have so much more potential than the symetrical maps

FoxKeyes
05-23-2008, 06:38 PM
I'm gonna go home for the weekend guys, I'll be back Sunday or Monday, hope to see a lot of criticism! Nasty we'll get together then and start making changes!


BTW, maybe I'm not supposed to say anything, but Baron Saturday is about to wow you all again with an assym. :-P

-NaStY-
05-23-2008, 06:55 PM
I think the sights on your br need to get re-alined. I'll be online in a few minutes if you want to chat... still this map is going to be awsome. Also nasty, I would like to chat with you for forge main frame if you like.


Cool shizz. Glad to see all the positive feedback :D

YETI_1
05-23-2008, 07:14 PM
the map looks sweet im gonna download it:)

-NaStY-
05-23-2008, 08:13 PM
Fritzster and I just looked over the map and we have some SICK ideas for revamping it. We've also come up with a bunch of ideas to re-do the budget. I'm very excited and you all should be too, it's going to play amazingly with these changes.

Jackass_Jon
05-24-2008, 04:56 PM
Fritzster and I just looked over the map and we have some SICK ideas for revamping it. We've also come up with a bunch of ideas to re-do the budget. I'm very excited and you all should be too, it's going to play amazingly with these changes.


wow i cant wait. but the only thing i dont like is the use of walls as floors but i can see that its nessacry. its just all bumpy lol but i love this map i cant wait for the new one lol. Also Barons map sounds sick.

TheLastMohican7
05-24-2008, 05:11 PM
The map was good, but it just didn't have the same flow as Hangout did. Hangout was really fluid, which made getting around the map easy when you first play it, but I often found myself lost on this map. I know that will change the more I play it, but it is just missing something. I found myself hopeless when I was on the ground because of the lack of cover except under snipe spawn and the limited jump ups to get to higher ground. I found the rockets to be under-utilized because of its spawn. There is always that confrontation on the "S" curve and sniper spawn at the beginning of the game where the rocket holder usually loses because the other team has the higher ground, which makes getting a kill with them nearly impossible. It also seemed like a third of the map was being fought over.

Sorry for being so hard. I am not a believer of giving a map accolades when it has issues or isn't worthy of them (not really the case here). Maybe I had too high of expectations after Hangout. I have only played once though, so I could have gotten the wrong impression. The map is still constructed well and has potential.

hackley
05-24-2008, 06:52 PM
To me the map was well constructed but it feels like some spots are either too claustrophobic or too open. The map itself if you actually look at the whole layout isnt big at all. plus the power ups and power weapon are to close to each other. its only an opinion...

-NaStY-
05-25-2008, 05:03 AM
No worries, most of these issues were recognized immediately during testing. We're wrestling with budget right now, but the new version is much sexier and should flow significantly better. It now has a kind of symmetry between OS and sniper side that should lead to much smoother standoffs over the rockets. The map has been closed down significantly in many places, while opened up in others.

Namely, the central area was getting too much action and people were running towards it when they spawned only to have the enemy spawn on the outskirts and shoot them in the back. This version has segregated the two sides and changed the lanes of movement. Now, the sniper and OS are more difficult to get because unless you get creative, there is only one way to get to the top level. Also, the former OS spawn now sports a window looking in to Plasma Pistol room which was too closed and easy to hold in oddball. Finally, there is a one way teleporter in the Rocket room in the corner that takes you to the no-man's land between sniper and OS side. All jump-ups were removed for now at least until more testing is done on the new version. Hopefully this will keep from cheapening the original lanes of movement by removing the easy jump counterparts. The teleporter should help balance the Rocket Room which would otherwise be hell when on the bottom level.

Still polishing but looking forward to the release of version 2.0.

FiReVaZmiN_X
05-25-2008, 11:03 PM
I'm a little concerned about all the power weps but the actual layout looks good, keep em coming.

II GBZ II
05-27-2008, 02:42 PM
I've heard rumors of "a brand new Mecro" coming out soon.....

Any updates?

-NaStY-
05-28-2008, 01:40 AM
I've heard rumors of "a brand new Mecro" coming out soon.....

Any updates?

I want to get a lot of playtesting and tweaking done before we have people downloading a new version. The playtests with version 1 were admittedly not perfect, and there was some criticism to be found even in the new one. Right now Azazel and I are working with the Budget to make it more escapable, and play with some power-up positioning. The OS, as it stands, isn't quite risky enough to pick up.

FoxKeyes
05-28-2008, 03:18 AM
I want to get a lot of playtesting and tweaking done before we have people downloading a new version. The playtests with version 1 were admittedly not perfect, and there was some criticism to be found even in the new one. Right now Azazel and I are working with the Budget to make it more escapable, and play with some power-up positioning. The OS, as it stands, isn't quite risky enough to pick up.

Made some changes today that should help some stuff btw Nasty, I think you'll like them.





oh...





And I found two teleporters you forgot to delete. Bingo.

-NaStY-
05-28-2008, 02:12 PM
Made some changes today that should help some stuff btw Nasty, I think you'll like them.





oh...





And I found two teleporters you forgot to delete. Bingo.

Yahtzee! I'll get on now.

-NaStY-
05-29-2008, 12:46 AM
Testings been going very very well with 1.51, but Azazel and I have yet more changes that we should be able to figure out quickly. Sorry for the wait, version 2 should really be something special.

npr1717
05-29-2008, 01:08 AM
Testings been going very very well with 1.51, but Azazel and I have yet more changes that we should be able to figure out quickly. Sorry for the wait, version 2 should really be something special.

well nasty, I for one can not wait for v2. Although personally, i dont mind waiting for perfection. :D

seriously though, i love this map. It is definitely my favorite asym(it might be my favorite overall, but i love lockdown too, so im not sure). While i haven't played many team games on it, i have played many ffa, which, in my opinion, works pretty well. I love that there are many power weapons on the map, it really makes you want to move around rather than camp at the high places. Add to that the fact that everything is based on the faster respawn/less ammo theory, and it works wonders for this map. people are constantly moving around to get the weapon/powerup, which seem to spawn so frequently that there is always somewhere to go to get a weapon when you spawn.

The only improvement i could think to change the rocket room and the 1st floor passage from rockets to pr. it seems a bit isolated, doesn't see much action (on the 1st floor) perhaps adjusting the position of the rockets, or removing the wall under the ramp from s bridge to pr3(sniper). im not quite the map design genius you are, so im sure you could come up with something, even though i can't

Also, the os spawn seems like it could use some tweaking. the walkway towards the pr3 seems a little strange because it goes nowhere. into a wall out in the middle of the level. perhaps if that was where the os was located it would play better. also, i think it might help if there was some other way to get up to the os platform, but im not sure if you have the budget to add a tunnel from pp to os, but if you do try it out.

Finally, i think you should try out the d-amp on this map and see how it works. To me, it seems to fit this map better than an os, but that's just me.

Anyway, you've no doubt already identified and solved most, if not all, of the problems with this map. I eagerly await the release of v2, just don't rush to release an unfinished product. You seem to be the kind of person who would avoid that anyway, so i probably don't need to worry.

I love this map, and if you ever need someone to help playtest, give a second opinion, or anything else, just let me know.

Gt: zz IcePick zz

btw: congrats, this thread has 1,337 views. :D