TheEpicCiabatta
09-08-2008, 06:37 PM
Due to a flood of posting about Isolation on the main H3 forum, including Ssshakedown's decision to attempt at creating an MLG-worthy version of Isolation (thread can be found here (http://www.mlgpro.com/forum/showthread.php?t=195652)), I have decided to make my own attempt at this map. Before I explain what I have done to the map, I want to provide some of what I think is some critical information about Iso.
In my opinion, and this is not just because of the recent talk about wanting Isolation back in the rotation, this is one of the best-playing maps in the game. This map requires lots of teamwork, and if a steady teamshot can be coordinated, the team will be well rewarded. Lines of sight are good, but not too good, for effective sniping. Because of Isolation's tunnel system and overall playability, I am strongly reminded of both The Pit and Beaver Creek. Because Isolation is a bit smaller than Pit, I believe it yields more fast-paced and exciting action then that of a map such as Pit, which I think is a quite slow-paced map due to its largeness.
I believe that the biggest problem for this map is the lack of open-mindedness of people to try it. Many people who played it in v3 reminisce about it with a fairly positive message, but a lot of people who didn't play v3 tend to shun the map, and I have been laughed at/booted from parties after suggestion we test the version of Isolation I cooked up. When I start a party up, many people leave when they see Isolation. I would really like to see this map make a comeback in v6, but I need testing to refine it, and the people I believe can help me with this is the MLG community. Now, without further ado, onto the map!
Gametypes:
The map is currently compatible with all 4 MLG gametypes, although I think Ball would be a horrible variant for this map, I went ahead and setup opening spawns just in case anyone was feeling like trying a ridiculous variant. TS looks interesting on this map, but CTF and KOTH look golden with the current setup. I copied the hills from v3 Isolation (with some minor tweaks to the starting hill), as I was hearing that it was a great hill map.
First hill spawns here:
http://img390.imageshack.us/img390/8495/hill1fl8.jpg
Second hill:
http://img155.imageshack.us/img155/4323/hill2mq9.jpg
Third hill:
http://img143.imageshack.us/img143/5134/hill3os5.jpg
I placed the flags for CTF in the back of the base, which gives the runner many options depending on where his teammates and the opposing team are.
http://img228.imageshack.us/img228/6667/flagpositionqx8.jpg
Settings for the CTF gametypes are as follows:
- Standard MLG v5 settings
- 5 caps to win
- 3 second return time
- 15 second reset time
Spawns:
I did the best I could on placing spawns without having the ability test how they were. I believe I have them set up to the extent where they can predicted roughly, but without the ability for a full spawn trap. I wasn't sure whether people would appreciate safe spawns or possible spawn traps, so I picked somewhere in the gray area.
There are a total of 60 spawns on the map, with 30 on each side. Additionally, the spawns are divided in half along the middle of the base, giving each side of the base 15 spawns. Starting spawns are on top of the base, as shown:
http://img258.imageshack.us/img258/5042/spawnsstartingeo9.jpg
Spawn group 1 - 7 spawns:
http://img87.imageshack.us/img87/3406/spawns1wq5.jpg
Spawn group 2 - 4 spawns:
http://img87.imageshack.us/img87/1829/spawns2zp9.jpg
Spawn group 3 - 6 spawns:
http://img143.imageshack.us/img143/6778/spawns3my2.jpg
Spawn group 4 - 4 spawns:
http://img143.imageshack.us/img143/986/spawns4qv0.jpg
Spawn group 5 - 4 spawns:
http://img369.imageshack.us/img369/2876/spawns5ah4.jpg
Spawn group 6 - 4 spawns:
http://img353.imageshack.us/img353/2763/spawns6kv1.jpg
Single spawn - this spawn, located by the custom powerup, is meant to be an effective spawn point in KOTH when hill is at silver. The spawn gives good options to a team for attacking the hill and also great spawn protection from enemies looking for an easy spawn kill:
http://img299.imageshack.us/img299/826/spawnssingleil2.jpg
Weapon Setup:
8 Battle Rifles - 10 second timer
4 Carbines - 1 minute 30 second timer
1 Plasma Pistol - 1 minute 30 second timer
1 Mauler, no extra clips - 2 minute timer
2 Sniper Rifles, 1 extra clip - 2 minute 30 second DROP SPAWN
1 Rocket Launcher, no extra clips - 3 minute DROP SPAWN
6 Frag Grenades (3 sets) - 30 second timer
6 Plasma Grenades (3 sets) - 30 second timer
1 Custom Powerup - 2 minute timer
I originally decided to go with a weapon layout similar to that of Ssshakedown's. However, after some testing and discussion, I realized that it would be better to go with a more traditional approach on power weapons. The weapons are set up in a way to make sure that no part of the map is particularly dominating. While some people would prefer no power weapons at silver, I decided to place the rockets there in order to counter a customs push. However, since there are only 2 shots per spawn, players must be very careful in their use of the rockets in order to maximize their effectiveness.
Rockets:
http://img362.imageshack.us/img362/9017/rocketsv2cy9.jpg
Sniper:
http://img136.imageshack.us/img136/9330/sniperv2jb5.jpg
Custom powerup:
http://img246.imageshack.us/img246/4407/customsv2wp5.jpg
Mauler:
http://img228.imageshack.us/img228/5840/maulerpd8.jpg
Plasma Pistol:
http://img136.imageshack.us/img136/2200/plasmapistolv2zm3.jpg
Map Changes:
Of course, I made changes to the map itself. I considered adding teleporters like those in v3, but decided to hold out on those until I got a little bit of feedback. There are currently two changes of high interest made to the map.
I added indicators high above the bases, giving players an at-a-glance callout aid.
http://img186.imageshack.us/img186/7259/indicatorsoy6.jpg
I added a grav lift in a weapon holder to each of the bases with the lifts on a run-time minimum. This adds a route out of the base by the hole in the roof. Credit goes to Ssshakedown for thinking this one up :)
http://img360.imageshack.us/img360/268/baseliftwq7.jpg
Future changes:
I've already changed power weapons once, and it is likely that I will change them again. More spawn tweaks will be in store, of course. Spawn pics will be posted when I update to v1.5 after more testing. Things are looking up for this map, as a got positive reviews from those who played the map.
I want this map!
The map and corresponding CTF variant can be found in my Fileshare (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=TheEpicCiabatta).
The map is currently on version 2.
The last changes made was the major modification of power weapons, tweaking of spawns, and slight changes to the CTF variant.
If interested in testing this map, please send a message or friend request to TheEpicCiabatta.
In my opinion, and this is not just because of the recent talk about wanting Isolation back in the rotation, this is one of the best-playing maps in the game. This map requires lots of teamwork, and if a steady teamshot can be coordinated, the team will be well rewarded. Lines of sight are good, but not too good, for effective sniping. Because of Isolation's tunnel system and overall playability, I am strongly reminded of both The Pit and Beaver Creek. Because Isolation is a bit smaller than Pit, I believe it yields more fast-paced and exciting action then that of a map such as Pit, which I think is a quite slow-paced map due to its largeness.
I believe that the biggest problem for this map is the lack of open-mindedness of people to try it. Many people who played it in v3 reminisce about it with a fairly positive message, but a lot of people who didn't play v3 tend to shun the map, and I have been laughed at/booted from parties after suggestion we test the version of Isolation I cooked up. When I start a party up, many people leave when they see Isolation. I would really like to see this map make a comeback in v6, but I need testing to refine it, and the people I believe can help me with this is the MLG community. Now, without further ado, onto the map!
Gametypes:
The map is currently compatible with all 4 MLG gametypes, although I think Ball would be a horrible variant for this map, I went ahead and setup opening spawns just in case anyone was feeling like trying a ridiculous variant. TS looks interesting on this map, but CTF and KOTH look golden with the current setup. I copied the hills from v3 Isolation (with some minor tweaks to the starting hill), as I was hearing that it was a great hill map.
First hill spawns here:
http://img390.imageshack.us/img390/8495/hill1fl8.jpg
Second hill:
http://img155.imageshack.us/img155/4323/hill2mq9.jpg
Third hill:
http://img143.imageshack.us/img143/5134/hill3os5.jpg
I placed the flags for CTF in the back of the base, which gives the runner many options depending on where his teammates and the opposing team are.
http://img228.imageshack.us/img228/6667/flagpositionqx8.jpg
Settings for the CTF gametypes are as follows:
- Standard MLG v5 settings
- 5 caps to win
- 3 second return time
- 15 second reset time
Spawns:
I did the best I could on placing spawns without having the ability test how they were. I believe I have them set up to the extent where they can predicted roughly, but without the ability for a full spawn trap. I wasn't sure whether people would appreciate safe spawns or possible spawn traps, so I picked somewhere in the gray area.
There are a total of 60 spawns on the map, with 30 on each side. Additionally, the spawns are divided in half along the middle of the base, giving each side of the base 15 spawns. Starting spawns are on top of the base, as shown:
http://img258.imageshack.us/img258/5042/spawnsstartingeo9.jpg
Spawn group 1 - 7 spawns:
http://img87.imageshack.us/img87/3406/spawns1wq5.jpg
Spawn group 2 - 4 spawns:
http://img87.imageshack.us/img87/1829/spawns2zp9.jpg
Spawn group 3 - 6 spawns:
http://img143.imageshack.us/img143/6778/spawns3my2.jpg
Spawn group 4 - 4 spawns:
http://img143.imageshack.us/img143/986/spawns4qv0.jpg
Spawn group 5 - 4 spawns:
http://img369.imageshack.us/img369/2876/spawns5ah4.jpg
Spawn group 6 - 4 spawns:
http://img353.imageshack.us/img353/2763/spawns6kv1.jpg
Single spawn - this spawn, located by the custom powerup, is meant to be an effective spawn point in KOTH when hill is at silver. The spawn gives good options to a team for attacking the hill and also great spawn protection from enemies looking for an easy spawn kill:
http://img299.imageshack.us/img299/826/spawnssingleil2.jpg
Weapon Setup:
8 Battle Rifles - 10 second timer
4 Carbines - 1 minute 30 second timer
1 Plasma Pistol - 1 minute 30 second timer
1 Mauler, no extra clips - 2 minute timer
2 Sniper Rifles, 1 extra clip - 2 minute 30 second DROP SPAWN
1 Rocket Launcher, no extra clips - 3 minute DROP SPAWN
6 Frag Grenades (3 sets) - 30 second timer
6 Plasma Grenades (3 sets) - 30 second timer
1 Custom Powerup - 2 minute timer
I originally decided to go with a weapon layout similar to that of Ssshakedown's. However, after some testing and discussion, I realized that it would be better to go with a more traditional approach on power weapons. The weapons are set up in a way to make sure that no part of the map is particularly dominating. While some people would prefer no power weapons at silver, I decided to place the rockets there in order to counter a customs push. However, since there are only 2 shots per spawn, players must be very careful in their use of the rockets in order to maximize their effectiveness.
Rockets:
http://img362.imageshack.us/img362/9017/rocketsv2cy9.jpg
Sniper:
http://img136.imageshack.us/img136/9330/sniperv2jb5.jpg
Custom powerup:
http://img246.imageshack.us/img246/4407/customsv2wp5.jpg
Mauler:
http://img228.imageshack.us/img228/5840/maulerpd8.jpg
Plasma Pistol:
http://img136.imageshack.us/img136/2200/plasmapistolv2zm3.jpg
Map Changes:
Of course, I made changes to the map itself. I considered adding teleporters like those in v3, but decided to hold out on those until I got a little bit of feedback. There are currently two changes of high interest made to the map.
I added indicators high above the bases, giving players an at-a-glance callout aid.
http://img186.imageshack.us/img186/7259/indicatorsoy6.jpg
I added a grav lift in a weapon holder to each of the bases with the lifts on a run-time minimum. This adds a route out of the base by the hole in the roof. Credit goes to Ssshakedown for thinking this one up :)
http://img360.imageshack.us/img360/268/baseliftwq7.jpg
Future changes:
I've already changed power weapons once, and it is likely that I will change them again. More spawn tweaks will be in store, of course. Spawn pics will be posted when I update to v1.5 after more testing. Things are looking up for this map, as a got positive reviews from those who played the map.
I want this map!
The map and corresponding CTF variant can be found in my Fileshare (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=TheEpicCiabatta).
The map is currently on version 2.
The last changes made was the major modification of power weapons, tweaking of spawns, and slight changes to the CTF variant.
If interested in testing this map, please send a message or friend request to TheEpicCiabatta.