View Full Version : Lost n Found (asymmetrical map)
dan91bauer
09-09-2008, 04:56 PM
Lost n Found
Asymmetrical map
Gametypes supported: Team Slayer (for now)
Fileshare link: http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=TTU%20Vapor
Notes: I did a few merge glitches, but that's it. I don't have the patience to sit and do glitches in Forge, I just don't have the time. If someone would like to merge objects and smooth this map out, knock yourself out. I don't know how to geo-glitch, so you won't see any of that in here either.
I just wanted to make a fun map that provided some balance and challenge, but asymmetrically using the entire Foundry map, excluding the back hallway which is blocked off.
Weapons on map:
Rockets, BRs, Carbines, Mauler, Plasma Pistol, Frags, Plasma Nades.
Screens:
A view of top mid from above.
http://farm4.static.flickr.com/3144/2844323782_4165ce4138_b.jpg
A view from top of A tower
http://farm4.static.flickr.com/3229/2844323784_ce5d6481ec_b.jpg
A diagonal view from A-side
http://farm4.static.flickr.com/3196/2844323786_299b44ab77_b.jpg
Top of B tower
http://farm4.static.flickr.com/3110/2844323788_8b0e3791ca_b.jpg
Mephisto
09-09-2008, 08:41 PM
you suck
TWISTED-BULLET
09-09-2008, 08:43 PM
The map plays out suprisingly well, no real spawn issues either because more of the map is used. It doesn't have the flash of all the forge tricks and glitches, but it doesn't really need it. I'd like to see some 4v4 testing just to see how the spawns work out.
dan91bauer
09-09-2008, 09:29 PM
you suck
:???:
Mephisto
09-09-2008, 09:48 PM
i hope you know i was kidding
dan91bauer
09-10-2008, 12:06 AM
i hope you know i was kidding
I didn't have my sarcasm detector turned on, sorry:)
theseventhstar
09-10-2008, 06:25 AM
I didn't have my sarcasm detector turned on, sorry:)
beepbeepbeepbeepbeepbeeeeeeeeeeeeeep
Looks pretty cool. I can't interlock very well, so I won't "adopt" it, but I'll wait for someone else too haha. :D
dan91bauer
09-10-2008, 08:18 AM
beepbeepbeepbeepbeepbeeeeeeeeeeeeeep
Looks pretty cool. I can't interlock very well, so I won't "adopt" it, but I'll wait for someone else too haha. :D
It could use some merging, but for the most part, the map plays really well. I purposefully put all the double walls sideways in order to cut off lines of sight.
One of the things missing from a majority of the Foundry maps that I see is that there's VERY limited cover. If you look at a map like midship, you have several outs where you spawn, outs in terms of being able to evade or take some sort of cover. If you spawn bottom base and get shot...you have three outs, the front door, the side, or up the lift...or die:)
I tried to make it where there are evasion route to take but that you're not always 100% going to run away.
XzampleZZ
09-11-2008, 09:33 PM
no interlocking or geoing. boring map that looks like you threw boxes down without thinking about gameplay. better luck next time
dan91bauer
09-11-2008, 10:34 PM
no interlocking or geoing. boring map that looks like you threw boxes down without thinking about gameplay. better luck next time
Did you read my post? I said clarified that I did a few merging, and that was it, I explained why I didn't do any other glitches too, I'm lazy, and I personally don't have the time to sit here on Forge doing that.
Btw, I can tell you didn't play the map. Better luck next time.
I can take criticism, but you need to play the map first. I can assure you that things are not randomally placed.
n0tjack
09-11-2008, 11:13 PM
The thing about getting criticism is the map needs to be good enough for people to download. 2
XzampleZZ
09-11-2008, 11:28 PM
Did you read my post? I said clarified that I did a few merging, and that was it, I explained why I didn't do any other glitches too, I'm lazy, and I personally don't have the time to sit here on Forge doing that.
Btw, I can tell you didn't play the map. Better luck next time.
I can take criticism, but you need to play the map first. I can assure you that things are not randomally placed.
okay maybe i was a little rough but if you to lazy or dont have time to forge i dont think any of your maps will be noticed. and that is your goal....right? if not keep making maps with no geoing or interlocking cuz it dont matter
dan91bauer
09-12-2008, 08:21 AM
First off, I'm not submitting my map for some MLGpro.com foundry contest. Secondly, if you take the time to download the map...which is less than 10 seconds, and then actually play the map, you'll notice some actual strategy involved in the map.
I already made it clear that I did not do geo or merging...and I'm not trying to deny anything, I am being honest, I don't have the time to do it, nor the patience. If that means my map won't get downloaded, then fine, that's your choice. All I did was make a map with a few mergings and carefully placed things to develop a depth of strategy to the map. It's not perfect, but that's why I posted it so that if people do play it, they can give feedback on the map and so forth.
Please accept my apologies when I say that I did not know that "glitching" in forge was a requirement now for posting maps in this forum. It's funny how much this section of the MLG site has changed since Foundry even came out.
Play my map, if it sucks, then say it sucks, but only say it sucks because you played it, not because you looked at the screens and saw that there wasn't much merging going on.
This isn't meant to be some MLG pro map worthy of MLG tournament competition. If that was the case, maybe 2 maps in this entire forum...if that, would ever stand a chance in that category.
dan91bauer
09-12-2008, 08:23 AM
The thing about getting criticism is the map needs to be good enough for people to download. 2
I didn't know this was an interior decorating contest.
n0tjack
09-12-2008, 08:36 AM
Still 2. You're not fooling anyone saying sideways walls next to boxes has a hidden amount of depth.
dan91bauer
09-12-2008, 08:53 AM
Still 2. You're not fooling anyone saying sideways walls next to boxes has a hidden amount of depth.
The double walls are there for the purpose to cut down the lines of sight available for players who would be on top of either of the two towers on the map. The double walls protect spawns in the back rooms, plus provide ample cover when traversing around the map.
If you actually downloaded the map and played a 2v2, or even a 3v3, you would notice this right off the bat.
The two towers on the map represent power points for the intention of motivating people to control one or both of the towers...ie: kinda like controlling Carbine and Pinkside of Midship.
Each tower itself has its power and weak spots. For instance, B-side tower provides much more lines of sight, but has very weak defense and cover...ie: you can sit up top, BR from there, have good lines of sight, but when you step back down the stairs to regain shields...it's a nade trap...DONE ON PURPOSE.
The opposite tower, labeled A provides limited lines of sight, but more cover so to speak. You can still get naded as well on this tower, but the nades must come off the back wall attached to the ceiling and bounce onto the top of the tower, again, done intentionally.
The middle portion of the map is completely open, and it's where the rockets spawn, on purpose, plus it has very limited cover.
The back rooms are pretty much useless to hide out in, but still provide means of strategy when battling back there. In my opinion, and the entire map consists of about 5-6 different battle locations, and each of these locations provide cover and evasion tactics, something missing from A MAJORITY of the Foundry maps in this forum.
I think the only other map that's decent right now in terms of providing evasion tactics is XL HYPE. That map is hands down better than Onslaught, and better than Amp. I've seen these other Foundry maps and they are terrible. Everyone keeps making WAY too many open areas and they focus WAY too much on merging and geo glitching. This shouldn't be some contest to see who can merge or geo glitch the best, it should be a forum of making solid maps and taking advice and feedback from other users.
My advice is that EVERYONE should stop making maps that have over a million lines of sight on them. Start making maps with evasion in mind. Use XL HYPE as an example. The map's design itself allows for evasion tactics to unfold. It features multi-routes for escape or flanking when in a situation that calls for it.
My map also does that. If you want another example, look at one of Midship's bases. You have a top part with 4-ways out. You have a bottom part with 3-ways out. That design, whether intentional or not by H2 map designers, is flawless. If you're battling up top and you're weak, you can drop down low...from there you make a choice...do I go out the front, do I go out the side towards pink, do I sit here and regain shields hoping the guy doesn't chase, or do I head back up the lift and see if I can out-play the opposer?
Name to me one map in this entire forum, besides XL HYPE that offers that same style of play. It most certainly isn't Onslaught, it isn't Amp, it isn't Lockdown...so which is it?
BTW, I'm not trying to say my map is better than someone elses, I was simply just stating an arguement as to what I think a majority of the Foundry maps are missing.
III_EKiM_III
09-12-2008, 09:27 AM
I just had my little brother download this map and just walk around it a bit so I could get a feel of what its like. I think it's a nice change from all the symmetrical's out there, and being that its asym. temps me to want to try ball on it.
I like it, simple, but well thought out it seems, you can tell there's a certain layer of strategy involved with controlling this map. Great job,
Everyone who is saying it's randomely placed or w/e, that's crap, you obviously haven't done more with this map than look at the pictures, go download it, looks pretty good.:)
Have you tried running ball on it yet?
dan91bauer
09-12-2008, 09:39 AM
I just had my little brother download this map and just walk around it a bit so I could get a feel of what its like. I think it's a nice change from all the symmetrical's out there, and being that its asym. temps me to want to try ball on it.
I like it, simple, but well thought out it seems, you can tell there's a certain layer of strategy involved with controlling this map. Great job,
Everyone who is saying it's randomely placed or w/e, that's crap, you obviously haven't done more with this map than look at the pictures, go download it, looks pretty good.:)
Have you tried running ball on it yet?
It's a slayer focused map. I have not even tried to see how ball would work on it. If I ever get around to wanting to put ball on it, I'd probably have to swap some stuff around...or not...it just needs to be tested for ball to see if it can even support ball right now since that wasn't my original intention for the map.
phenomenaL_on3
09-12-2008, 09:42 AM
map looks pretty good. if i can get on today i'll probably play some random 4's on it. my GT is in my sig if anyone wants to play
III_EKiM_III
09-12-2008, 09:47 AM
It's a slayer focused map. I have not even tried to see how ball would work on it. If I ever get around to wanting to put ball on it, I'd probably have to swap some stuff around...or not...it just needs to be tested for ball to see if it can even support ball right now since that wasn't my original intention for the map.
The only reason I immediately thought ball is because asymmetrical. I think it would play well, I personally think rockets are way overpowered on any foundry map, due to alot of close range combat. Have you thought about putting in a mauler? or not, the rocket thing is just my opinion. It would all need to be tested first.
dan91bauer
09-12-2008, 09:57 AM
The only reason I immediately thought ball is because asymmetrical. I think it would play well, I personally think rockets are way overpowered on any foundry map, due to alot of close range combat. Have you thought about putting in a mauler? or not, the rocket thing is just my opinion. It would all need to be tested first.
The rocket really isn't that bad. It's in a very open space that's accessible from nade jumps, both towers, or from wall hopping. There is a mauler, it spawns in the double box open coming from the rooms...where the connector is to the other room.
You can team shoot pretty effectively when someone gets rockets.
III_EKiM_III
09-12-2008, 10:09 AM
The rocket really isn't that bad. It's in a very open space that's accessible from nade jumps, both towers, or from wall hopping. There is a mauler, it spawns in the double box open coming from the rooms...where the connector is to the other room.
You can team shoot pretty effectively when someone gets rockets.
I havent actually played a game on this map yet, just looked around on it. So I wasn't sure. I'll test ball with you later today if you want, I can't now, xbox is red ring'd and my little bro is on his.
IGrimisSI
09-12-2008, 10:57 AM
lolololol
Chhipz Ahoy
09-12-2008, 11:13 AM
how does it play? id test it myself but 360 red ringed :(. you should continue to make improvements on it with someone who uses all the forge tricks.
hehehehe watching the haters talk and the creator respond is quite funny. Haters make me laugh.
Hey I give you credit for even spending the amount of time you did to create a decent map. I know you thought about strategy and you put some effort into this map. I congratulate you, because every time I've had a cool forge idea, I am way too lazy to perfect it hehehe. Forget them haters dude, your map kicks ass.
dan91bauer
09-12-2008, 01:30 PM
hehehehe watching the haters talk and the creator respond is quite funny. Haters make me laugh.
Hey I give you credit for even spending the amount of time you did to create a decent map. I know you thought about strategy and you put some effort into this map. I congratulate you, because every time I've had a cool forge idea, I am way too lazy to perfect it hehehe. Forget them haters dude, your map kicks ass.
Thanks. I can take criticism, I'm an older gamer, 28 years old. I would rather people tell me what's bad or what suggestions they have for the map rather than just saying it's good. Telling me it's good does nothing for me other than...is my map really good? Could it use anything?
One of the key ways to do a critique of someone's work is to use this style of criticism:
3 points of constructive criticism
3 points of praise.
Now, it doesn't have to be 3 specifically, but there needs to be at least 1 of each.
I would also like to point out that merging some of the objects in this map would def make it better...ie: stairs, bridges, etc... I'm just too lazy to do all that work..
WheezyMoney
09-12-2008, 02:06 PM
i can make this map look good for you if you want me too. send me a message or whatever.
edit: im not even going to bother. i dont like the map layout and i think that its not well designed. judging by your attitude toward the people responding to you don't seem to understand that the map doesnt play well.
gt: wheezyy
PH4zED
09-14-2008, 02:07 PM
I'll give my critique once i log on to my xbox:
EDIT:
My opinions are from a competitive standpoint and are not based off of actual gameplay
Spawns- The spawns are well setup and none of them are unfairly close to the rockets so the gameplay is balanced.
10/10(i put aside H3's broken spawn system for this score)
Weapons- *Grenades*: Frags are not spammed all over the map unlike most levels and there are 4 plasmas(2 on each side)
*Weaponry*: There are only 2 carbines and both of them are on red side adjacent to eachother. The BRs don't matter lol. There is 1 mauler on the level and it IS symmetrical to the spawns. There is also a PP that is found in the back of the map. This is just a personal request, but i would love to have the PP replaced with a PR just to see how the gameplay works on H3 with it. Finally, the rockets which are on drop spawn on top of the bridge which is probably the biggest choke point every 3 minutes(i think).
9/10
Layout- IMO this map is a good representation of "don't judge a book by its cover." The initial look of it looks bad, but once you get to traverse around and look at the actual competitive design of lost n found... it is very good.
There is atleast 4 chokepoints as stated in the OP that will keep the game moving and fast-paced. He also added little jump-ups using doors to make thing more interesting and 'dare i say it' skillful. There is virtually no symmetry, but the fact that Dan pulled off making a good assymetrical map on foundry is incredible. The only thing i don't like is on window side because the back of it seems too bare and poorly designed; maybe you could pull back all those boxes on window side and accomadate for it by lengthening the bridge alittle.
8/10
Gameplay- TBA
Innovation- Everyone should check out this map that understands competitive map design.There is no forge glitches, but lost and found proves that you don't need to glitch in order to make a great competitive map on foundry if the creator knows what they're doing, and this one definitely did.
9/10
Total Score = 9/10
Great job dan!
Oh ya, heres my updated version: http://www.bungie.net/forums/posts.aspx?h3fileid=53020376 ( the only thing i moved was the windowpanels so people can't get into the back hall)
And a flythrough that you can use:
(ill get it up soon)
dan91bauer
09-14-2008, 04:34 PM
i can make this map look good for you if you want me too. send me a message or whatever.
edit: im not even going to bother. i dont like the map layout and i think that its not well designed. judging by your attitude toward the people responding to you don't seem to understand that the map doesnt play well.gt: wheezyy
That's funny...cause I know by their feedback that they HAVE NOT PLAYED the map yet.
Nice try though buddy. Better luck next time.
WheezyMoney
09-14-2008, 06:24 PM
That's funny...cause I know by their feedback that they HAVE NOT PLAYED the map yet.
Nice try though buddy. Better luck next time.
the layout isnt the only thing that matters in a map. all the bumps and whatnot make the game play inconsistent. and in my opinion the layout is stupid, and lines of fire are too wide when you are on the high points of the map.
Dragod
09-14-2008, 06:41 PM
Hey dan, maybe you should make things overly complicated and make a bunch of crazy-super-cool hallways and spend 3 hours making sure no double boxes are slightly misaligned... Then maybe your map will be worthy.
The comments in this thread are ridiculous. Good job, dan. The map looks good, and it look quite unique.
dan91bauer
09-14-2008, 07:56 PM
the layout isnt the only thing that matters in a map. all the bumps and whatnot make the game play inconsistent. and in my opinion the layout is stupid, and lines of fire are too wide when you are on the high points of the map.
Which bumps are you referring to specifically? If it's the stairs and bridges, then yes, I agree...they need to be merged.
As to the lines of sight being too wide...that's false. Each tower has strong and weak points to them, and when you're that high, you get some lines of sight, but the double walls surrounding most of the diff points on the map help cut down the lines of sight across the map so people don't get spawn *****.
You also said the layout is stupid....well...care to elaborate on that? Do you even understand the layout? Did you play a 4v4 on this map yet?
I really don't care if you don't like my map or like it...but if you're going to give criticism, perhaps you should show some proof that you played the map. I don't think this map is perfect at all, but from the games I did play on it, it played out fairly well and people had some positives and negatives about it. But the overall consensus was that the map played very well for what it was intended for.
PH4zED
09-15-2008, 03:14 PM
If Gamevee ever gets "Grab" back up then i'll be able to post a flythrough for you.
I think this map deserves more attention than it is recieving so i will post a gameplay vid if anyone is willing to run some games on this map.
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