TheEpicCiabatta
11-16-2008, 12:02 PM
A few months ago, as most of you probably know, a map called "Greenhouse" was created by Zanno. The map created quite a stir among people craving for 1v1 map that was skillful, fast-paced, and entertaining, not just the standard slow, campable, and rather boring Guardian. The style of play emulated that of fast-paced competitive shooters such as Unreal Tournament and Quake, and the map quickly gained popularity. Now, I bring you a map inspired by Greenhouse and Zanno's 1v1 revolution - I bring you... Cryo.
I will skip the wall of text that explains why the map is setup the way it is, including weaponset, timers, settings, etc., and instead direct you to Zanno's Greenhouse thread (http://www.mlgpro.com/forum/showthread.php?t=192935) and competitive settings discussion (http://www.mlgpro.com/forum/showthread.php?t=190177).
Current Version: 0.87
The map consists of three rooms and two other important main locations. Yellow room, shotty room, rocket room are all used, as well as a small portion of broken bridge room that has been walled off from the rest to form a hallway and the hallway between sniper and rocket rooms that has the window down to yellow. Sniper room, the hall between shotty and broken bridge, and most of broken bridge have all been walled off. 40+ hours of forging, testing, tweaking, testing, some more forging and tweaking, and even more testing have been put into this map as of the current version.
Weaponset:
4 Battle Rifles - :10 timer, 2 extra clips, run-time max 16
4 Carbines - :10 timer, 0 extra clips, run-time max 16
2 Sniper Rifles - :51 timer, 0 extra clips, run-time max 8
1 Camo - :60 timer
1 2x burnable OS - :45 timer
4 Frags - :30 timer, run-time max 8
2 Plasmas - :30 timer, run-time max 4
Yellow Room:
http://img247.imageshack.us/img247/4129/yellow1eak4.jpg
http://img247.imageshack.us/img247/1425/yellow2elw6.jpg
Yellow room is home to a BR, a sniper, and a pair of frags. There are some nice juke and ninja opportunities in this room (as Tak has repeatedly shown me through example when I 1v1ed him during the testing stages of this map). Yellow is somewhat common spawn area, especially the spawn in the hall to camo. This is a very high-traffic route, as heading to main room through yellow when coming from camo is considerably shorter than going through shotty. The teleporter housing provides a 3-part jump-up to window, which I recommend learning before playing anything serious on this map.
Shotty Room:
http://img525.imageshack.us/img525/1129/shotty1ehz6.jpg
http://img511.imageshack.us/img511/5241/shotty2eqx8.jpg
Shotty room is one of the most common spawn areas and provides many interesting BR battles. The room contains a sniper, a BR, a pair of frags, and a carbine. The sender node leads to window and provides a very viable escape route and counter to yellow room.
Main Room:
http://img208.imageshack.us/img208/3277/main1eno3.jpg
http://img504.imageshack.us/img504/3028/main2eze5.jpg
Main room is a common spot for battles, and the platform outside of window is arguably the most powerful area on the map. However, this term is used loosely, as there are no real power positions on this map and the player is forced to roam the map constantly or die under the combined weight of snipers and powerups. There is are 2 BRs, carbine, x2 burnable OS, and the map's only plasma set in this room. Both the OS and plasmas are in positions of extreme annoyance, aiding the overall competitiveness of the map. The OS screams "Burn me!" and the plasmas require a tricky jump to the wall ledge that forces you to give up your position at window plat or rockets. The room also houses the map's two man-made jump-ups, one to rockets and one from yellow door to window plat.
Camo Hall:
http://img114.imageshack.us/img114/9308/camo1efr2.jpg
http://img208.imageshack.us/img208/8871/camo2eqf8.jpg
http://img508.imageshack.us/img508/1919/camo3epc9.jpg
This halway, connecting shotty and yellow, is the most beautiful part of the map and the one that required the most hardcore forging. Quite a bit of work was put into lining up and interlocking the various pieces (as you would understand if you've ever tried to forge on CS). The hall is essentially devoid of weapons, except for camo (of course) and a carbine in the small hall near yellow. While it may seem like the hall would miss a lot of action, battles here are common owing to the fact that the player who timed camo will often run into the player trying to snag the camo and get the timer under his control. Since camo on this map is very powerful, this is a pivotal position on the map.
Window:
http://img525.imageshack.us/img525/9121/window1eqt1.jpg
This part of the map is rather simple, providing a line of sight and drop-down on yellow, a route to main room, and a sender from shotty. There is a carbine and a spawn point placed in the default teleporter spot. While many people are tempted to camp this area, it really isn't the best of ideas and I strongly recommend that you don't try it.
Conclusion:
This map has a long road ahead of it, but I believe it has potential to be a great 1v1 map. It probably wouldn't run all that well for 2v2, considering that standard Cold Storage is the perfect size for 2v2. FFA runs halfway decent from the few games I've played.
This map needs a TON of testing. If you are willing to test, please message me or post here. I want to get a group of testers together so I can work out all the little kinks and flaws in the map. Probably the biggest concern I have about the map at the current time is spawns, but those are almost always a work in progress for every map.
This map can be downloaded here (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=TheEpicCiabatta). The map is in slot 1 and the gametype is in slot 2.
Please leave feedback. Constructive criticism is accepted.
I will skip the wall of text that explains why the map is setup the way it is, including weaponset, timers, settings, etc., and instead direct you to Zanno's Greenhouse thread (http://www.mlgpro.com/forum/showthread.php?t=192935) and competitive settings discussion (http://www.mlgpro.com/forum/showthread.php?t=190177).
Current Version: 0.87
The map consists of three rooms and two other important main locations. Yellow room, shotty room, rocket room are all used, as well as a small portion of broken bridge room that has been walled off from the rest to form a hallway and the hallway between sniper and rocket rooms that has the window down to yellow. Sniper room, the hall between shotty and broken bridge, and most of broken bridge have all been walled off. 40+ hours of forging, testing, tweaking, testing, some more forging and tweaking, and even more testing have been put into this map as of the current version.
Weaponset:
4 Battle Rifles - :10 timer, 2 extra clips, run-time max 16
4 Carbines - :10 timer, 0 extra clips, run-time max 16
2 Sniper Rifles - :51 timer, 0 extra clips, run-time max 8
1 Camo - :60 timer
1 2x burnable OS - :45 timer
4 Frags - :30 timer, run-time max 8
2 Plasmas - :30 timer, run-time max 4
Yellow Room:
http://img247.imageshack.us/img247/4129/yellow1eak4.jpg
http://img247.imageshack.us/img247/1425/yellow2elw6.jpg
Yellow room is home to a BR, a sniper, and a pair of frags. There are some nice juke and ninja opportunities in this room (as Tak has repeatedly shown me through example when I 1v1ed him during the testing stages of this map). Yellow is somewhat common spawn area, especially the spawn in the hall to camo. This is a very high-traffic route, as heading to main room through yellow when coming from camo is considerably shorter than going through shotty. The teleporter housing provides a 3-part jump-up to window, which I recommend learning before playing anything serious on this map.
Shotty Room:
http://img525.imageshack.us/img525/1129/shotty1ehz6.jpg
http://img511.imageshack.us/img511/5241/shotty2eqx8.jpg
Shotty room is one of the most common spawn areas and provides many interesting BR battles. The room contains a sniper, a BR, a pair of frags, and a carbine. The sender node leads to window and provides a very viable escape route and counter to yellow room.
Main Room:
http://img208.imageshack.us/img208/3277/main1eno3.jpg
http://img504.imageshack.us/img504/3028/main2eze5.jpg
Main room is a common spot for battles, and the platform outside of window is arguably the most powerful area on the map. However, this term is used loosely, as there are no real power positions on this map and the player is forced to roam the map constantly or die under the combined weight of snipers and powerups. There is are 2 BRs, carbine, x2 burnable OS, and the map's only plasma set in this room. Both the OS and plasmas are in positions of extreme annoyance, aiding the overall competitiveness of the map. The OS screams "Burn me!" and the plasmas require a tricky jump to the wall ledge that forces you to give up your position at window plat or rockets. The room also houses the map's two man-made jump-ups, one to rockets and one from yellow door to window plat.
Camo Hall:
http://img114.imageshack.us/img114/9308/camo1efr2.jpg
http://img208.imageshack.us/img208/8871/camo2eqf8.jpg
http://img508.imageshack.us/img508/1919/camo3epc9.jpg
This halway, connecting shotty and yellow, is the most beautiful part of the map and the one that required the most hardcore forging. Quite a bit of work was put into lining up and interlocking the various pieces (as you would understand if you've ever tried to forge on CS). The hall is essentially devoid of weapons, except for camo (of course) and a carbine in the small hall near yellow. While it may seem like the hall would miss a lot of action, battles here are common owing to the fact that the player who timed camo will often run into the player trying to snag the camo and get the timer under his control. Since camo on this map is very powerful, this is a pivotal position on the map.
Window:
http://img525.imageshack.us/img525/9121/window1eqt1.jpg
This part of the map is rather simple, providing a line of sight and drop-down on yellow, a route to main room, and a sender from shotty. There is a carbine and a spawn point placed in the default teleporter spot. While many people are tempted to camp this area, it really isn't the best of ideas and I strongly recommend that you don't try it.
Conclusion:
This map has a long road ahead of it, but I believe it has potential to be a great 1v1 map. It probably wouldn't run all that well for 2v2, considering that standard Cold Storage is the perfect size for 2v2. FFA runs halfway decent from the few games I've played.
This map needs a TON of testing. If you are willing to test, please message me or post here. I want to get a group of testers together so I can work out all the little kinks and flaws in the map. Probably the biggest concern I have about the map at the current time is spawns, but those are almost always a work in progress for every map.
This map can be downloaded here (http://www.bungie.net/stats/Halo3/FileShare.aspx?gamertag=TheEpicCiabatta). The map is in slot 1 and the gametype is in slot 2.
Please leave feedback. Constructive criticism is accepted.