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View Full Version : Cryo - competitive 1v1 map on Cold Storage


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.

TheEpicCiabatta
11-16-2008, 12:03 PM
Testers List:
TheEpicCiabatta
I nicka33 I
AMPPPPP
imPanic v3
UpIoad
l LiGhTz l

Gameplay video coming soon!

_TaK_
11-16-2008, 12:10 PM
I still say you should flip the tele.

Either way I had fun playing on this map(aswell as assasinating/sticking Ciabatta) so if you want another map that's fun to play on aswell as being more competitive then Gaurdian, give this a download.

yourself.
11-16-2008, 12:22 PM
The camo tunnel is awesome. I would deff like to run some customs on this with ya, ill probably be on later tonight.
Also: yellow room pics are not working. =/

DeathstarsOG
11-16-2008, 12:45 PM
Great 1v1 map. I'm sure with testing you'll be able to perfect the spawns. As far as layout, it is very creative and should give greenhouse a run for its money.

Jackass_Jon
11-16-2008, 04:30 PM
looks intense dude. Imma dl it then run some games with boss and check back here with what i think

2AMPd
11-16-2008, 05:32 PM
Now that's it's finished, i would love to own you with the sniper not in forge..... hahah BRING IT

TheEpicCiabatta
11-16-2008, 05:34 PM
I'll run games with all of you later.

nicka
11-16-2008, 08:35 PM
This looks freakin sweet ciabatta,
camo hall is gorgeous

yourself.
11-16-2008, 09:18 PM
Not only is this super fun for 4 person FFAs, but I totally p0wnd everybody....untill my sister got on myspace, thats when I lost the lead.
throw me on that list for playtesters.

HITtheLIGHTZ
11-16-2008, 09:49 PM
If you liked greenhouse you'll probably like this map, it's got the same great flow and uniqueness while maintaining a completely different layout. Remember to grab nades when playing, they're like super powerful.

DL now plz ppl

TheEpicCiabatta
11-16-2008, 10:01 PM
Please download settings along with the map. It will be rather crappy with anything other than Cryo or Greenhouse settings.

Smoke1Drank9
11-16-2008, 10:02 PM
i love this map it has the same exact set up as greenhouse except its in a different map.

TheEpicCiabatta
11-16-2008, 10:54 PM
Thanks for comments everyone. Testers list is now up. Please post if you want to be added to the list.

2AMPd
11-16-2008, 11:12 PM
add me to that list whitey

imPanic
11-16-2008, 11:14 PM
Add me to the list. GT: imPanic v3

TheEpicCiabatta
11-17-2008, 08:08 PM
Amp and panic added to tester list.

AceSpartan7
11-21-2008, 09:07 PM
This looks awesome, would you mind putting me on the testers list?

HITtheLIGHTZ
11-21-2008, 10:28 PM
Epic you can put me on the tester list or just invite me whenever I'm on like you usually do:)


I feel that more people who have enjoyed greenhouse should try this.

TheEpicCiabatta
11-21-2008, 10:41 PM
List updated.

Andz
11-25-2008, 01:46 PM
A comment on power ups.

A way to make the power ups closer to Halo 1:

Set a power up to respawn rate never, then place a 2nd power up with place at start set to no over the top of it and set this respawn time to 2min. That way the first power up is picked up just like normal, but BOTH players know the 2nd power up will spawn 2min into the game.

It also helps future power ups as people know they're close to the 2min mark each time ie roughly 28min, 26min, 24min, etc at least for the first few.

Just my suggestion, hope it helps.

Jackass_Jon
11-25-2008, 02:42 PM
Long overdue but here is my feedback.

The map is great. The forgin is beautiful, forging is clean. The actual map layout plays to the 1v1 competitve concept perfectly.

Nades: the main room plasmas are in a terrible postion. There's no stream line there and the sturcutre doesn't allow the bottom floor juke like greenhouse does. The ledge is fine for sneakin to rocks if their in the shotty room but that and only that.

Weapons: weapons are great no probs here

Powerups:
the timers on os/camo are way to short imo. The way it is now, its always a powerup battle and rarley any emphasis on 1v1 br battles which test aiming skill. By slightly increaseing the timers you could still keep the continuinty of advantage but have the right balance between controlling powerups and aiming skill.

Map layout.
This is where we hit a major flaw. Camo hall, its wayyyy to ectioned off. Using that as a focal point the map layout plays itself as a never ending circle. This is fine but it takes people forever to find each other due to the sectioning off. Opening up camo hall to main room will greatly streamline the flow. There would be more forced battles, and the player who outhinks and intiates the battle would win showing more skillz.

Settings. My biggest problem. The settings should not be at 50% shield recharge rate. This promotes camping and chasing kills both of which do not show skill. You can not gain map control since your shields are always down from pot shots etc


I have more to say but mah phone is dying :D

Jackass_Jon
11-25-2008, 03:38 PM
Long overdue but here is my feedback.

Edit: double post ftl

TheEpicCiabatta
11-25-2008, 06:34 PM
Long overdue but here is my feedback.

The map is great. The forgin is beautiful, forging is clean. The actual map layout plays to the 1v1 competitve concept perfectly.

Nades: the main room plasmas are in a terrible postion. There's no stream line there and the sturcutre doesn't allow the bottom floor juke like greenhouse does. The ledge is fine for sneakin to rocks if their in the shotty room but that and only that.

Weapons: weapons are great no probs here

Powerups:
the timers on os/camo are way to short imo. The way it is now, its always a powerup battle and rarley any emphasis on 1v1 br battles which test aiming skill. By slightly increaseing the timers you could still keep the continuinty of advantage but have the right balance between controlling powerups and aiming skill.

Map layout.
This is where we hit a major flaw. Camo hall, its wayyyy to ectioned off. Using that as a focal point the map layout plays itself as a never ending circle. This is fine but it takes people forever to find each other due to the sectioning off. Opening up camo hall to main room will greatly streamline the flow. There would be more forced battles, and the player who outhinks and intiates the battle would win showing more skillz.

Settings. My biggest problem. The settings should not be at 50% shield recharge rate. This promotes camping and chasing kills both of which do not show skill. You can not gain map control since your shields are always down from pot shots etc


I have more to say but mah phone is dying :D

Thanks for the good feedback. I'm keeping all this in mind for Cryo v1.