View Full Version : Sketchup: Harmony
HITtheLIGHTZ
11-20-2008, 11:32 PM
DL FOR Sketch:http://files.filefront.com/map2askp/;12428747;/fil
This is a sketchup I've spent I while on now and I think its turned out really nicely. Its heavily inspired from the UT3 map ShangriLa, and is designed for 1v1, 2v2 and small number FFAs. I don't plan to forge this myself (don't have the skill, don't have the time) so its up for adoption. This sketchup is supposed to represent a design, and not how to budget the items that create it. So yes I know I used too many boxes and that certain pillars may have to be sacrificed and it may need some editing but focus on the design as I think its fantastic. I'm really tired right now but I'll reserve a post where I can put how I would do the weapons and powerups for 1v1 to make it work.
Sexy Pics:
http://img406.imageshack.us/img406/2568/map2awx6.png (http://imageshack.us)
http://img406.imageshack.us/img406/map2awx6.png/1/w1012.png (http://g.imageshack.us/img406/map2awx6.png/1/)
http://img179.imageshack.us/img179/6168/map2a1xq1.png (http://imageshack.us)
http://img179.imageshack.us/img179/map2a1xq1.png/1/w1012.png (http://g.imageshack.us/img179/map2a1xq1.png/1/)
http://img406.imageshack.us/img406/626/map2a2sm3.png (http://imageshack.us)
http://img406.imageshack.us/img406/map2a2sm3.png/1/w1012.png (http://g.imageshack.us/img406/map2a2sm3.png/1/)
http://img81.imageshack.us/img81/8207/map2a3ci8.png (http://imageshack.us)
http://img81.imageshack.us/img81/map2a3ci8.png/1/w1012.png (http://g.imageshack.us/img81/map2a3ci8.png/1/)
http://img340.imageshack.us/img340/5367/map2a4xs1.png (http://imageshack.us)
http://img340.imageshack.us/img340/map2a4xs1.png/1/w1012.png (http://g.imageshack.us/img340/map2a4xs1.png/1/)
You may have to click on the pictures to get a full view.
HITtheLIGHTZ
11-20-2008, 11:33 PM
Okay my idea for the weapon layout for 1v1s is going to be greatly inspired by the layout of ShangriLa. The map like its ut3 counterpart could definitely be considered oversized and therefore what you do is have the fighting focused on a powerful powerup every minute. Anyway the area where this all important powerup would spawn would be back on the platform seen in the third made up bridges behind the pillar with the open single box.
I want a powerup there that would be so important that you even hiding the last minute would put you at a distinct disadvantage to the point where you would have to go for it. That's the area in ut3 where players fight over the all important shield belt along the health balls that spawn there. My idea for this powerup is a 2X overshield plus GOD radar for a period of time (you see red dots even when the person is standing still). Problem with having a custom powerup like this is that it would get burned a ton so my idea is to have a red OS on to of a CP with 30-45 seconds of god radar. This would spawn every minute and be the focal point of the map.
For the rest of the layout for 1v1 there will be 2 eight shot snipers (one on the snipe tower, fourth pic down top right) and one at an undetermined location, and then a camo somewhere on the map.
I also think like zonked said this could be set up for forge hub style attack and defend gametypes, and assuming squid will do this he could help me out. For 2v2 (or even larger teams although I highly doubt 4v4 will work) there probably should just be one 12 shot sniper on the tower, maybe rocks top mid area and a normal 3x OS back on the bridge area.
Gameroom Video of ShangriLa:
sHtVvBmYWWs
DeathstarsOG
11-20-2008, 11:37 PM
This damn sketchup program really seams to be changing the way maps are designed and i'm really glad to see completely new structures that are sure to bring new ways to play Halo. Great sketchup.
2AMPd
11-20-2008, 11:52 PM
Looks good, keep up the good work.
nicka
11-21-2008, 12:55 AM
Looks awesome lights,
the design looks completely badass
iM_xZonKeD
11-21-2008, 06:31 AM
Lightz bro you should deffinitely do this. I know you said you don't have time to and whatever but ill help if you want. I have been doing nothing except random **** in forge so i would deffinitely help with this. I can say that the bottom side when looking at the picture looks much more empty.. What i suggest is proved a back hall or something to make it a little bigger and this could aside from being a good slayer map be a good map for attacker and deffender based gametypes.
squidhands
11-21-2008, 08:45 AM
This looks great, man. If you don't end up working with iM_xZonKeD, I'd love to take a crack at it. I think my skills could do it justice.
HITtheLIGHTZ
11-21-2008, 02:45 PM
Lightz bro you should deffinitely do this. I know you said you don't have time to and whatever but ill help if you want. I have been doing nothing except random **** in forge so i would definitely help with this. I can say that the bottom side when looking at the picture looks much more empty.. What i suggest is proved a back hall or something to make it a little bigger and this could aside from being a good slayer map be a good map for attacker and deffender based gametypes.
Did you see the back hall that goes from the one bottom section to the other, you get a view of it on the right side of the screen in the first pick.
@ Zonked, even if I were to attempt this I wouldn't be of much help overall in actual forge so I'll pass on making it myself as I don't have the time or talent.
@ Squid: Dude, go for it by all means. If you're someone who doesn't mind working in a collaboration you should consider working with Zonked as he did a great job collabing on xyience. If not than its yours as it sounds like zonked wouldn't want to do it unless I did a majority of the work.
Thanks for the good words everyone else, I'll put in the info on the second post now.
BlackDeath10
11-21-2008, 03:20 PM
I think this map is very interesting, there is one part I would look at though; witch is the part with the 3 dumpsters and double box tower
The space reminds me of Hang'em High a little, but I don't think it fits into the map well. This area would be a more of a place people would never go. Of course there are always places on maps you want to avoid, but the areas you want to avoid should be more like bottom glass and S1 on guardian. These areas are more like roads rather than actual areas, but in the case of this map it is more like an area
My solution would be to make this area into more of a structure rather than a ditch, or make it into a road for your map.
I like this map, and I think it has a lot of potential. I hope my opinion helps.
WheezyMoney
11-21-2008, 03:27 PM
there is no way you did this with
24 double boxes, 16 double walls, 16 single boxes, 16, walls,16 wall corners, 16 bridges, 8 open double boxes, 8 open single boxes, 8 fence boxes, 16 fence walls, uuhhhhh yeah. no way
i just counted single boxes in the second pic. 27.
LIGHTSOUT225
11-21-2008, 03:35 PM
Aw, the other LIGHTZ, lol. This looks very impressive, sir. I'm going to try and get into the sketchup side of pre-forge in the near future. I really like the design and your uses of different elevations, and I'm really digging the gap in the walls seen in picture 4, making that back room flow much better with the rest of the map, and promoting more movement. If I didn't already have a couple maps on my plate I'd probably take you up on the adoption. Good luck with this. I'm looking forward to seeing its progress
HITtheLIGHTZ
11-21-2008, 03:46 PM
there is no way you did this with
24 double boxes, 16 double walls, 16 single boxes, 16, walls,16 wall corners, 16 bridges, 8 open double boxes, 8 open single boxes, 8 fence boxes, 16 fence walls, uuhhhhh yeah. no way
i just counted single boxes in the second pic. 27.
Way to read the OP, I said I didn't account for budget at all while making this as I was entirely focused on the design, plus the one giant wall on there made of boxes obviously won't be made of boxes.
I think this map is very interesting, there is one part I would look at though; witch is the part with the 3 dumpsters and double box tower
The space reminds me of Hang'em High a little, but I don't think it fits into the map well. This area would be a more of a place people would never go. Of course there are always places on maps you want to avoid, but the areas you want to avoid should be more like bottom glass and S1 on guardian. These areas are more like roads rather than actual areas, but in the case of this map it is more like an area
My solution would be to make this area into more of a structure rather than a ditch, or make it into a road for your map.
I like this map, and I think it has a lot of potential. I hope my opinion helps.
Yay I like criticism, way more helpful. In actuality yeah that area isn't really supposed to be desirable as far as travel, more of a dangerous pass through to the other main room or to the back hall which I'm not sure if you got a good view of, but that hall will definitely have something in it that you will want to pick up, plus given that the main court area you're describing can directly access any area of the map I think its alright as I'm guessing you didn't notice the escape hallway that you can see in the first pick that connects the two main rooms. Some form of utility weapon (PR?) might do good under the arch made of boxes just to have something for someone who spawns there, and yes I intend for those boxes to be just high enough for people to walk under them. I'll probably put up some more pics up later as well as the file and try and highlight some things that are less noticeable.
Aw, the other LIGHTZ, lol. This looks very impressive, sir. I'm going to try and get into the sketchup side of pre-forge in the near future. I really like the design and your uses of different elevations, and I'm really digging the gap in the walls seen in picture 4, making that back room flow much better with the rest of the map, and promoting more movement. If I didn't already have a couple maps on my plate I'd probably take you up on the adoption. Good luck with this. I'm looking forward to seeing its progress
Yeah thanks Lights:) I really like that window in pic four you talked about two as it adds in that kind of circular flow thats been discussed on there. Good luck with whatever you're working on.
WheezyMoney
11-21-2008, 03:55 PM
Way to read the OP, I said I didn't account for budget at all while making this as I was entirely focused on the design, plus the one giant wall on there made of boxes obviously won't be made of boxes.
Yay I like criticism, way more helpful. In actuality yeah that area isn't really supposed to be desirable as far as travel, more of a dangerous pass through to the other main room or to the back hall which I'm not sure if you got a good view of, but that hall will definitely have something in it that you will want to pick up, plus given that the main court area you're describing can directly access any area of the map I think its alright as I'm guessing you didn't notice the escape hallway that you can see in the first pick that connects the two main rooms. Some form of utility weapon (PR?) might do good under the arch made of boxes just to have something for someone who spawns there, and yes I intend for those boxes to be just high enough for people to walk under them. I'll probably put up some more pics up later as well as the file and try and highlight some things that are less noticeable.
Yeah thanks Lights:) I really like that window in pic four you talked about two as it adds in that kind of circular flow thats been discussed on there. Good luck with whatever you're working on.
im just ****ing with you. man i got an idea for spectrum i'd like to show you if you are ever on when i am.
as for not reading your thing....... i cant read.......... i realize i am typing this so i should be able to read, but ummmm i have a stenographer soooooooo that was rude of you
iM_xZonKeD
11-21-2008, 04:14 PM
Did you see the back hall that goes from the one bottom section to the other, you get a view of it on the right side of the screen in the first pick.
@ Zonked, even if I were to attempt this I wouldn't be of much help overall in actual forge so I'll pass on making it myself as I don't have the time or talent.
@ Squid: Dude, go for it by all means. If you're someone who doesn't mind working in a collaboration you should consider working with Zonked as he did a great job collabing on xyience. If not than its yours as it sounds like zonked wouldn't want to do it unless I did a majority of the work.
Thanks for the good words everyone else, I'll put in the info on the second post now.
If i'm feeling up to it after basketball tonight and i'm plain old bored im gunna start doing this and start putting my ideas into this. I don't know though because it seems like Squid has it. Whatever ill see what i can do.
theseventhstar
11-21-2008, 04:20 PM
Looks amazing. I really like the idea of having to control more power-ups and weapons. It's just what we need to make this sorry game more competitive. I may have missed it, but what are your ideas on respawn times for them?
I'm really liking how Fritzster's components are helping a lot and really getting people to put out more asymmetrical maps. I started working on one too, again inspired by UT and Quake maps with the power positions being higher up.
Also, you play UT3 right? I posted this in the UT3 thread, but no one answered: Is there a matchmaking/ public game option for it? I really want it, but I don't want to be playing with bots all the time.
Jackass_Jon
11-21-2008, 04:35 PM
Careful on the power up/weapon placement. I play greenhouse and cyro a lot on lan with my friend, and i happen to disagree with Zanno. I think there should be more then one power up, but they should take a biit longer to spawn so its not always just a power up fight. Imo, there needs to be a balance between controlling power ups but also being able to win a fair BR battle.
For the area no one goes, i would suggest putting an OS there. That would be the one that spawns a bit faster, but is also burnable. But try to play the geometry so that its really only burnable from one direction, preferably a structure that has a strong LoS to it but is weak from the opposite side.
The map looks great man and i can't wait to see it created. Either Forger working on it has a lot of skill but they need to make sure they finish it ( ;) Zonked) Good luck to whoever does do it.
HITtheLIGHTZ
11-21-2008, 10:14 PM
Yeah Jon as far as weapon/ powerup placement goes what I'm thinking may not work in h3 but I want to test it regardless just because I like the way it works in ut3. I'll post a gameplay vid of shagriLa 1v1 so you can kind of see where I'm coming from.
@ Wheezy: You got me, and yeah definitely I'll be on later
@ Zonked: I'm officially giving it to squid (nothing personal bro) but feel free to talk to him as I'd love to see you two collaborate on it if he wanted the help.
Also, you play UT3 right? I posted this in the UT3 thread, but no one answered: Is there a matchmaking/ public game option for it? I really want it, but I don't want to be playing with bots all the time.
It has a server list, like GOW1 so every game is essentially like an open custom if you will plus there are some dedicated servers. If you play I'd be happy to play with you as well as bnasty. For respawn times I have some general ideas in the second post in the thread as well.
squidhands
11-21-2008, 11:23 PM
I'm happy to see you're getting so much positive feedback on this already. I'll probably start on this over the weekend and see how the basic object placement will go in relation to the budget. I'm not used to collaborating iM_xZonKeD, but I'm always up for a new experience and since you and Iv0rY made such beautiful music together I'll gladly compare notes after a couple of days.
theseventhstar
11-21-2008, 11:54 PM
It has a server list, like GOW1 so every game is essentially like an open custom if you will plus there are some dedicated servers. If you play I'd be happy to play with you as well as bnasty. For respawn times I have some general ideas in the second post in the thread as well.
Alright, thanks. I don't know when I'll get it. I might get it this weekend if I leave the house(doubt it), if not, then probably Monday. I'll add you when I get it. I haven't played UT on console since Unreal Championship, the first one.
bnasty574
11-22-2008, 01:21 AM
I'm going to insert something in regards to the map later, but I'm busy with some people doing some stuff.
Alright, thanks. I don't know when I'll get it. I might get it this weekend if I leave the house(doubt it), if not, then probably Monday. I'll add you when I get it. I haven't played UT on console since Unreal Championship, the first one.
Lightz left out the part about dedicated servers - and that at best you get a noobs running around matchmaking. Its better to play with people you know. Ranked on that game takes literally a half hour sometimes to get a match because nobody plays. I was thinking about making a huge wall of text tips for ut3 thing.
theseventhstar
11-22-2008, 09:29 AM
Lightz left out the part about dedicated servers - and that at best you get a noobs running around matchmaking. Its better to play with people you know. Ranked on that game takes literally a half hour sometimes to get a match because nobody plays. I was thinking about making a huge wall of text tips for ut3 thing.
Oh, so does that pretty much mean I'd probably be playing with bots or in customs most of the time then? That's what I do now for Halo and Shadowrun :( You can PM me the wall of text, if you don't want it on this thread.
HITtheLIGHTZ
11-22-2008, 09:34 AM
Oh, so does that pretty much mean I'd probably be playing with bots or in customs most of the time then? That's what I do now for Halo and Shadowrun :( You can PM me the wall of text, if you don't want it on this thread.
Well depends what you want to play, you can usually get a FFA deathmatch, or CTF game pretty easily but if you want to do duels you're probably gonna have to have someone you know playing the game, bnasty don't put ut3 tips in this thread please.
The Gameroom 1v1 ShangriLa vid is now up, so you can kind of see where the idea for this came from. Too bad theres no way to replicated jump boots in halo:)
WheezyMoney
11-22-2008, 09:39 AM
Well depends what you want to play, you can usually get a FFA deathmatch, or CTF game pretty easily but if you want to do duels you're probably gonna have to have someone you know playing the game, bnasty don't put ut3 tips in this thread please.
The Gameroom 1v1 ShangriLa vid is now up, so you can kind of see where the idea for this came from. Too bad theres no way to replicated jump boots in halo:)
i think you can make power ups so that it changes your gravity. that might work
HITtheLIGHTZ
11-22-2008, 09:44 AM
i think you can make power ups so that it changes your gravity. that might work
I had thought about that, but the problem is it doesn't just make you jump higher it makes you all floaty as as well which is really pretty different than just jumping higher. Plus since you can only have one custom powerup (bungie....) that'd probably result in sacrifices somewhere else. I also eliminated the jump boots room from my design because it would've gotten the budget even more out of control and it didn't seem necessary or practical.
Maybe something to try in the future though.
EDIT: Squid this is all yours as it appears that zonked will be working on other things, good luck.
squidhands
11-22-2008, 05:02 PM
Thanks, man. I'll check out the sketchup file and start on it tonight.
_TaK_
11-22-2008, 10:47 PM
Squidhands, FR NOW, Alt 0191
squidhands
12-11-2008, 09:44 AM
Thought I'd revive this with some more pics of the finished map. Testing is officially underway, and hopefully I can get some games going this weekend. As you'll be able to tell from LIGHTZ's sketchup, I've stuck pretty close to his incredible design. I took a couple of liberties here and there, but I hope it adds to the overall gameplay.
Tower at Attacker base
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/7247e459.jpg
Snipe Courtyard (note Sniper Rifle on the floor near the vertical bridge)
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/7e9c1e77.jpg
"Tombstone Alley", and entrance to Camo Room
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/978ad83a.jpg
View towards Defender Base
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/39a55ed6.jpg
Defender Base/Courtyard view (entrance to Camo Room under walkway)
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/2289b085.jpg
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/8a85d939.jpg
OS hall, looking into Attacker Base
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/60036547-Full.jpg
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/dd2cfcfd.jpg
Camo Room, looking out at Tombstone Alley (also opens to Defender Courtyard)
http://i116.photobucket.com/albums/o32/jthorpano/Harmony/4a51d670.jpg
Weapon set up and spawn system are in its infancy, so I won't post the link to the map just yet. This is just kind of a tease to let you guys know that it's ready for tests. I will if people really, really want me to, but I've only been able to play one half-a$$ed FFA game. Besides, how the hell could I possibly compete with the juggernaut that is Regicide? lol
LIGHTZ, I hope we can get some games on it this weekend. I want to see if the map breaks with 4v4. It most likely will, but what the hell, it's worth a shot. It's not that much smaller than the other arena maps.
WheezyMoney
12-11-2008, 11:27 AM
is there a link where i can download this beauty
theseventhstar
12-11-2008, 12:38 PM
I really like this. I think it would run great for 1v1s. However, wouldn't placing OS down at the stairs in that little "cubby-area" be the better place? If it's where it is now, whoever controls the high ground can go get it and still be up high. If it was on the floor, like Camo, they'd have to give up their position. For weapons, I'd like to see Rockets on the opposite side of Sniper to create movement across the map, since all 4 power items are on different sides.
Nice design Lightz and nice forging Squid :D
HITtheLIGHTZ
12-11-2008, 05:27 PM
I really like this. I think it would run great for 1v1s. However, wouldn't placing OS down at the stairs in that little "cubby-area" be the better place? If it's where it is now, whoever controls the high ground can go get it and still be up high. If it was on the floor, like Camo, they'd have to give up their position. For weapons, I'd like to see Rockets on the opposite side of Sniper to create movement across the map, since all 4 power items are on different sides.
Nice design Lightz and nice forging Squid :D
I'm gonna try and mirror the general layout of ShangriLa as far as weapon placement goes to an extent but it may not work well, weapon layout for 1v1's tend to get shifted around a lot for testing so we'll see. Squid did an excellent job forging this and if you want to test 1v1 tonight we can do some.
theseventhstar
12-11-2008, 08:54 PM
I'm gonna try and mirror the general layout of ShangriLa as far as weapon placement goes to an extent but it may not work well, weapon layout for 1v1's tend to get shifted around a lot for testing so we'll see. Squid did an excellent job forging this and if you want to test 1v1 tonight we can do some.
Alright, sounds cool. I played a 1v1 on it earlier with one of my friends(it's pretty much how we warm up and test maps alone :D) and it ran smoothly. I wasn't necessarily pressured to camp up top, considering the Camo down low, OS(which wasn't really in that bad of a spot after trying it) put me in a spot with little LOS, and Sniper was way out on the floor. I really like that since in Guardian 1v1s, you can just camp at Sniper and still win. The spawns were a bit repetitive; I know standing in the middle of the map doesn't really have a good effect on the spawns, so of course he'd spawn on the edges of the map, but it seemed like he was always coming from the same area- It could just be the way he plays though.
squidhands
12-11-2008, 10:27 PM
Swet, glad to hear that it went smoothly and you liked the weapon layout. It's highly likely that your friend was spawning repetitively. The spawns were set up for team play for the version you played in which I used 4 respawn areas, 1 per team and 2 Neutrals away from the bases. I'm of the opinion that team designated respawn areas are ignored when playing FFA, leaving any Neutral areas as the main respawn spots. I may try to run some 1v1 with no respawn areas at all and see how that goes.
I'd love to see the film of that if you get the chance to put it on your fileshare. Every little bit will help.
theseventhstar
12-12-2008, 07:15 AM
Alright, I'll check to see if it's in my recent files. I don't think it is though. If it isn't, I'll try to do another 1v1 with him after school and I'll give you the link.
squidhands
12-12-2008, 11:53 AM
Thanks, I'd appreciate it. It's always nice to watch how others play.
@Wheezy, I didn't post the link yet because I didn't feel it was ready. LIGHTZ informed me of a grenade jump that breaks the map, so once I get that fixed and run some tests this weekend I'll post it in a new thread.
theseventhstar
12-12-2008, 03:01 PM
Here (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=60221842) you go Squid/Lightz. I saved the video of another 1v1, with the same guy, today. Excuse our horrible aim(and my attempt to use the PP.) :D I was trying to control both the power-ups, so I picked up Camo and OS a lot, which as long as the opponent doesn't get it, it works for me. The spawns didn't seem that bad this time, maybe because we were taking a different approach instead of camping up top.
I really like this map. It feels like a UT map a lot. There are so many different ways to shoot the highest area and cover isn't thrown around like it is on some Halo maps.
Oh, and while we were playing, I told him I was sending the video to you. He was like, "sweet, then he could see my awesome skillz(sarcasm)" and right as he said that, he was missing shots around 3:25. He said "skip that part" :p
Mini_Beast
12-12-2008, 03:07 PM
thats a really sick sketch up
nicka
12-12-2008, 05:13 PM
this map is badass, it's so fun to play.
Lightz - killer design
squid - killer job
well done you guys.
squidhands
12-12-2008, 05:23 PM
Thanks a lot, you guys, especially for the film. I'll be studying it later. And theseventhstar, don't worry about your skills. It's a safe bet that you're a better player than I am. I love playing this game, but I'm really quite atrocious at it. Thanks again for the compliments, hopefully we can run some proper team games this weekend and really test it out.
theseventhstar
12-12-2008, 05:38 PM
Thanks a lot, you guys, especially for the film. I'll be studying it later. And theseventhstar, don't worry about your skills. It's a safe bet that you're a better player than I am. I love playing this game, but I'm really quite atrocious at it. Thanks again for the compliments, hopefully we can run some proper team games this weekend and really test it out.
I'm down for some team games. I'd love to try out a 4v4 on there. What about some 6-8 player FFAs?
I was also curious about a DAmp on the map, but the OS would have to be switched for a red one, so I'm not sure how you or Lightz would feel about it.
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