View Full Version : 2v2 Sypher
SiightlyStoopid
04-17-2009, 03:23 AM
Ok so first off, my gamertag is siightlystoopid and this is my first time posting a map because this is my first time finishing a map. I like to forge but I just never seem to finish a map.
Alright so i started making this map because I noticed people were starting to get their maps into matchmaking after I played The Vessel twice in a row on doubles. I thought hey I could make a map like this maybe better. So here it is. Oh and it's not exactly for MLG, it's more towards double team playlist.
This is a small symmetrical map with two bases. There is also a third floor to each base with a sniper on them. Now i would have made a buttom floor to each base but sandbox walls hate me with passion. If anyone can help me with that, I think this map would be better. Ok and lastly, I know I didnt merge really any thing mostly because I really just wanted to finish something I started. If people like it, I will go back and merge a lot. The map is set up for 2v2 slayer and flag. Ok well, hope someone likes it, leave lots of feedback.
Red Base
http://i629.photobucket.com/albums/uu15/siightlystoopid/SypherREDBASE.jpg
Blue Base
http://i629.photobucket.com/albums/uu15/siightlystoopid/SypherBLUEBASE.jpg
Mid and Side of base
http://i629.photobucket.com/albums/uu15/siightlystoopid/SypherMID.jpg
Link to map - http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=74420747
b0b43
04-17-2009, 06:56 AM
I have to say, when I downloaded this I was suprised. This pics looked promising, but the map is actually really good. Well done! I am going to get very picky because it is a great map, but not yet a brilliant one.
I will just get some simple things out of the way first:
Fusion Coils aren't MLG
Lighting effects are too strong - just have the one, and it only needs to be dim (i.e. at least 4 boxes high)
O.K. Forging just needs to be a little cleaned up. Interlocking/Geomerging isn't neccessary, but there are a lot of considerable bumps and gaps in boxes in some places. It isn't neccessary, but it means grenades aren't lost and only small bumps occur when walking. Geomerging into the Crypt walls also solves these problems. Your map would gain a lot more credential if you did these little things, because it gives the appearance you spent time and effort in. While I'm talking about walls, I like how you shrunk the Crypt slightly. I didn't notice it at first, but I liked it (and I think this could sustain MLG 4v4's - bigger than Foundry).
Middle is kind of isolated. If it isn't meant to be a point controlled on the map, make it much larger so people can't get on it and get a bit more creative. Don't increase the width too much, just the height. Clean it up a bit, and go super creative - you have plenty of budget left. If you want to make it a point on the map, link it up with the rest of the map.
The other thing I don't like about the design is that there are two levels and the towers. There are no height variations apart from that. I would suggest raising the side bases by about half a Single Block. Just try to get some variation in height, because the results for gameplay are great. Look at any good map, and you can see the subtle variations in height.
As for spawns, you could probably place 8 spawn areas around the map, similar to the shape of the outside rings of a Tic-Tac-Toe board. Make them all neutral, make them fairly large and overlap them slightly, but not so any spawns are in the overlap. It will make spawning a lot more consistent and reduce the chances of bad spawns.
As for the grav lift - I would normally say that it should be removed - but I think it actually would suit gameplay really well, even in MLG. If you do remove it, make sure there is a lift there that takes you up to the sniper tower (sink it slightly into the box so it cannot be destroyed). But my honest opinion is that it should stay, and it will probably work out better for gameplay by leaving it there.
Don't let all of this put you off - it is a fantastic design, I get the feeling that it would play great and it is 10 times better than most people have for their first post. Take this on board, try to use at least some of it to improve your map, and I hope to see you hang around because you have a lot of potential. Great job :D
SiightlyStoopid
04-17-2009, 07:02 PM
Thanks bro your feedback is really helpful.
2AMPd
04-17-2009, 07:07 PM
I have to say, when I downloaded this I was suprised. This pics looked promising, but the map is actually really good. Well done! I am going to get very picky because it is a great map, but not yet a brilliant one.
I will just get some simple things out of the way first:
Fusion Coils aren't MLG
Lighting effects are too strong - just have the one, and it only needs to be dim (i.e. at least 4 boxes high)
O.K. Forging just needs to be a little cleaned up. Interlocking/Geomerging isn't neccessary, but there are a lot of considerable bumps and gaps in boxes in some places. It isn't neccessary, but it means grenades aren't lost and only small bumps occur when walking. Geomerging into the Crypt walls also solves these problems. Your map would gain a lot more credential if you did these little things, because it gives the appearance you spent time and effort in. While I'm talking about walls, I like how you shrunk the Crypt slightly. I didn't notice it at first, but I liked it (and I think this could sustain MLG 4v4's - bigger than Foundry).
Middle is kind of isolated. If it isn't meant to be a point controlled on the map, make it much larger so people can't get on it and get a bit more creative. Don't increase the width too much, just the height. Clean it up a bit, and go super creative - you have plenty of budget left. If you want to make it a point on the map, link it up with the rest of the map.
The other thing I don't like about the design is that there are two levels and the towers. There are no height variations apart from that. I would suggest raising the side bases by about half a Single Block. Just try to get some variation in height, because the results for gameplay are great. Look at any good map, and you can see the subtle variations in height.
As for spawns, you could probably place 8 spawn areas around the map, similar to the shape of the outside rings of a Tic-Tac-Toe board. Make them all neutral, make them fairly large and overlap them slightly, but not so any spawns are in the overlap. It will make spawning a lot more consistent and reduce the chances of bad spawns.
As for the grav lift - I would normally say that it should be removed - but I think it actually would suit gameplay really well, even in MLG. If you do remove it, make sure there is a lift there that takes you up to the sniper tower (sink it slightly into the box so it cannot be destroyed). But my honest opinion is that it should stay, and it will probably work out better for gameplay by leaving it there.
Don't let all of this put you off - it is a fantastic design, I get the feeling that it would play great and it is 10 times better than most people have for their first post. Take this on board, try to use at least some of it to improve your map, and I hope to see you hang around because you have a lot of potential. Great job :D
My god you are amazing.
After running around the map for a while I really like it. Like b0b said, lighting effects are too strong and fusion coils. Great job!
notAIDS
04-18-2009, 12:44 AM
I really like the layout and basic structure of this map so I DL'd it and starting expanding on a lot of things. I've added a basement to each base, made the corners a staple point for map control, made the top mid a focal point and geomerged almost everything on the map. I'll send you a FR tomorrow so you can see most everything I've done so far.
(I'm probably 2/3 done)
SiightlyStoopid
04-18-2009, 05:37 PM
Sounds good AIDS hit me up.
Dublehustle
04-20-2009, 07:07 PM
This has nothing to do with the map but i love slightly stoopid but about your map only thing i have to say is there could be more cover in the middle of the map.
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