Post by Zangief on May 5, 2008 10:27:36 GMT -8
Tree-DC - Halo 3 forged map by Phoenix
Its time we finally utilized Halo 3's forge to give us our own custom map suitable for fun and competitive play. We have several racing maps, but this is our first traditional style map, but with a special Phoenix twist.
Map Info
Name: Tree-DC
Creator: TDC Phoenix
Style: 1 Flag CTF or TS
# of players: 2 to 4 per team
Links
Map: Tree-DC v1.0
Game Variant: Tree-DC 1 Flag
Map Description
1 flag CTF has long been one of my favorite game types ever since I found it can be fun on Lockout from Halo 2. So why not tailer a map to our specific liking using Halo 3's forge? Now, I can't take any credit for the design of this map, that all goes to Bobby. He has a terrific forging ambition. He came up with the original layout by himself, and presented to me for review and comment. And I had plenty, we spent many a night flying around changing, moving, and "perfecting" the map layout. There is one section of the map that was my idea; the tree, but we will get to that later.
The map is somewhat symmetrical, there is a base on each side, each utilizing a multiple entrance "tunnel" based system. There is a semi-catwalk on each side, one side leads to the sniper ramp, the other leads to the "tree" formation. And there is a ramp in the middle that can really change the tide of a battle. See the screen shots below for more details.
Game Variant
This map was custom designed for 1 flag CTF. So we have created a game type with the settings as we prefer them for a competitive game in this environment. The game settings and weapons on the map make it a kind of MLG and Bungie default hybrid. I prefer MLG settings for competitive play, so the increased damage and speed modifiers were used (110% for each), and of course there is BR start and no radar. Having run several real games on it now, I enjoy the flow of the game play, the BR is still the primary weapon, but the other weapons make the game enjoyable with some variety.
Screen Shots
Overview
Overview of the map, looking from the offensive base towards the defensive. Note the custom power up in the middle: it makes you invisible and gives a speed bonus for a short duration. It respawns at 1 minute intervals.
The Tree
The tree was created one night by Bobby and I while trying to figure our a unique and effective formation for the side of the map. I commented that it looked like a Christmas tree, hence the name, although its much less tree-looking than it originally was.
Offensive base
Consists of boxes/empty boxes creating hallways and multiple ways to the flag capture point.
Flag Capture Point
An unique system created by Phoenix, the point is floating in the air, thus leaving the flag carrier exposed. You can jump to score from up top, or take the hallways below to the grav lift. You may be more protected down there, but the opposing team can spoil your effort by throwing a grenade and blowing up the lift for a short duration.
Defensive Base
Similar to the offensive base, there is a system of boxes creating a hallways below and ramps leading to the top. The flag is located in the bottom at the back and there are several ways for the flag carrier to escape.
Sniper Ramp
Incredibly simple, effective yet not overpowering. A sniper can position up there for maximum visibility, but minimal cover leaves them vulnerable.
Its time we finally utilized Halo 3's forge to give us our own custom map suitable for fun and competitive play. We have several racing maps, but this is our first traditional style map, but with a special Phoenix twist.
Map Info
Name: Tree-DC
Creator: TDC Phoenix
Style: 1 Flag CTF or TS
# of players: 2 to 4 per team
Links
Map: Tree-DC v1.0
Game Variant: Tree-DC 1 Flag
Map Description
1 flag CTF has long been one of my favorite game types ever since I found it can be fun on Lockout from Halo 2. So why not tailer a map to our specific liking using Halo 3's forge? Now, I can't take any credit for the design of this map, that all goes to Bobby. He has a terrific forging ambition. He came up with the original layout by himself, and presented to me for review and comment. And I had plenty, we spent many a night flying around changing, moving, and "perfecting" the map layout. There is one section of the map that was my idea; the tree, but we will get to that later.
The map is somewhat symmetrical, there is a base on each side, each utilizing a multiple entrance "tunnel" based system. There is a semi-catwalk on each side, one side leads to the sniper ramp, the other leads to the "tree" formation. And there is a ramp in the middle that can really change the tide of a battle. See the screen shots below for more details.
Game Variant
This map was custom designed for 1 flag CTF. So we have created a game type with the settings as we prefer them for a competitive game in this environment. The game settings and weapons on the map make it a kind of MLG and Bungie default hybrid. I prefer MLG settings for competitive play, so the increased damage and speed modifiers were used (110% for each), and of course there is BR start and no radar. Having run several real games on it now, I enjoy the flow of the game play, the BR is still the primary weapon, but the other weapons make the game enjoyable with some variety.
Screen Shots
Overview
Overview of the map, looking from the offensive base towards the defensive. Note the custom power up in the middle: it makes you invisible and gives a speed bonus for a short duration. It respawns at 1 minute intervals.
The Tree
The tree was created one night by Bobby and I while trying to figure our a unique and effective formation for the side of the map. I commented that it looked like a Christmas tree, hence the name, although its much less tree-looking than it originally was.
Offensive base
Consists of boxes/empty boxes creating hallways and multiple ways to the flag capture point.
Flag Capture Point
An unique system created by Phoenix, the point is floating in the air, thus leaving the flag carrier exposed. You can jump to score from up top, or take the hallways below to the grav lift. You may be more protected down there, but the opposing team can spoil your effort by throwing a grenade and blowing up the lift for a short duration.
Defensive Base
Similar to the offensive base, there is a system of boxes creating a hallways below and ramps leading to the top. The flag is located in the bottom at the back and there are several ways for the flag carrier to escape.
Sniper Ramp
Incredibly simple, effective yet not overpowering. A sniper can position up there for maximum visibility, but minimal cover leaves them vulnerable.