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Subject: Foundry Lockout

READ THIS BEFORE DOWNLOADING
We have Lockout version 2.0 up and available for download. You can find it here: Lockout v2.0
Yes, it has a shotgun tunnel

Now this is getting ridiculous. we were just over 900 downloads when we put up our latest version, and yet we've gotten almost 100 more on this one.



This is a collaboration between myself (Falling Phoenix), Tolerant Taurus, and HereticalBlade (the detail guy).

Now it is not nearly as creative as the one I just looked at in the forums, but it stays true to the feel of Lockout from Halo 2, complete with only weapons that were in Halo 2. There is no shotgun tunnel (we couldn't think of a way to do it) and you don't have some cover in some the usual places. The major thing is the fact that it does require you to kill yourself if you fall "off the map."

I'm going to hand this over to cecilyang01 aka HereticalBlade, who will cover all of the detail stuff, including game variant placements (Flag, Bomb, etc.).

[Edited on 12.19.2007 12:01 PM PST]

  • 12.11.2007 9:47 PM PST
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Hey there, peoples. This is the “detail guy” (Are we really going with that?), here. Well, as Seranal already said, this is not the perfect rendition we had hoped it would be. But it’s not so deeply made as to be un-tweakable. Also, this is not made as a knock against Guardian. Far from it, Guardian was a good map, (got my Kill Frenzy achievement there) but we just think Lockout was that beautiful a map. You do spawn with an assault rifle, but that can be fixed in your game variant or even in quick options. (For a true Halo 2 revisitation, stick SMG’s in your hands at spawn. Heh.)

Moving on to the details of each variant: (All locations will be given by reference to original Halo 2 map.)

Assault: Set up as a one-bomb attack/defense game with the bomb starting on the tall tower farthest from sniper-spawn. The arm/plant location is in the corner beneath and to the side of the lift tower. Limited attack/defense spawn designations. Aside from the mandatory start points it’s mostly neutral spawns (might stand for some work there).

CTF: Set up as two-flag with each flag in the positions mentioned above (tower & corner). (On a side-note, that’s where almost all the objectives will be, excepting only the ball for Oddball. More on that later.)

King/Hill (where things get a little hairy): Set up for crazy king, but we set up the map’s objects before we played with the variants, so there’s a hill somewhere under all the boxes that has no spawn order designation. (We tried but we couldn’t find it, and we weren’t about to dig up the whole map looking for it. This is also true of an escort point in VIP, a goal in Juggernaut, and a Territory.) Hopefully the lack of spawn order will keep it from becoming a part of the game. Otherwise, we know it’s on the ground somewhere. Good hunting.

Juggernaut/VIP/Territories/Infection: Aside from removing all the goal points we could and erasing the starting points from what would have been empty air on the real Lockout, not much touched here. We figured they weren’t important in the grand scheme (considering three of the four are generally team-based kill games) and anyone who wanted to play the game-types would set their own. (Yeah, we got lazy and wanted to play our map. So sue us.)

This is still a largely honor-based map, but we think it keeps the overall spirit of Lockout alive. Keep in mind the distance from the lift tower to its opposite side (sword-hole) feels a little squished and the upper level of the sword-hall isn’t as wide as the original, but we love it. We hope that you will come to love it with us.

Eventually we’ll hear from Tolerant Taurus, who will hopefully be able to discuss some of the ideas they (he and Seranal) had in the way they chose to arrange the map. I wasn’t around for that part. I came in just in time to help with weapon-placement, and game variants.

Finally, massive thanks to Bungie for giving us the tools to do this, a game entertaining enough to hold our attention for the time it took to do this, and of course for the original Lockout map that inspired it.

  • 12.11.2007 9:48 PM PST

Hey guys, second map designer here. Yeah Seranal and I spent 6 hours designing this map and Blade was our awesom detail guy. I hope you all enjoy this variant as much as we do! Please don't hesitate to send us feedback on this map. See ya online.

  • 12.11.2007 9:52 PM PST
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Right, I forgot Taurus signed up under his old tag. Oh well.

  • 12.11.2007 9:53 PM PST

can't wait to try it. Please check my map out.
Gridlock

  • 12.11.2007 9:55 PM PST

Yeah, it was pretty much make it up as we go along. Like rocket said, any criticism is welcome. After all, this is our first try at forging a new map.

  • 12.11.2007 9:57 PM PST

Yeah, we still need more reviews.So download our map and test it out.

  • 12.12.2007 8:44 AM PST

Bungie will lead us to the underworld...

Downloading.


LOCKOUT + HALO3 = !!!!11@1@!!@!

  • 12.12.2007 8:48 AM PST

can you post some pics??? I'm at school and won't be home till later.

  • 12.12.2007 8:57 AM PST

no problem. give me like 30 mins.

  • 12.12.2007 9:01 AM PST

Hey guys, I finally have some screen shots of lockout for ya....enjoy......

Sniper Tower underneath view:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout8.jp g

BR Tower top view:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout7.jp g

Sniper Tower top view:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout6.jp g

BR Tower underneath view:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout5.jp g

Sword Spawn view:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout4.jp g

Shotgun spawn to Lift Tower view:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout3.jp g

Lift Tower to Shotgun view:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout2.jp g

Lockout overview:
http://i265.photobucket.com/albums/ii213/mtinebra/lockout1.jp g

  • 12.12.2007 9:47 AM PST
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Join the Knights of the Old Republic!!

http://www.bungie.net/fanclub/kotor/Group/GroupHome.aspx

It won't let me look!!

  • 12.12.2007 9:49 AM PST

just delete the space between the "p" and the "g". For some reason it put a space between the p and g.

  • 12.12.2007 9:57 AM PST

I'm going to try and put up pictures on my file share in a bit.

  • 12.12.2007 10:25 AM PST
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hey i cant link my gamertag so can i add you as a friend real fast or is there some way i can just view your file share?

  • 12.12.2007 10:35 AM PST

The screen shots are in my file share or you can add me as your friend. GT: Tolerant Taurus

  • 12.12.2007 10:42 AM PST

Nice colours on ur armour. Ive never seen anything like it.

  • 12.12.2007 10:49 AM PST

what guy are you talking about? There is a lot of people in here.

  • 12.12.2007 10:56 AM PST

I just noticed that Taurus beat me to posting in his file share. So now you can go to either of ours for screenshots. Enjoy.

  • 12.12.2007 11:11 AM PST

Well, I noticed there have been a lot of people downloading this map, so we could use more suggestions.

  • 12.12.2007 2:32 PM PST

Right now, we are currently working on a version of Lockout that includes the shotgun tunnel. This requires us to start fresh so it will take some time. In the meantime enjoy the one we have up.

  • 12.12.2007 3:49 PM PST
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awesome, I loved lockout. Would download but my que is full.

  • 12.12.2007 4:08 PM PST
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It'll be up until we get the fixed version running, maybe even after that. This was just a rough "sketch" of Lockout to get an idea how to do things. That shotgun tunnel's gonna be rough, but we'll make something work. Now, if the Bungie guys made auto-turrets available in Forge like the ones on Snowbound we could set up a kill-zone outside the walls.

[Edited on 12.12.2007 5:45 PM PST]

  • 12.12.2007 5:44 PM PST

We have a basic setup figured out in forge, however there are a number of problems we have to address before we're even close to placing weapons, spawns, and everything else.
The biggest problem right now is when you get to the third story, like the top of BR tower, you can only jump about a foot and a half to two feet straight up because the levels invisible ceiling is right there. Not really a big deal for us, but I don't know about everyone else.

Figure if a lot of people have a problem with it, we could maybe try something else, but it isn't likely to work any other way.


[Edited on 12.12.2007 6:29 PM PST]

  • 12.12.2007 6:28 PM PST

We still need more feedback so we can incorporate your suggestions in Lockout 2.0

  • 12.12.2007 7:22 PM PST

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