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#Halo

12/12/2007 8:22:01 PM
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Foundry, Forgeries and Fun

Cheese-filled alliteration aside, we're obviously paying close attention to the Forge-based shenanigans that have been transpiring on the Internet and in the interest of trying to herd the cats of creation into a single file line, please post your best Forge Variants here, with well-written and descriptive depictions of your map. Paint with your words, like you've painted on Foundry's canvas. I've cross-posted text from another Forge/Gametypes thread here on the Forums. Do apply the format to Foundry specifically and go to town. We're watching, anxious to see your creations. [b][url=http://www.bungie.net/Forums/posts.aspx?postID=13209070]Rebound, a Re-imagination of Snowbound[/url] Designed with Symmetrical-arena style slayer play in mind, Rebound takes elements of Snowbound that previously turned the map into an interior camping battle, like the Shotgun, and awards both teams a Shotgun in their respective bases. Weapon sets have been made close to identical on both sides of Snowbound in an attempt to remove the tendency of players to crouch camp underneath. This map is ideal for 2-10 players. [/b] [i]How to make these posts. 1. Create a gametype and map variant, upload these to your File Share. 2. Publish the Gametype and Map variants to the forums, save the links to those threads. 3. Create post in this thread, and link to the Map variant and Gametype at the Publish to Forums link here [this way players can easily click those links and download your gametypes. 4. Create a well-written explanation of changes made to the map and if necessary a description of the gametype you've created, including ideal number of players, number of teams (if necessary) and any other relevant information. Please write as clearly and coherently as possible. 5. Bungie will be watching this thread and using it as a resource for gametype creation from the community as well, all posts not relevant to the topic at hand will be removed and users potentially extinguished like torches in a monsoon.[/i] [Edited on 12.12.2007 12:22 PM PST]
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  • --:::TatToolTacular Map Pack:::-- Here are the three maps that create my map pack. [url=http://www.bungie.net/forums/posts.aspx?h3fileid=36978889]Intrusion[/url] The first is "Intrusion," it is perfectly symmetrical with all the power weapons down the center. It works great for slayer and is also designed to be an objective map with assault or capture the flag. There are many ways through the center wall. All the very quick ways are much more deadly and don't really have any power weapons and all the long ways are safer but time consuming. There is a hallway lined with perfectly placed fusion coils so that by detonating one they will travel all the way to the other side, perfect for getting someone who happened to have got away with your flag and are out of reach and sight of your weapons. There are sniper towers at the end of each side providing full view of the side it is on and of the other tower. There is also a high bridge which holds the hammer and can only be reached by a well placed grav lift. The bases have a turret that can certainly slow any body trying to take the flag. So try every different path to find the weapons, use the mongoose on either side to get across quickly but be careful of being easily high-jacked in such tight quarters, or use the teleporter on either side to bring you straight to the sword spawn where carnage is sure to be abundant. The map never gets old and delivers for whatever you want to play. The perfect balance allows un-countable outcomes. [url=http://www.bungie.net/forums/posts.aspx?h3fileid=38836541]Infiltrate[/url] Second is "Infiltrate," it too is a symmetrical layout with bases on either side of foundry. This was also designed for slayer games and capture the flag and assault. A man cannon on both sides can get you across very quickly but watch out for the enemy perched on the turret where you will be landing. Can't dodge plasma while being tossed in the air. Oh, and don't forget to hold down that RB while passing the wall to grab the flamethrower or you will never reach it any other way. There are elevated catwalks far atop each side along half the perimeter that both lead to a central opening in the wall. You will need a perfectly timed jump to land on the edge of the pallet to get there and acquire the rocket launcher. Don't worry the dumpster there will provide enough weight on the pallets to not allow it to tip over when you land on it but now you have the option of shooting out the pallets so that no one else can get to you or get across. there are sniper bridges high above the loading docks on both sides but if you'll notice you will have to be crouching to try and get a head shot on someone that is across on one of the bases. it is perfectly adjusted so that when standing up the ducts will exactly eclipse their head. Each base is multi leveled with a teleporter, 2 turrets, a sword, and a grav lift up to the perimeter catwalk. One of the center paths can be a great spot to crouch and have some close quarters fighting. But use the small loft opening in the fence box that you must crouch jump off a fusion coil to get to and you can really surprise opponents as they pass underneath, but be careful because you can easily be sniped through the fence when you are caught off guard. Again balance creates endless situations and a mix between close quarter scrambling and planned strategic attacks. [url=http://www.bungie.net/forums/posts.aspx?h3fileid=38836607]Insulation[/url] And Third is "Insulation." This is a very unique map that is designed to provoke scenarios that make the player have to decide on the fly whether they should go for a kill with starting weapons or take time and go for power weapons to get kill after kill. Whether they should go for the flag and try to make a quick score or take time and plan with teamwork. Either option can work, which will you choose? The map has a giant arena is the center of the large open area of foundry. the arena has 5 tunnels in that have a crate with a 10 second re-spawn time at each tunnel. You must blow the crate out of the way to get it, but when you do this the crate will re-spawn and you cannot get out. Inside there are plenty of power weapons with no weapons at all on the outside. it is very tight quarters and will create massive amounts of quick kills and non-dying excitement. When you play capture the flag you will have to enter the arena and jump into a man cannon at just the perfect angle and height to grab the flag as you fly over the wall. If you have done it right you will then be on the outside of the arena with the flag. Otherwise you could miss the flag or drop down inside the arena with the flag in-hand and have to get back to the man cannon at the slow moving pace of a flag carrier. In other terms, "FBAR" (F'ed beyond all recognition) If you in happen to succeed and go over wall and hold RB on your way out and grab the flag you will then have to walk your way across the small center opening to get back to your base. Or you can take the long way and very dangerous way through the tunnel that connects both bases. This map requires much skill and can be frustrating but can make for long games that aren't won through luck. [Edited on 06.08.2008 10:21 PM PDT]

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