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Old 07-19-2008, 10:13 PM   #1 (permalink)
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Great Maps - Need YOUR input

Hello, my fellow Xbox360 Forum members! I'm not much of a member, I've got about 1% activity, but I do like to read the Halo 3 Forum every once in a while, and I've noted that most people that post on these forums are quite wise, compared to certain idiots on the B.net Halo 3 forum, when it comes to video games, so, I thought I would ask for a bit of advice from you.

What do you think makes a great map?

I thought I'd start by discussing specific maps, but if you've got any non-specific reasons why maps can be killer, please share them.

Anyway, first up, I thought I'd discuss one most of my friends seem to truly love: Gaurdian. So, what makes it a great/bad map, in your opinion, O wise X360Forum users?
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Old 07-20-2008, 12:01 AM   #2 (permalink)
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fluid movement - not only horizontally, but vertically too. Guardian is great because of the multi-level movement and use of superior positions.

weapon placement - When I make my maps, I usually run around to find the place were a specific weapon can be used to it's full potential.

Diversity - Symmetrical maps can be fun. But to constantly create and play symmetrical maps on foundry can become repetitive and boring, even if different maps do have different layouts.
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Old 07-20-2008, 04:14 AM   #3 (permalink)
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i think weapon placement is the key
you wouldnt find a Sniper Rifle in the dead center of guardian (*cough cough* - TankedCon)
like the guy above me said, weapons need to be placed in strategical places.
snipers, BR, rockets, and other power weapons have to have certain placements to play well.
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Old 07-20-2008, 05:17 AM   #4 (permalink)
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What about the actual layout? What kinds features are good/bad with that?
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Old 07-20-2008, 03:22 PM   #5 (permalink)
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I think one problem with Guardian is that it's slightly better to be on the sniper side for these reasons:

Sniper

Over shield

You can move further into the map, without exposing yourself. You can move down to the grassy area and cover people moving across the map either above or below, as well as people trying to cross onto your side.

Sniper tower
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Old 07-20-2008, 04:03 PM   #6 (permalink)
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Quote:
Originally Posted by pebblez View Post
fluid movement - not only horizontally, but vertically too. Guardian is great because of the multi-level movement and use of superior positions.

weapon placement - When I make my maps, I usually run around to find the place were a specific weapon can be used to it's full potential.

Diversity - Symmetrical maps can be fun. But to constantly create and play symmetrical maps on foundry can become repetitive and boring, even if different maps do have different layouts.
Lines of Sight Long lines of sight help make Guardian one of the most team oriented maps in halo 3 while the movement is still restricted somewhat compared to some halo 2 maps (narrow hallways and rooms) Guardian still offers a lot of movement choices. These choices allow you to help out a teammate with even one BR shot which can turn a fight across the map. Makeing teamwork and communication key.
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Old 07-22-2008, 07:55 AM   #7 (permalink)
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Resistance - I see, it's mostly a symmetrical map, but I do think that whoever controls the sniper tower generally (key word there, people) wins the match in team games. But, this is also good because it gives the player a goal, in my opinion. You can free roam around in a map, but I think that a level designer should probably try to funnel the gameplay into a limited no. of areas by using design tactics such as this.

HS_Zion- ...yeah, if it's a team map. But I do understand, you need to be able to coordinate with a team, I've found being able to win a game over players that are better than you just by using communication can really make you feel all fuzzy inside.

So, anyway, what about on the other side of the spectrum....

I've found alot (ALOT) of people to simply despise Isolation, so if you are with them, what makes it a bad map? Or, if you're on the other hand, what makes it good?

(Really helpful info, guys, keep it up!)
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Old 07-23-2008, 01:38 PM   #8 (permalink)
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Quote:
Originally Posted by pebblez View Post
fluid movement - not only horizontally, but vertically too. Guardian is great because of the multi-level movement and use of superior positions.

weapon placement - When I make my maps, I usually run around to find the place were a specific weapon can be used to it's full potential.

Diversity - Symmetrical maps can be fun. But to constantly create and play symmetrical maps on foundry can become repetitive and boring, even if different maps do have different layouts.
Quote:
Originally Posted by Hs_Zion View Post
Lines of Sight Long lines of sight help make Guardian one of the most team oriented maps in halo 3 while the movement is still restricted somewhat compared to some halo 2 maps (narrow hallways and rooms) Guardian still offers a lot of movement choices. These choices allow you to help out a teammate with even one BR shot which can turn a fight across the map. Makeing teamwork and communication key.
These are two of my Halo crew-mates and I have to agree completely with them. I would also add.

Great vehicular combat - Maps that use vehicles WELL and don't overdo it, are pure bliss for a good team. You must then have a well placed Spartan laser that is enough to balance out the vehicles (this is why you don't overdo vehicles, b/c the Laser should be the great equalizer.)
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