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Topic: Core: Another Foundry Map (Current Version: 2.1)
djminkus777
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May 27, 08 at 5:50pm
Core: Another Foundry Map (Current Version: 2.1)

I made a map on Foundry that I call Core. The big open space is completely blocked off, so the map consists of the two rooms, the corridor, and the two docking bays.

I designed it as a symmetrical map for two-team Slayer. Each team spawns mostly in its own room, where there are some grenades and BR's, along with a radar jammer and a lone fusion coil. In the corridor are some duel wields, grenades, and carbines, along with some barrels and crates for a bit of cover. At the very center of the passageway (where there's that long doorway) is a sniper rifle that could potentially be used to cover the corridor, at least to some degree. In the docking bays there are a few spawn points, a few more duel-wields as well as some power weapons, and a regenerator. The two doorways closest to the middle of the map each have two fusion coils in them.

That's about it. I'd appreciate it if you guys could d/l it and tell me what you think. I'm completely open to suggestions, since what I've made so far is just a rough draft kind of thing. I haven't even been able to get anyone together to play on it yet.

EDIT 5/27: Pics and version two are a few posts down.

EDIT 5/29: Version 2.1 with pics in most recent post.

This message was edited by djminkus777 on May 29 2008.



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Halo_Asassin
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May 27, 08 at 6:12pm
re: Core: Another Foundry Map (Current Version: 2.1)

Pics please.



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djminkus777
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May 27, 08 at 6:31pm
re: Core: Another Foundry Map (Current Version: 2.1)

K, I'll go and take some screenshots when I can. My dad's on the TV right now.



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KyLeDaWg
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May 27, 08 at 7:02pm
re: Core: Another Foundry Map (Current Version: 2.1)

I can't say much since I haven't played it, but the overall idea of the map sounds bad. The majority of the fighting is going to occur in the hallway, where one team is going to sit there and snipe off the other team as the other team come into the other side of the hallway.

If your team gets the sniper first and the person who has it is good, then you'll end up winning without even giving them a point. I know you said that there's some cover in the hallway, but they can't hide forever obviously.



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RoyMarthFireEmblem
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May 27, 08 at 7:09pm
re: Core: Another Foundry Map (Current Version: 2.1)

My Valhalla map is ok. I know you have seen it Kyledawg. I should know I had to do forge on it about 10 times to make it more fair foe the other team.



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KyLeDaWg
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May 27, 08 at 7:13pm
re: Core: Another Foundry Map (Current Version: 2.1)

quote RoyMarthFireEmblem2
My Valhalla map is ok. I know you have seen it Kyledawg. I should know I had to do forge on it about 10 times to make it more fair foe the other team.
The one with the hornet in the middle? Or am I thinking of someone else's map? But yea, if its the one with the Hornet, its like impossible to come back once the other team has the Hornet lol. I remember winning like 50 to -2 once on it lol.



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djminkus777
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May 27, 08 at 7:17pm
re: Core: Another Foundry Map (Current Version: 2.1)

quote kyledawg92
I can't say much since I haven't played it, but the overall idea of the map sounds bad. The majority of the fighting is going to occur in the hallway, where one team is going to sit there and snipe off the other team as the other team come into the other side of the hallway.

If your team gets the sniper first and the person who has it is good, then you'll end up winning without even giving them a point. I know you said that there's some cover in the hallway, but they can't hide forever obviously.
The crates and barrels give plenty of cover to move down the hallway; the sniper can't see much from a position at the end of the hallway. And the center window pane is removed from each room, so you can get to the door closest to the center without any risk.

However, I do realize that maybe just that single route through the hall is not enough. Maybe I'll make a little passageway with boxes around the big center barrier that cuts into the middle area a little bit.



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djminkus777
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May 27, 08 at 9:52pm
re: Core: Another Foundry Map (Current Version: 2.1)

I'll point out some details and the note some of the differences between the two versions.


Note the fusion coils in the lower left and also the regenerator near the middle of the platform by the wall.


Dual spikers in the lower right, sniper in the doorway, and crates and barrels down the hall.

Version 1 of the outside:

I removed the middle window panel for an extra, quick and easy in/out of the room. Also, there's a Brute Shot on the floor, as well as a plasma rifle. Finally, the crates on the right block off the rest of the level.

Version 2 of the outside:

There's a passage around the big barrier in the middle in this version, and in the passage is a dumpster with a sword in between two fusion coils, in addition to a bubble shield. In the open crates in each docking bay are a needler and a grav lift.



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Light Warrior
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May 28, 08 at 3:57am
re: Core: Another Foundry Map (Current Version: 2.1)

I like the concept, however, its just the matter of people can easily get out of this map using grenades. Even perhaps not on purpose.

I had thought about making a map that uses this small area rather than the square of this map. I'll probably end up making it after Friday.



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djminkus777
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May 28, 08 at 11:57am
re: Core: Another Foundry Map (Current Version: 2.1)

I was just thinking about that today and I think I'm going to put double walls leaning over all of the outside walls to prevent people from getting out. I'll post pics of it after I do that this afternoon.



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djminkus777
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May 29, 08 at 8:08pm
re: Core: Another Foundry Map (Current Version: 2.1)



I tried to make it impossible to get out of this time, though I'm sure someone will find a way. The grav lifts were removed because they didn't add much and they made it way easier to get out, and stuff was leaned up against the outside walls to make it very hard, if not impossible, to find a way out. Any more suggestions?

(I'm working on making the map compatible with things other than just slayer. I don't know whether I'll put the oddball in the sniper passage or the sword place... opinions?



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Halo_Asassin
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May 30, 08 at 5:28am
re: Core: Another Foundry Map (Current Version: 2.1)

Very sloppy. Have you even heard of interlocking? Or straight walls?



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djminkus777
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May 30, 08 at 10:36am
re: Core: Another Foundry Map (Current Version: 2.1)

The walls are straight. I don't know anything about interlocking other than its existence... care to explain?



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rising sun no1
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May 30, 08 at 10:45am
re: Core: Another Foundry Map (Current Version: 2.1)

i think what halo asassin means by interlocking is when two things are like locked together in a neat and tidy way so not like how ur last pic were all the walls are messed about a bit and not together at all lol but still a nice map i dont wanna bring you down or anything lol im just mentioning



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djminkus777
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May 30, 08 at 11:53am
re: Core: Another Foundry Map (Current Version: 2.1)

So how would you guys suggest that I make it hard for people to get out, instead of leaning double walls--very carefully, might I add--up against the singles?

Anyway, what do you guys think about the actual content of the map, ignoring the border neatness problems for now?



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