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G043R
12-25-2009, 01:37 AM
Forward: This is a combined document of many useful forging threads. As I take my leave I will give you something to take care of as well extremely useful it you take care of it. This is your horse, love her and she will love you.

To begin with I'll give you a Dictionary made by Canadian. It offers all the short terms we use in forge in wonderful short bursts.

Forge Dictionary-(Canadian), they are both a wonderful guide to anyone that is left in question about the terms we use in forge, look and you’ll be able to communicate with us even better than you did before. I’m so sure of it …
Forge Dictionary - XForgery (http://www.xforgery.com/forum/showthread.php?t=2817)
http://www.forgehub.com/forum/halo-forge-discussion/89439-forge-dictionary.html

-------------------------Forge Glitches------------------


-Floating objects
Floating objects are very powerful tool and useful in any map. This glitch both to combine something not easily achieved in just placing a crate or large object in a player’s way but also to allow for height in maps other than stair stacking everything together. There is way in which you can stack objects to make the object on top float where you want it. As well make platforms out of nodes and other items. The later solution is saving and quitting, more time consuming in some situations but quick in placing a fix in a map without much time lost.

Floating-TDF
http://www.forgehub.com/forum/forging-101/20-floating-objects.html
Floating platforms-TDF
http://www.forgehub.com/forum/forging-101/27-taking-advantage-symmetry-options.html
Advanced floating-TDF
http://www.forgehub.com/forum/forging-101/405-advanced-floating.html

Saving and quitting is a noted glitch that is as it sounds saving and quitting while holding an object in hand. Then resuming from that saved point. Object then will be floating where you left it.

-Instant respawning
Instant spawning is not so much a glitch but changing the setting of forges objects to spawn when you want them to. You have to understand this term as well what you are doing when you are instant spawning something. This trick is the first stepping stone to understand many other glitches.

Instant respawning-TDF
http://www.forgehub.com/forum/forging-101/21-instant-respawn.html

-Timed map events
There are many methods of tricking timed events, people may give me links to add to this but this is a drop in the bucket of ideas. This can range from making objects spawn past 3 minutes forge setting as well which is baffling to some.

Timed events-TDF
http://www.forgehub.com/forum/forging-101/23-timed-map-events.html

Gravity lifts do not have many noted tricks with them you will usually have to play with them to get them to work. Here are a few points; they are the best item to use to get elevation on a map. They have tons of uses outside of that as well but you need to be creative to the problems each (Mancannon/Grav) have. Example would be man cannons make sounds while Grav-lift does not. Mancannons cannot be destroyed gravs can be.

Gravlifts-TDF
http://www.forgehub.com/forum/forging-101/25-gravity-lift-techniques.html

--Merging
Merging is a trick forger get when playing with the on offsetting of items. The real power in interlocking is not so much turning items with this setting but to blend objects together. That makes the map unlimited to how ever many shapes you could come up with, many forgers use this trick to make the map look better as well play better with avoiding bumpy object transitions. It is almost as required as spelling correctly in posts. There are even tricks to blend the objects with the build of the map as well.

Object to object combining by using timed on/off to place objects inside one another.
-Interlocking
http://www.forgehub.com/forum/forging-101/973-interlocking-objects.html


-Geomerging
Various methods
-Advanced merging pre ghost merging: Matty
http://www.forgehub.com/forum/forging-101/45944-advanced-merging-techniques.html

This doubling object glitch causes items to have a Ghostly ability to float into other objects. It has an awesome power of placing an object where you want it but also have the cost of losing a 3D placement judgment. Suggested tricks are included in this guide I would take a look at it.
-Ghost merging-Lights-out
http://www.forgehub.com/forum/forging-101/93485-ghost-merging.html

Tear Drop-This is the most difficult to eat trick of glitches. When you move object and they slide across one another they slowly distort from what you see and what is actually going to Save and quit. So it is a method of tricking the system to do exactly what you want with this error or a glitch. Very tricky to take under you grip but it can save you time on some merging as well look stunning because of how wonderful a geomerging you perform.

-Teardrop-Black Theorem
Tutorial: Carpet Merging (for Tin Cups) - XForgery (http://www.xforgery.com/forum/showthread.php?t=5218)

Budget glitches is a forge glitch with pushes forged maps to the limit of what your actual content code limit can be on a map. They use a trick in the way bungie counts the cash for a map and creates a false setting for you to place almost every object on the map. It is useful but double edged because bungie will never featured a map using this nor use them in matchmaking.
-Budget-Ivory Snake
http://www.forgehub.com/forum/forging-101/30898-ultimate-budget-glitch.html

Randomization is a setting of trick that makes it so that walls will randomly appear or not appear on a map making it fair to play certain games. Amazing for infection but also sets a fair game setting.
-Randomaztion-AZN
http://www.forgehub.com/forum/halo-forge-discussion/53830-forging-101-randomization.html

----Map posting
These are a few read over threads on interesting ideas to improve your map post, as you post your map introduction.

Template-Shock Theta
http://www.forgehub.com/forum/halo-forge-maps/3000-map-posting-template.html

Weapon imagines-Canadians
Halo Weapon Icons - XForgery (http://www.xforgery.com/forum/showthread.php?t=5599)
Weapon imagines

---Gameplay/Types
This is a short over view of some loved gametypes as well general wisdom of setting up gameplay on maps. There are even some insightful write-ups about general spawns for any type of map that are ever useful in whatever creation you have in mind.

There are many wonderful and you can take and learn them well to apply to your own map.

-General short guide to spawns
From a secret source!
“Main points to consider when working with individual spawns:

point of view- if you want players to pick up certain weapons near their spawns, make sure you position the spawn point so that the weapon will remain in sight for at least three seconds upon spawning.

Direction- depending on where you want the action to take place on the map, point the spawn towards a path that leads to the fight. Placing spawns goes hand in hand with path manipulation.

General placement- places each spawn so that players will be given at least three seconds of uninterrupted walking in the forward direction. Do not place any weapons or vertical changes within the three second radius.
Do not overlap spawns. Test each spawn with the three second rule.

Safety- makes sure that spawns are not overly exposed. Place them near walls, but not too close to the wall or each other. Make sure players will be safe for at least three seconds upon spawning.

Weight your spawns- If you want players to spawn in a certain area more often, place more spawns in that area. Duh.

Keep it simple- Do not place too many spawn points. If placed well, a map can function properly on a very small amount of spawns (20 at the most).”

Basic spawns-TDF
http://www.forgehub.com/forum/forging-101/24-effective-spawn-placement.html

Spawn tips-Azn
A few spawning tips... - XForgery (http://www.xforgery.com/forum/showthread.php?t=1817)

Advanced spawns-Devnish
http://www.forgehub.com/forum/forging-101/14285-advanced-guide-respawns.html

Powerweapons -Ethrock
Ohmigosh! Shade writing a Guide! Take cover!

Humor aside, this guide is intended to detail how power weapons should be considered during the map creative process, and what power weapons should or should not appear in a particular map style to contribute to good gameplay.

I'd like to break this guide into a few basic sections.

1. Understanding Incentives

One of the most important aspects of power weapons is how they play out as incentives to players utilizing your map. Something not mentioned in the tutorial I'll link here is the earned vs sacrificed perspective. When players look at an incentive they will determine whether or not the incentive overrides any dangers that are involved. For example, on the map Valhalla the Spartan Laser is a particularly important power weapon. The first team to take control of this weapon and maintain that control will have better control of the vehicular aspect of a match. However, to gain this weapon you must reach the top of a hill that is as quickly and easily accessed by your teammates, and is open range for fire from snipers. You are also within easy kill range of a quick Banshee pilot. Another great example is the Rocket Launcher on The Pit. This weapon became a danger zone for players not only because of its position, directly ahead of both teams spawns, and in a narrow hallway, but because each team seeks it out quickly in gameplay. This weapon offers a quickly usable advantage if one team can grab it before the other. This is what creates the grenade death trap that is the modern Rocket Hall on The Pit. The position of the weapon caused players to create their own earned vs sacrificed situation.

For a better understanding of incentives I obviously recommend reading H3C x Nevz Guide to Incentives (http://ghostsofonyx.com/forum/viewtopic.php?f=63&t=1614)

2. Understanding Power Weapons

The next thing to cover is grasping an understanding of what exactly a Power Weapon is. We're all familiar with the games overall main PWs, the Sniper Rifle, Rocket Launcher, Energy Sword, Spartan Laser, and Shotgun (when the situation serves that weapon of course). But we need to consider more broadly what actually makes up a PW.

To determine this let's observe why the above listed weapons are considered power weapons.

The main reason is that all of these weapons can perform a one hit kill given the right circumstances. The sniper has the added advantage of speed of rounds (time left barrel -> Time of impact is almost non-existant), whereas the Rocket Launcher has boggling splash damage, able to dish out more damage per hit than the rifle. The Spartan Laser is a one hit KO on anything, foot soldier, Elite, Grunt, vehicle, Drone, Brute, whatever it may be. The Energy Sword and Shotgun are both close range instant killers. The sword has the advantage of the speed boosting lunge, whereas the shotgun can provide more hits per second. These power weapons can be devastating when wielded properly and in the correct conditions. They are power weapons because of their one hit status.

What else can determine a power weapon?

Mainly a power weapon is any weapon which provides its user some advantage over the other people in a match. This means that power weapons must only appear once or twice on any given map, to make them sought after and balance gameplay. Having too many or too few power weapons can frustrate your players, but that's for later on. Let's use an example of a less powerful weapon reaching the power weapon status. I'm going to whore my map Grinder for this example. Though most people fail to realize it, there are two Carbine's located on this map, along with the three Battle Rifles. What exactly does that do? Well if you are familiar with the Carbine, it is essentially a BR on steroids for ROF, and it's damage capabilities are nothing to be mocked either. However its accuracy decreases exponentially over distance. Since Grinder is based in Foundry, and utilizes a very open field layout, the Carbine can now play a much more controlling role. The ROF is important in the closed quarters, the damage does great for utilizing grenade, Carbine, melee combos, and the open area allows for great lines of sight. In this case, the Carbine takes place as a power weapon. Granted there is a sniper on the map, but most players find themselves struggling to use a four round clip with slowed fire in closed quarters, quick paced map like Grinder.

3. Understanding what power weapons should exist on your map

Now that you have a basic outline of what constitutes a power weapon, it's time to decide what you need to put in your map. You should take many things into consideration when deciding this. For this example we'll consider only the main power weapons.

You need to consider some of the following questions, and any others you can think of that are applicable;

1. How big is my map?

2. Is there lots of cover available?

3. What power weapons would offer too much of an advantage?

4. Should I limit the clips in my power weapons?

5. Is it possible for players to counter the power weapons I've chosen?

6. Do my power weapon choices effectively compliment each other?

Consider these by these standards.

1 - How big is my map?

The size of your map plays a huge role in determining what power weapons you should have. A large, open map is very suitable for Sniper Rifles, players will find themselves having lots of room to work with, and an easier time finding targets. By opposition, you may want to consider a shotgun or sword for a medium sized map. These will offer players the capability to fend off enemies in tight quarters. Small maps should generally limit the power weapons to as few as possible, if any. This is because power weapons may offer players too much of an advantage, and become frustrating. It can be very difficult for a losing team or player to pull up if they are pinned in a hallway by a shotgun and sword. Consider both teams when you're deciding what weapons to place, and where to place them.

2 - Is there lots of cover available?

Placing a Sniper on a large, open map with very minimal cover offered to players can be very frustrating. All it takes at this point is one good sniper to simply remove all fun from a match. Consider perhaps shorter range power weapons. However if your map is large, like Valhalla or Sandbox's original setup, perhaps consider adding more cover instead, to aid players trying to avoid the sniper. Just keep in mind, you can frustrate both players, and you want to avoid that!

3 - What power weapons would offer too much of an advantage?

Let's consider a situation here. Imagine if each team on The Pit started with Launchers available at their spawn, instead of having to fight for the one launcher in the hall. This situation would be utter chaos. Ignoring the common Matchmaking situation where some random player decides to score a betrayal overkill, each team would now be equipped with a powerful advantage. Granted, both teams were provided with this advantage, it would be very easy for one team to steal the other teams launcher, doubling their advantage. Or what if each team were offered a Spartan Laser at the starts in Valhalla? The map would become a laser-fest and would create nothing but anger and frustration. Bungie took extensive consideration when placing these weapons, so that they would be in such a way as not to create any serious advantages, but to balance gameplay while still offering players a challenge, and the decision, is the risk worth the reward?

4 - Should I limit the clips in my power weapons?

This one takes some testing. If you have a small map with a Shotgun, perhaps leave the Shotgun with no spare clips and a longer respawn. This means the Shotgun can be grabbed by a team offering them an advantage, but creates an incentive for that team or player to use their Shotgun carefully, planning out each move, instead of simply firing into a group of players wildly.

5 - Is it possible for players to counter the power weapons I've chosen?

The best example I can currently pull up was our earlier sniper example. If there is no cover, no BRs or any other form of slightly ranged weapon, a Sniper can simply dominate the field from one stronghold. However, if cover is available for players to move up on a sniper, or if weapons are available to counter the snipers scoping ability, players stand a chance to defeat a holding sniper. This reduces frustration and headaches for a struggling team.

6 - Do my power weapon choices effectively compliment each other?

Valhalla is easily my favorite example for this question. We have a mash of power weapons; two snipers, two shotguns, and a Spartan Laser. However, these weapons compliment each other and the map surrounding them. The snipers are in perfect compliment as they are available at both bases. The shotguns are available to all players willing to take a short walk, and allow for a counter on a sniper holed up in the base, provided the player knows how to get close enough. The laser can counter snipers if the player using it gets a line before the sniper sees them, and the shotgun can again counter this powerful weapon at close range. The laser also allows a team to control the vehicles on the field more proficiently.



A Final Note

In conclusion to this guide I would like to finish with the utmost important aspect of power weapons, and perhaps one of the more important aspects of map making in general. I'm of course referring to testing. Testing is a huge aspect of map design, and will give you a feel for how different aspects of your map(s) play out with actual live players. My recommendation is to diversify your testing. If you select your two best friends and test the behjeebus out of something, chances are you won't find too much that needs changing (though that might not be true). However, if you get a group of 10 people to test it, you start to get an idea of perspective from multiple people’s opinions, which can help you create your own well informed decision. I recommend running multiple test rounds, with a variety of different people. Don't be afraid to take notes. You are map testing not playing match making. Jot down what people are saying.

The most important thing is that your map is enjoyable, smooth running, plays well, and lastly that people like it. So fiddle, see what comes out of it. you never know where your map will end up.

The best of luck in your future forging endeavors.

That's about all for now guys. Thanks for your time!

Incentives-h3cxNevz
Detailed Guide to Incentives - XForgery (http://www.xforgery.com/forum/showthread.php?t=1284)

Basic map building/anatomy-The Cheat
Anatomy of a Forged Map I - The Eight Sacred Rules - XForgery (http://www.xforgery.com/forum/showthread.php?t=4113)

Weapons set-Bartoge
Weapon Sets - XForgery (http://www.xforgery.com/forum/showthread.php?t=3255)

MLG-Canadians
MLG Guide - XForgery (http://www.xforgery.com/forum/showthread.php?t=2689)

Asset-Rifte gifle
http://www.forgehub.com/forum/halo-forge-discussion/91142-asset.html

Clue-TenderBisquit
The Ghosts of Onyx - Login (http://ghostsofonyx.com/forum/viewtopic.php?f=63&t=669&start=0)
http://www.xforgery.com/forum/showpost.php?p=81293&postcount=7

Conquest-Azn
http://www.forgehub.com/forum/halo-forge-maps/62192-complete-gametype-description-conquest.html

Conquest Gunnergrunt
Gunnergrunt's Conquest Guide - XForgery (http://www.xforgery.com/forum/showthread.php?t=2074)
http://www.forgehub.com/forum/halo-forge-discussion/67176-gunnergrunts-conquest-guide.html

Rainbowboxes - Devinish
The Ghosts of Onyx - Login (http://ghostsofonyx.com/forum/viewtopic.php?f=63&t=352&start=0)
http://www.forgehub.com/forum/halo-forge-discussion/11556-getting-rid-rainbow-colored-boxes.html

---SWITCHES

Basic triggers-coyote
Coyote's Cognition: Basics of Triggers - XForgery (http://www.xforgery.com/forum/showthread.php?t=1341)

Advanced Switching -Ching Chong Kid
Switch Dictionary - H3Artificer (http://www.h3artificer.com/forum/showthread.php?t=2243)

---Extras
This is a similar guide as mine; I provided additional ideas to read up on, you should read his if you feel you would like another point of view.
xf tips/tricks- a hobo001
XForgery tips an tricks - XForgery (http://www.xforgery.com/forum/showthread.php?t=742)

Short cheat sheet on ways you could try to break maps
Glitching out of maps-TDF
http://www.forgehub.com/forum/forging-101/3958-glitching-out-levels.html

This is a short guide to posting maps that use territories as a method of working out gameplay. Has all the settings to improve informing people
Territories-AZN
Territories Spoiler Code - XForgery (http://www.xforgery.com/forum/showthread.php?t=1549)

Wonderful idea
Infection theory -SargentSarcasm
http://www.forgehub.com/forum/forging-201/89260-theory-infection-mapmaking.html

I have seen some really wonderful guides here and I would love to add to the collection as well as they are created or if I missed something you feel it good to have. PM me if you would like to suggest a well thought out guide on a topic I missed or feel that It needs more detail. Thanks to all the wonderful community members to put forth information.

Evilution202
12-25-2009, 08:13 AM
Wow, all forging techniques compiled into one thread. Truly a great addition to the site. I will definitely come back to refresh my memory.

Gunnergrunt
12-25-2009, 10:09 AM
Its a very handy guide to have around indeed! I'll keep it in my subscriptions for reference. I was particularly happy to see the randomization guide (too bad its blocked on my computer for hacking -.-). Thank you for compiling all this information, G043R! It will be mighty nice to have around

l33tmeerkatslol
12-25-2009, 11:39 AM
Great stuff, but I love how most of them are FH links. lol

I'm going to have to recommend this guide to new forgers. It's really good.
Nice work.

G043R
12-25-2009, 12:28 PM
Great stuff, but I love how most of them are FH links. lol

I'm going to have to recommend this guide to new forgers. It's really good.
Nice work.

Yep... Azn and TDF wrote tons of good work. Post some on XF and I'll transpose them to the guide.

Merry Christmas forgers.

Gunnergrunt
12-25-2009, 02:27 PM
I can access any of the GoO content because I don't have an account there

G043R
12-25-2009, 02:39 PM
I can access any of the GoO content because I don't have an account there

He has not posted a guide publicly yet I'm trying to cross it over. Working on it now that you bring it up. In most cases I quoted the guide from GoO and pasted it here.

The GoO is a private forum for chat but the content is open to view so yes your link makes you log in. The reason why I included it was for the minority that is GoO will find it useful, but in addition I didn't keep the majority out because I gave the Guide in Spoiler tag.

Guide to Building a Clue map.

Building a CLUE Map http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/ball.gif The CLUE Map
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/ball.gif


The History Behind the Making

CLUE is a game variant that was actually created in Halo 2 where it was effectively called, “Killer.” Created originally by Tender Bisquit and MIKE OWNZ, “Killer” quickly became practically the only game we ever played when we partied up. We were able to get a full party almost every night of the week and played until the early hours of the morning. In Halo 2, there were no armor permutations so we had to go off of color only and that’s where we decided on black. Everyone had a “Killer” profile on their BOX for whenever we played and all it took was to sign out and sign back in under the new profile, and we were set to play. Eventually, the game died out. We were unable to get parties together and the game of “Killer” was left to memory.

Then Halo 3 came out. Unfortunately, due to certain circumstances, MIKE OWNZ was no longer on my Friends List. But, nonetheless, I had to play “Killer” again. I remember thinking about what the game felt like when I played it the first time – it reminded me of the old board game, Clue. Thus, the Halo 3 game variant of CLUE was born. I went into the settings, referencing my Halo 2 file, and recreated the gametype with a few changes that weren’t available in Halo 2.

All of this was right around the time I met NeverlessWonder. Furious and I were in a party, invited Wonder, who brought a few other people. I explained the rules (everyone was quiet a listened attentively). They asked questions and I answered. Once everyone was clear on what was going on, the match started. It was an instant hit. Everyone had a blast and Wonder told me I need to publish it to the forums. We played on the Canvas Maps for a long time and then we heard about the Heroic Map Pack that was being released. One of the maps, Foundry was to be a "ground-up" forgeable map (a notion that quickly crashed and burned once we all realized exactly how constricted we were... but that's a different story all together). Anyway, the first thought that came to mind was to rebuild the game board from the original table-top game. I told Wonder about it and he was instantly on board. It was the first forge either of us did on Foundry and, for the time, it turned out great! "The Mansion" was a hit and it elevated CLUE to a whole new level. Now people actually had a map that was meant for CLUE to be played on. Thus began the phenomenon of making CLUE maps.

Both the gametype and map quickly became GoO favorites and they started getting more and more downloads. More and more people were playing. I would join random parties and people would ask, “Have you ever played Clue?” I would simply laugh and inform them, “no.” I would let them explain the rules to me and it was amazing how well they knew them. They recited the rules to the “T.” It sounded like I was listening to a recording of myself – using the same examples of situations I used, explaining the rules in the same order… everything was perfect, as if they had played since day one. They didn't always play on "The Mansion." Some had built their own Mansion-esque map while others just played on the canvases.

Now we come to the present. We are on the second version of the CLUE game variant (its exactly the same as before but for some reason, was glitched to not allow certain weapons to spawn if placed within a CLUE map – special thanks to LIGHTSOUT225 for this discovery). There are 4 CLUE-specific maps (not including any canvases that we can play on). Lastly, the game and maps are spreading even further out in the community.

CLUE is one of those games that can be played with small and large parties, alike. It will forever remain in the Halls of Fame along with many other of the GoO Classics. Let’s keep it alive with fresh new maps and ideas. To assist in that cause, below I have detailed the processes in making a workable CLUE map. Everything you need to know about the construction will be found in the following text.

Types of Maps

There are three basic classes of CLUE maps: CLUE-specific, Canvas and CLUE-builds. Through these three categories, there is a wide range of diverse possibilities that are able to be achieved. Each of these categories will be discussed in more detail below.

CLUE-specific Maps

A CLUE-specific map is designed solely for playing games of CLUE on. Maps like “The Mansion,” “Ice House” and “The Estate” are perfect examples of these. This type of map will only be set for the Oddball game variant and be completely designed around the concept of CLUE. The idea of the rooms, weapon placement and even spawns are all aspects that are congruent with what the original board game delivered. CLUE-specific maps also will always include at least 4 “secret passages” (hidden teleporters).

Canvas Maps

Canvas Maps are great for CLUE games when parties want to play on some of the older maps in Halo 3. However, it has been discovered that these maps may be a little bit more fun with the CLUE weapons spawned on them. Therefore, in the very near future, I will be making a CLUE map for each one of the old maps. So, Canvas Maps may be taken off of the list of playable maps for this gametype. I will keep you updated.

CLUE-build Maps

CLUE-builds are actual maps that have been created with other gametypes in mind only to be found that CLUE would work well on them as well. Examples of this are “Cyclopean” and “Troika Manor.” These maps are probably the most difficult to classify simply because of the set of rules they have to adhere to. The originals were created and polished to be well-rounded maps for all of the default gametypes within Halo 3. After their completion, it was discovered that they would actually work out fairly well for the CLUE game variant, though. Keep in mind, not every map can be considered for a CLUE-build. The map has to meet certain criteria.

The criteria that must be met are as follows:


Must be completely or mostly enclosed
Must have a variety of rooms
Must have some sort of teleporter system
Majority of hallways and/or avenues of travel between rooms need to be tight, almost claustrophobic
Must have two separate builds (Regular – set for any gametypes other than CLUE and CLUE-build with different weapons and placements


Weapons & Placement

http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/pistol.gifPistol
The Pistol is the only weapon in CLUE that has a specific area in which it needs placed. It has to spawn near the Ball so that God can change out his weapon at the beginning of the match and continue on to the pick up the ball in a quick and easy fashion. The Pistol is also usually placed on a Weapon Holder to disallow the switched weapon to fall to the ground.

***PLEASE NOTE THAT ALL WEAPONS LISTED BELOW CAN BE PLACED ANYWHERE ON THE MAP, HOWEVER THERE ARE A FEW GUIDELINES TO FOLLOW***


http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/sword.gifEnergy Sword
The Sword is a weapon that has to be spawned on an opposite side of the map from the Hammer. These two weapons can never be next to each other as it can take away from the fun of the game. Two of the more powerful weapons right next to one another is a bad thing. Basically, just keep them as far apart as you can so long as it fits within your idea for your map.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/mauler.gifMauler
The Mauler has no specific placement requirements. Just spawn it in a spot that is easily accessed by everyone.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/shotgun.gifShotgun
The Shotgun should be near either the Sword or the Hammer. It doesn't necessarily need to be in the room right next door, but it should be within at most a couple of rooms away. You can choose which power melee weapon to place it by freely.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/plasmapistol.jpgPlasma Pistol
The Plasma Pistol, being a somewhat weak melee weapon (ie - charging shot to take down shields and melee), you can place it in the same fashion as the Mauler... anywhere you want.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/hammer.gifGravity Hammer
As stated above, as long as the Hammer and Sword are opposite each other on the map, all is well.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/bruteshot.gifBrute Shot
The Brute Shot is one of those weapons that can be confusing. If you know how to use it, it can be a devastating weapon. For this reason, the Brute Shot should be placed similar to the Hammer and Sword but in relation to the Rockets. The two explosive power houses of the game need to be as far apart as possible.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/sniper.gifSniper Rifle (***Human***)
It is important to note here that this is the Human Sniper Rifle and not the Beam Rifle. The reason being, it forces the player to reload at some point. And since nobody but the Killer is supposed to be firing their weapon, someone reloading is a dead give away. The Sniper Rifle should be placed like any sniping weapon - somewhere high that overlooks a majority of the map being played on.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/rockets.gifRocket Launcher
As stated, The Rockets should be placed opposite from the Brute Shot as far as possible.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/flamethrower.gifFlamethrower
The Flamethrower is a weapon that just kind of evolved into the CLUE gametype by accident. We started incorporating it when Wonder and I were building "The Mansion." It seemed like it would be a really fun intimidation factor to have in the game (as if it needed anymore of that). It proved to be true and has since been incorporated in every CLUE-specific map to-date. The Flamethrower, since it really doesn't have an equivalent, can be placed anywhere. In "The Mansion," it was placed out in plain sight for anyone not paying attention to pick up and use. In later versions of maps such as "Troika Manor," "Ice House" and "The Estate," the players have to do a little investigation to get to it, making it more of a prize once it has been obtained. It is strongly suggested to follow in the footsteps of the later versions which made it more difficult to get to.
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/CAEZ0RCJ.jpgFirebomb Grenade (***only 1***)
The Firebomb Grenade - ahh, what can be said about this little, tiny piece of equipment. In a game that has constant grenade regeneration enabled, the only grenade that doesn't regenerate is the Firebomb. We felt that it would be nice to have a hidden Firebomb Grenade in any of the CLUE maps we would make so that anyone can get it. The respawn should always be set to 60 or higher so that there isn't an overpowering presence of the grenade. It is also important to note that there should always only be one on the entire map.

Teleporter System (aka - Secret Passages)

Every CLUE map that you make (less any Canvases that are used) need to have the iconic secret passages - achieved by using teleporters. There are other ways to create secret passages using scenery, turret wall-throughs and other things of the sort, but the teleporter is the most widely used method. The teleporters should lead to opposite sides of the map in a criss-cross manner. It doesn't have to be exact, but it should simulate traveling to a far point on the map that is somewhat opposite where the player was originally. For assistance, see the diagram below:

Quote:
Teleporter Diagram:
http://i218.photobucket.com/albums/cc231/josh_bobo_2079/Halo%20Ref%20Pics/telediagram.jpg



Current Maps & Gametype

http://ghostsofonyx.com/Images/download_button.gif (http://www.bungie.net/Forums/posts.aspx?postID=24028745) <----- CLUE Game Variant
http://ghostsofonyx.com/Images/download_button.gif (http://www.bungie.net/Forums/posts.aspx?postID=24068691) <----- "Troika Manor"
http://ghostsofonyx.com/Images/download_button.gif (http://www.bungie.net/Online/Halo3UserContentDetails.aspx?h3fileid=44730765) <----- "Ice House"
http://ghostsofonyx.com/Images/download_button.gif (http://www.bungie.net/Forums/posts.aspx?postID=24059287) <----- "The Estate"
"The Mansion" has been retired but is available upon request

***ANY FUTURE MAPS THAT ARE MADE WILL BE ADDED TO THIS THREAD***


Closing
I hope this has helped you all out and I look forward to playing on some of your creations. Thanks for reading!

Rifte
12-25-2009, 10:05 PM
The asset guide is available on XF as well

*link (http://www.xforgery.com/forum/showthread.php?p=70172#post70172)

G043R
01-20-2010, 10:10 PM
http://www.bungie.net/fanclub/258294/Forums/posts.aspx?postID=30097302

New link of Bnet really good material there....