1. Official Conquest Map Archive

      written by Ray Benefield
      Conquest is a territories team based gametype focused on pushing your opponents out of territories that rightfully belong to you creating a reverse tug-of-war effect. It is played on linear maps that remove all attempts to flank and the maps enforce a brute force style of gameplay with all opposition focused on only the path ahead allowing players to place all their concentration in front of them. Special maps have to be created to work with Conquest. This is a full archive of all maps that we guarantee work best for Conquest.


      Adding your conquest map


      Would you like your Conquest map to be added to the map archive? In order to get your map "certified" you have to upload your map to your fileshare and tag it with the following tags: Conquest | ReachingPerfection. This will allow us to find your map. Once you do that send an XBL message to GodlyPerfection, GunnerGrunt, or Bartoge. Tell us that your map is ready and tell us the name of your map. We will take a look at it and playtest it with you and help you tweak it to perfection. When we feel it is ready we will let you know and add your map to the archive. Be sure to read the WHOLE Conquest Map Guide to ensure that your map follows its guidelines for the best chance of getting your map into the archive.


      Certified Conquest Maps



      The Cellars

      By: GodlyPerfection

      The Cellars was the first official Conquest map. It is an inspired remake of the original Halo 3 "The Cellars" (the first Conquest map in Halo 3) that is created on Countdown with the iconic bridge of the Halo 3 Version.

      The Facility

      By: Bartoge

      The Facility is the second official Conquest map made on Forgeworld featuring a very gray and silver aesthetic with room for teams of 4 and up. It plays well and serves as a very good example for how a Conquest map is built.

      Forgehub Thread | XForgery Thread

      Ridge

      By: SmartAlec13

      This map can be found on the "ridge" of the Pillar in Forgeworld. It sports a beautiful set of effects that makes it appear to be snowy. The map is all natural featuring many rocks. Building a Conquest map into map terrain is no easy feat.

      Forgehub Thread | XForgery Thread

      55 comments:

      Anonymous said...

      I would like to exchange links with your site www.reachingperfection.com
      Is this possible?

      Anonymous said...

      I would like to exchange links with your site www.reachingperfection.com
      Is this possible?

      Guest said...

      Hey GodlyPerfection,

      I have a Conquest map just waiting to be inducted into "Certified Conquest Maps Archive". Its called Descent, a symmetrical map that is based very much on descending down to the central room. It fulfils requirements of conquest maps (7 rooms, 5 territories) etc. Please play test and tell me what you think, if it needs improving etc.

      FH Thread Link: http://www.forgehub.com/forum/reach-competitive-maps/111962-descent.html
      Download Link: http://www.bungie.net/Stats/Reach/FileDetails.aspx?fid=8143420&player=Osl112

      Please do tell me what you think :)
      ~Osl112

      SmartAlec13 said...

      Well actually Ridge was meant to have a "foggy" effect to make it seem like you are even more high up/isolated. Like you are on a high mountain ridge among the clouds. But snowy works too :]

      DriedMoss said...

      I miss the testing groups with everyone. Busy with other demands. Currently working on a redesign of Square Root.

      BadCompany Brik said...

      The Cellars is on Countdown? I was actually considering building a Conquest map there, but I had no clue how because I couldn't find any immovable objects. If you could let me know how you did it, my map could still be built in a different area of Countdown. It'll have nice aesthetics to boot!

      GodlyPerfection said...

      Just press 'X' on the object and change the physics to phased or fixed. Most of the objects will not phase, however the sandbags and mancannons will if you need that little extra phasing. Also remember that you can still do the old school interlocking trickery on non-FW maps. Good luck bro and I can't wait to see it. ;)

      BadCompany Brik said...

      Okay, I've got the geometry down using vehicle Mancannons and Sandbags, I just need to put down weapons and spawns. Thanks.

      RodziR said...

      I played The Cellars map and there is small problem. You know the barricades blocking the way out. Well, one of them is missing in red base at start of the game and spawns later, so you can get out map or some fools gets trapped at least. I went to forge and found the problem, it's place at start option was FALSE. Try fixing it soon.

      GodlyPerfection said...

      Thanks RodziR. I will update it on my fileshare soon bro. I appreciate it.

      SmartAlec13 said...

      I have finished my map Ridge, and placed the appropriate tags on it. For a short description; Ridge is an Assymetrical Conquest map that is features on "The Rock" part of Forgeworld. It is a rock-made path that wraps around this tower. Red side has a height advantage (only in the middle territory), so Blue Team has a weapon advantage.

      I would like for it to be considered to be entered into the Official Conquest Map Archive.

      GodlyPerfection said...

      Sounds good Alec. I will download it and get back to you bro. I look forward to working with you.

      SmartAlec13 said...

      Alright thanks. I added you, and hope to show my map off some time soon

      SmartAlec13 said...

      Alright I have finished my map enough to create a thread in Forgehub. Godly checked it out (thanks godly) and I made the reccomendded editations. So here is a link to the forgehub thread, check it out.

      http://www.forgehub.com/forum/reach-competitive-maps/108610-ridge-conquest.html#post1270418

      GodlyPerfection said...

      Alec I wouldn't have posted it so soon. There may be more problems with your map. That may just be the start of it. It still has to be playtested til it is perfect. Remember, there is a lesson on Patience. Now you are probably going to end up making changes to it and having to update it with a new version instead of just posting the perfected version. This means that a lot of people will end up downloading the not so great version. I can see that there is still a gap between some of your territories, just by looking at the screenshot.

      I definitely think you should have waited til you perfected the map because you are going to end up causing a bad first impression if it isn't completely up to standards yet. We haven't had the time to fully playtest it. *sigh*

      Matthew Clauer said...

      http://www.youtube.com/watch?v=kf5jXHmMAKk
      Godly please check out my conquest map.

      SmartAlec13 said...

      I noticed the gaps too, and fixed them up. So the screenshots rent completly accurate as far as the territories go. And I guess I should have waited a bit. Oh well. It doesnt seem like there are any problems with it. I also thought that posting it would help me get more comments and more advice on how to make it better.

      SmartAlec13 said...

      That isnt exactly a conquest map. It not only doesnt have a change in direction (teleporters are bad), but it also has multiple paths, leaving options to flank the enemy. I commented on this on your fileshare a week ago. I see you didnt take my advice.

      Matthew Clauer said...

      Sorry Alec but as I updated my map i updated my FS upload so I didnt notice your comment; Just give it a play thru. It actually feels smooth; and the teleporters go to another separate narrow territory so its not so flank like.

      GodlyPerfection said...

      Teleporters are not used in Conquest because it is too easy to camp them and there is flanking in the territory like he said Astro. The point of Conquest is only one focus point, being able to walk around walls like that takes away from what Conquest really is.

      GodlyPerfection said...

      And Alec you should really look at setting up an account here since you are becoming a regular poster anyways... lol. Just click on the Disqus button to create a profile and it will keep track of all of your comments and everything and in the future you can go back and edit your comments.

      Matthew Clauer said...

      Okay, so what if I turned this version into a ctf and did a v2 minus the teleporters. Could you help me to perfect it? gt is I Astr0b0yy.

      SmartAlec13 said...

      Alright I did. And I have made more editations. Urban Myth gave me some advice, and I moved that DMR and created a healthpack. Its now smoother.

      Silver0range said...

      Matthew, the best thing you could do would be to read the conquest guide. IIRC, Godly's pretty anal about most every guideline that's in his guides, and if you want to save his and your time you should start by fitting your map as much as possible to those guidelines.

      GodlyPerfection said...

      Sounds good Alec we can take a look at your map and at your brother's map today.

      And I am only anal about how Conquest maps are because most who play Conquest with me will call you out on it. I'm just trying to save you time bro. But he is right, you need to follow the guide as much as possible.

      And I'm not that anal about it. Alec's brother's map is fucking wide as all hell and works great for Conquest because it still follows the guidelines. Wait til you see it. It is pretty ridiculous and will probably the first really wide official Conquest map.

      Matthew Clauer said...

      Okay well I read the guidelines (again). And the only two problems I can see are the tele's and a possible second entrance to the mid cause the entrance is forked from a structure. Can u take a look at the video to see if that would be a problem? It would be great if you could hop on my map with me some time today or tmrw.

      SmartAlec13 said...

      I love jacks map. Its so huge but works so well. We did go through it and edit some of the stuff when we left last night
      -Made corners in the center territory
      -Moved the round covers in the center out more
      -Fixed those "damn triangles" ;]
      -Fixed the weapon spawns (so they arent going through the walls)


      He even made another conquest map this morning. He copied my idea too :(

      SmartAlec13 said...

      Your problem is that you have random walls and "Struts" and other peices in the center of the map. Anything that creates the following sort of situation does not work...
      -Player chargers forward, rounds a corner and sees a block in front of him-
      "Oh look, there is a block in my way. I cant keep walking strait anymore"
      -thinks-
      "Hey wait, I could go around it! But wait, I can go around it that way"
      -looks left-
      "Or that way..."
      -looks right-

      If you walk through your map as though you were a mindless idiot, you can fix a lot of the problems. That above situation is bad, because although it is just a small block in a big path, it does create multiple paths. This means in the heat of a battle, players would be able to flank (meaning they get past the enemy) the enemy. You should be able to walk from one end to the other withought having to choose left or right.

      Also, because you have teleporters, you lack turns. You need to have at least 2 directional turns, meaning players should round a corner at least once on their travel to the center.

      I highly reccomend you read the conquest guide here on this site. I also reccomend going to Forgehub.com and checking out Gunnergrunt and AZN FTW (GodlyPerfection) guides to making conquest maps. Even better would be to just download a bunch of conquest maps and see how other people are doing it

      Matthew Clauer said...

      Okay well I will leave this as my non-traditional conquest map. Was still very fun to play on. And I will create another or a v2.

      SmartAlec13 said...

      Okay cool. I would create another one. I feel like adjusting the map could work, but you might as well make a fresh new one.

      I reccomend you check out this guide
      http://www.forgehub.com/forum/halo-3-forge-discussion/67176-gunnergrunts-conquest-guide.html


      And go to the bottom of this news post, and check out all the links (they are in white) about conquest.
      http://www.forgehub.com/forum/announcements/91895-conquest-matchmaking.html

      These will help you out a lot. They got me hooked on Conquest

      Bartoge said...

      I posted The Facility Godly. Take a look here: http://www.forgehub.com/forum/reach-competitive-maps/108848-facility.html

      SmartAlec13 said...

      Nice, I commented :]

      I like it, mainly because it is simple. It provides a really good example of what conquest maps should look like. Imma DL it once I get on.

      Matthew Clauer said...

      I have a new map coming along; I really think you will like it for conquest. I think I have the style down. Probably be done tonight if not tomorrow. Thanks for all the help Alec. Add my gt so I can invite you to it next time ur on. Gt: i astr0b0yy. I appreciate the criticism.

      SmartAlec13 said...

      Alright cool. I will add you next time I am on.

      I just finished another one, Godly. And this one, like last one, is all natural ;]

      GodlyPerfection said...

      Thanks for helping out Astro, Alec. Keep up the good work and I will check out your Conquest map when we are both online next. Also Bartoge I added the Facility to the archive. Congrats, now let's get your map in the archive Alec. :P

      Noklu said...

      How wide should a hallway in Conquest be? For my map, I think my transition territories are far too small...

      SmartAlec13 said...

      I would say on the grid, it should be 1-3 squares wide

      SmartAlec13 said...

      Yeah no problem. And I just made some more editations. It looks a lot better. Wolf and Boomer dont like it, but thats just because they dont like rocks.

      Matthew Clauer said...

      Im a BIG fan of using the natural rocks etc in maps; including when I see a tree in a map some how. =]]]]

      SmartAlec13 said...

      Cool. I am actually playtesting+editing a second all-rock map. This one is under water. I have also begun plans for another all-rock map in that large Cave. That way I cover Air, Sea and Land.

      SmartAlec13 said...

      I got a playtest for Ridge tonight, we had a 6v6 party going. Godly you missed it :P

      It was really good. No team got farther than the holdout really. People really liked it, especially the new FX I have on the map. Nova + NexGen + Purple = Fog/Mist/Bleak

      GodlyPerfection said...

      Sorry. My xbox copped out on me and when I turned it back on XBL said no. Good to hear that it played well. I'm going to go over it a few more times before it gets officially accepted.

      SmartAlec13 said...

      Alright sounds good. The new version should be in my fileshare

      GodlyPerfection said...

      SmartAlec's Ridge has been added to the Conquest Map Archive. Download it and somebody let Noxiw over at FH know that it is added. If not I'll send him a msg on Bnet myself. :P Here is the FH Conquest thread:

      http://www.forgehub.com/forum/reach-gametypes/106853-conquest.html

      GodlyPerfection said...

      Someone be awesome and go post on Alec's Ridge map on Forgehub:

      http://www.forgehub.com/forum/reach-competitive-maps/110487-ridge.html

      BadCompany Brik said...

      Done.

      SmartAlec13 said...

      Thanks :]

      GodlyPerfection said...

      It's all about working as a team over here. Alec you should give a nice little bump to Brik's Reverb:

      http://www.forgehub.com/forum/reach-mini-game-maps/105910-reverb.html

      Which I will be writing a RP Fave article about... because it is fucking awesome.

      Noklu said...

      I bumped Reverb.

      BadCompany Brik said...

      Awesome, you seem to like it the most of everyone, although most people do enjoy it somewhat. And thanks for the bump Noklu. I try to keep my threads alive as long as there's something I can write about them, but when there isn't I just need to get lucky and have someone dig it up.

      And I think I'll fix a couple of the glitches with it tonight.

      Noklu said...

      Brik, I recommend holding off on the post to update it for a day or two. You know, maximise exposure.

      xthorgoldx said...

      Godly, if we're doing testing this week, remind me to remind you that The Cavern needs a few more test games to iron out the last fixes.

      GodlyPerfection said...

      Sounds good Thor. Sadly I will be slightly busy until Nov 2nd. I have some old friends over and they are staying for our anniversary. So if I don't get on. Don't get mad at me. lol... :P And I look forward to seeing the final fixes and finishing that map up to put in the archive.

      xthorgoldx said...

      Don't worry, it's fine. I'm working on another project in the mean time, hopefully I can have it done by the time The Cavern enters final testing. Have a nice anniversary!

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