Miami Nights

Discussion in 'Halo and Forge Discussion' started by Scobra, Oct 3, 2009.

  1. Scobra

    Scobra Ancient
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    Miami Nights (UPDATED 10/31/09)

    UPDATED 10/31/09

    Many changes regarding the layout and a few involving weapons and spawn times have been made. The snipers have been put back in their original locations and are now at 120; 1. Overshield has been moved (See below.) The Wraith has a reduced spawn time (120) and the Laser an increased spawn time (180.) Base Regens are now at 90 and Bridge Regen is now at 180. Here are some pictures:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    That's all for now. Testing will begin again over the course of a few weeks. Expect a release in late November/early December alongside Mudkip Farm.

    -Scobra

    Old first post:
    Tests have been made an some major updates have been made. Here's some updated screenshots and a list of some of the main improvements.

    A view from Blue Warthog to center.
    [​IMG]

    Updates in this picture:
    -Diamond wall added between the two-clawed columns in the center, which now houses the only Sniper Rifle on this map (120; 1)
    -Overshield (180) added to center, below the bridge.

    ---

    An overview of Blue base.
    [​IMG]

    Updates in this picture:
    -The most noticeable, another slanted double wall has been added to the structure between the 'hog and Teleporter.
    -Missle Pod (120) has been moved to a more noticeable location at the start.
    -The block huges protruding from the dunes have been moved to above the Warthog. There is now a Machine Gun Turret (180) on top of it.
    -Teleporter now takes you to the right side platform of each opposed to the left one. This is the same at each base. A Mongoose is now located behind each platform. (90)

    ---


    An overview of Red Base.
    [​IMG]

    Updates in this picture:
    -About the same as blue.

    ---

    Sniper Spawn
    [​IMG]

    Probably the most important update, both Snipers have been removed from each side of the map and one lone Sniper Rifle (120; 1) is now located in the middle of the map between the Overshield (180) and Active Camo (180) behind the diamond wall/two-pronged claw structure. The choice for this location is arguably for the best. It adds a first rush to the gameplay because of how much the Sniper can dominate on this map if used right, however, tests will need to be run to determine if it is overpowered or not.

    ---

    Spartan Laser
    [​IMG]

    Updates in the picture:
    -Laser is now at 120.
    -Regen (120) now replaces the Carbine, which replaced the Trip Mine, which replaced the Grav Lift. I feel that this was a needed change.

    ---

    Rockets
    [​IMG]

    Updates in this pic:
    -Rockets (90; 0) have been moved to the form Sniper spawns on their respective sides.
    -Wraith (180) now does not spawn at start. This may or may not change. A few tests will decide that. I have decided however that the Wraith will be present in the final product of this map without a doubt.

    Spikers
    [​IMG]

    I added twin Spikers by each teleporter. This change probably wont make too much of a difference on the gameplay, so it mainly counts as aesthetic. I also wanted to add a little weapon diversity as far and the Spiker just happens to be one of my favorite guns in the game as far as the look goes.
     
    #1 Scobra, Oct 3, 2009
    Last edited: Oct 31, 2009
  2. AceOfSpades

    AceOfSpades Talented
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    Get online... I haven't talked to you in forever. I need to get a look around this map too. Did you make the entire thing in the few days since you got your xbox back? If so... daaaayyyyyuuuuummmm. It looks beautiful.

    You should make something in the skybubble or crypt. All your maps are on the main level and I think that you make something really nice somewhere else. Particularly the Crypt.
     
  3. Matty

    Matty Ancient
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    The 3rd and last screenshots attracted my attention the best. Be wary that Sandbox is generally too big of a map to just have players running from one side to another looking for the action. Make sure there are more than one point of interest, which will only become clear during testing.

    Also be aware that it is a fairly simple map, but that shouldn't detract from anything providing you nail down some long testing sessions and get a spot-on weapon setup and spawns. Don't go over the top on power weapons and grenades because they become unappreciated.
     
  4. Scobra

    Scobra Ancient
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    Well, I've been forging it on my second account on my brothers Xbox in between tweaks of Mudkip Farm and school work. If you really want a look around right now, the testing version is on my second accounts file share.

    What stopped me from making things in the Crypt was the limited space, which is why I adore the main floor. Now because of ghost merging, I don't think I'll have any problems forging something down there. As for the Sky Bubble, I'm not too shure.

    Thanks for the positive feedback though Ace. :)

    This map is mainly designed for a balance between numerous vehicles and people on foot. There's more than enough weapons to counter any Chopper or Warthog coming your way. As far as the Wraith goes, I'm making an attempt to balance it into a map (I'm not too sure if it's staying, and if it is, a power weapon that is used to counter it will be most likely removed.

    As far as walking across the map goes, each base has a teleporter that takes them to a respective platform on the side of the map (halfway across the map) which houses a Chopper (150) Brute Shot (Subject to change) and a Bubble Shield (120). So if your team is all the way at the other teams base and the fighting is going down over there, take on of the teleporters and you'll cut off a good amount of time spent walking (plus a possibility of having higher ground.)

    As far as weapons go, I'm experimenting. Currently, there's a neutral Overshield (180) the Wraith (180) Spartan Laser (180) a Rocket Launcher at each base (120 [might change to 150], 0) a Sniper Rifle close by each base (90 [might change to 120], 0) and a Gravity Hammer near each base (180.) Because of how open this map is, the Hammer will probably be used less than most, so it doubles as an aesthetic piece from their placement, however it could end up acting as a good counter any attempt a Chopper makes for a splatter. The map is very open so I will probable end up removing the Sniper because of this, but since each one only has four bullets in them, I can't really see a huge amount of kills with it unless you happen to be fairly skilled with it. Battle Rifles are plentiful on this map so that shouldn't be a problem.

    Remember that this is basically a first draft. I plan on testing a lot (think, months) and putting a huge amount of effort into this.
     
    #4 Scobra, Oct 3, 2009
    Last edited: Oct 3, 2009
  5. AceOfSpades

    AceOfSpades Talented
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    Thanks, just DL'ed it.
    You definitely should make something in the Crypt.
     
  6. Scobra

    Scobra Ancient
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    Do a forge through and tell me your opinion so far on the weapon layout and everything, perhaps?

    Once I I finish both of these maps and release them, I'll probably begin a Crypt map. I already have a few neat ideas.
     
  7. Matty

    Matty Ancient
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    Just a thought here, it's something i discovered..

    Instead of just thinking of it as 'this counters this' and 'this is powerful here, but weak here' think about how people will react and feel to these confrontations. Maybe the sniper only has 4 shots, but if it's easy enough for 4 kills every time, then people are going to get annoyed. You want people to always feel like they have a chance, no matter what situation it is. Don't reply on any single weapon or vehicle to be countered by something else, because that situation may never come.

    Finally, it's better to have the most powerful weapon underpowered, so that it's 'counter' weapon/vehicle can also be nerfed. In this case it's probably going to be the Wraith, so you need lots of pillars and high catwalks like you have, so the vehicle comes immobile. The result is no need for laser or even rockets.

    Now i havn't looked at your map, so excuse me if i was incorrect with anything i have said.
     
  8. Scobra

    Scobra Ancient
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    I never really though about that. I'll look into that a bit more later tonight.
    I made sure to put thought into that. The Wraith a genuinely a bulky, hard to maneuver vehicle. The only real places it can go are the center 'vehicle pit' area and near the outside. Even then, there's enough walls and things to (hopefully) prevent it from being too powerful.

    The only problem with adding more columns and things is that will decrease the space for any of the other vehicles. I'm trying to keep the map open for vehicles while making them not powerful to the point where they completely dominate the map.

    And as far as people having a chance no matter what, that will take a fair amount of testing to figure out. I have a gut feeling that I have at this very moment isn't completely horrendous. Testing will have to prove that.
     
  9. PILGRIM

    PILGRIM Ancient
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    I really like the look of the map and it seems very unique caompared to a lot of maps being pumped out of Sandbox at the moment.

    I think you should keep the wraith in there to keep gameplay fresh and to make it more unique.
     
  10. Scobra

    Scobra Ancient
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    Thanks for the compliment. I try to make my maps have a sort of memorable experience to them. Hence the reason for the Wraith.
     
  11. iRaynne

    iRaynne Ancient
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    I'm incredibly curious on how the Line of Sight mechanic is built into this map. Aesthetically, its impressive, but some of the structures do seem a bit out of place and awkward. I'll give this a go tonight or tomorrow and let you know what I think.
     
  12. Scobra

    Scobra Ancient
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    I would think it would be similar to Blood Gulch/Coagulation as far as sight lines go. The open center and sides of the map mainly.

    Also, on the version in my file share, there may be a deploy able grav lift by the Spartan Laser, if that's the case, just go into forge and delete it because I haven't updated my file share with the version without it and I can't for a while.
     
  13. Noxiw

    Noxiw Ancient
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    That looks quite hella-sexy, So angular. Love it. :)
    Look forward to the release.
     
  14. Scobra

    Scobra Ancient
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    Tests have been made an some major updates have been made. Here's some updated screenshots and a list of some of the main improvements.

    *DELETED* See below for the latest updates!
     
    #14 Scobra, Oct 7, 2009
    Last edited: Oct 31, 2009
  15. Scobra

    Scobra Ancient
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    UPDATED 10/31/09

    Many changes regarding the layout and a few involving weapons and spawn times have been made. The snipers have been put back in their original locations and are now at 120; 1. Overshield has been moved (See below.) The Wraith has a reduced spawn time (120) and the Laser an increased spawn time (180.) Base Regens are now at 90 and Bridge Regen is now at 180. Here are some pictures:

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    That's all for now. Testing will begin again over the course of a few weeks. Expect a release in late November/early December alongside Mudkip Farm.

    -Scobra
     
  16. Noxiw

    Noxiw Ancient
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    Ooh, very nice, I especially like the last picture, maybe I wasn't paying attension while you were showing me the map, but that structure is new... right?

    Very nice regardless.
     
  17. Scobra

    Scobra Ancient
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    Yup, it's new. Sight lines needed to be modified and it's mainly there to aid in cutting down some of the longer lines of sight while doubling as an aesthetic piece.
     
  18. Noxiw

    Noxiw Ancient
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    Well, it's very nice aesthetically, hopefully it adds some nice LOS's as well. :)
     
  19. Dobam

    Dobam Ancient
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    Ok first your map are great , second i like your flothing cube on the top of the wraith , third this map are very aesthicall and for finish a caint wait !
     

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