Mezzanine is semi-symmetrical and is set in the "Quarry" portion of Forge World. Recommended Number of Players: 2 - 8 players Mezzanine, though set up for all 8 teams, heavily favors Red vs. Blue gametypes. Multiteam gametypes which allow the Green and Orange teams are, however, set up appropriately and can be played. Power Weapon's Details: Sniper Rifle - respawn rate = 120 sec with 2 spare clips, Shotgun - respawn rate = 90 sec with 2 spare clips, Rocket Launcher - respawn rate = 180 sec with 1 spare clip. Other weapons (including grenades) are placed throughout the map as you would expect. Check out the screenshots below, download if you feel inclined, and please let me know what you think! Screenshots Loadout camera angle Full View Elevated View Looking out from Red Team's Base From the nest View of the nest Fighting 1 Fighting 2 Fighting 3 On the center "mezzanine' Full view in Forge Mode
I see much inspiration from Sanctuary in this map, no? Either way it looks great, the bases have some interesting aesthetics, awesome nonetheless. Imma download, check it out first hand. Good job man.
Just DLd. About to play it in some customs tonight and tell ya what I think. Edit: Played it with my friends list and we all enjoyed it. This does resemble something that Bungie could have layed out and constructed, in a good way. The bases and architecture were pretty interesting and it played well but there are a few noticeable bumps and gaps that let grenades thru. Other than that my only change would have been the double windows in middle to 1 way shields with the orange facing the middle but thats just my opinion from gameplay.
Yea I agree with the first post, but I see this map as a watered-down Sanctuary. The map seems somewhat boring in some areas, and it pretty unoriginal. There are some OK aesthetics, but overall this map doesn't catch my eye. 4/10
I suppose there was some reference to Asylum in this map, things like the rocks and the fact that I used "Pyramids" as part of the bases' structures. The pyramids just worked well and the rocks are good for breaking up the pace of the map and helping to keep the player from feeling tiny and overexposed when on the ground. Your comment about it being unoriginal is fair though. My goal from the beginning was to make a map that worked well and looked like something the designers at Bungie might make--something that would just feel like another Halo map (which I felt/feel is a good thing). Thanks for the input from everyone so far!