Overlord

Discussion in 'Reach Competitive Maps' started by Nosirrom Mij, Oct 21, 2010.

  1. Nosirrom Mij

    Nosirrom Mij Ancient
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    NOTE: Whoops, I apparently exceeded the bandwidth for this month. I apologize for the screenshots being down, but they will return at the end of the month. In the meantime, please use this video as a reference.


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    A strange alien deity returns and the conflict between red & blue continues. Fight valiantly, for he is watching. (4-8 Players recommended, but it is playable on big team as well)

    Overlord is my second Reach map, and a sequel to my Halo 3 map Deity. It is a symmetrical and vertical map that is entirely enclosed;

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    ...and designed as a symmetrical lovechild to Construct and Epitaph. After two weeks of serious playtesting and tedious forgework I am proud to say that Overlord is playable on any default gametype (including Multi Team, excluding Invasion), both symmetrical and asymmetrical.

    Screenshot Overview

    Note: Some screenshots may contain weapons that are no longer on this map, for example the fuel rod gun is no longer because of frame rate concerns. Fixed

    Blue Base – Sky Deck

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    Blue Base – Under Belly

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    Hall of Heroes - Overview

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    Pillbox -Overview

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    Camp-free Teleport

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    Peeled like an Onion

    Note: In these next screenshots, I peeled away top layers of the map so you can get a better feel of its overall layout.

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    Blue Base Dissected
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    Pillbox Dissected
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    Hall of Heroes Dissected



    In order to balance gameplay, I have made additions to this map that change depending on the gametype played. For example;

    - In Slayer gametypes, there is a one way teleport in both Red and Blue base that takes you to the Pillbox. I created a barrier around the teleport to prevent teleport camping. This makes the Sniper Perch impossible to camp for long periods of time and gives both teams equal distance to the sniper.

    - In Capture the Flag and Assault, the one way teleports are replaced with Jetpack pick ups, in order to speed up gameplay for both teams.

    - In stockpile and asymmetrical territories, a grav lift is added under the killball to give red team quicker access to the territories.

    - In infection, the hammer hole has been blocked to prevent shotgun camping.


    In One flag and One Bomb, Defenders are on the bottom of the map. This makes the flag easy to take, but difficult to return. In asymmetrical Territories, the bottom team is on defense to prevent the top team from overpowering the attackers with the high ground.
    Having designed this map, I personally recommend straight up Team Slayer. It has had the most dynamic gameplay and has been very warmly received.

    The Weapons on the map are as followed;

    6x DMRs / 2 Extra Clips / 30Sec
    6x Needle Rifles / 2 Extra Clips / 30 secs
    2x Plasma Pistols / 30Sec
    4x Plasma Grenades / 30Sec
    1x Rocket Launcher / No Extra Clips / 90sec
    1x Shotgun / 1 Extra Clip / 90Sec
    1x Energy Sword / 90Sec
    1x Gravity Hammer / 90Sec
    1x Grenade Launcher / 5 Rounds / 90Sec
    1x Sniper Rifle / 1 Extra Clip / 90Sec
    3x Health Pack / 30Sec​

    If anyone plays this map, please submit your feedback. I am doing everything I can do make this balanced and playable for everyone. Also, if you like this map, then please tag it and post comments in the download page. Thank you, and enjoy.

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    * Here is a video a friend of mine made for me, it is composed of gameplay clips from the map's original format;

     
    #1 Nosirrom Mij, Oct 21, 2010
    Last edited: Nov 10, 2010
  2. infamyyy

    infamyyy Forerunner

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    Now downloading hopefully test for you tonight.

    Certainly looks the part, maybe a little too much going on geometry wise but wont know till its played.
     
  3. Nosirrom Mij

    Nosirrom Mij Ancient
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    Awesome, I'd like to hear some outside opinions. I've playtested it to death, but I'm the author so my opinion may be biased. Every game of Slayer has been fantastic so far. SWAT and Team Snipers turned out to be a lot of fun as well. I haven't had a chance to thoroughly test objective gametypes yet, but everything does work.
     
  4. infamyyy

    infamyyy Forerunner

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    I can see team snipers being fun and flag running is going to be interesting thats for sure especially with jetpacks.
     
  5. FerdyNess

    FerdyNess Forerunner
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    It looks nice...

    However it's not perfectly symmetrical, but all maps aren't. It's hard to get it just right.

    Anyway, my only problem that I can see is that spot with all the ramps...it's a bit to overcomplicated and cluttered...
     
  6. arrrghSAM

    arrrghSAM Ancient
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    Whilst it's obviously not symmetrical in terms of the bases, you can definitely tell that if you were to split it down the middle 'long-ways' it's mirrored.
    I think that's what Jim means by symmetrical.

    Having played this multiple times during testing, I can say that whilst the ramps look confusing and complicated, when actually faced with them while playing, they make complete sense and are incredibly easy to traverse.

    An absolutely beautiful Map, Jim, I can't wait to play it regularly in Customs.
     
  7. anime halo

    anime halo Forerunner
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    looks good...as long as its not too confusing and you made good weapon spawns...
     
  8. Nosirrom Mij

    Nosirrom Mij Ancient
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    Have you even played the map? Or are you basing that soley off of pictures. I playtested the crap out of this map. It's very straight forward.

    It's kind of hard to get lost on this map.

    By the way, what is the deal with all these periods... I feel like I'm talking to Bill Lumbergh. Proper grammar and some actual feedback would be nice.
     
    #8 Nosirrom Mij, Oct 21, 2010
    Last edited: Oct 21, 2010
  9. anime halo

    anime halo Forerunner
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    ok I looked at the map and for the most part it was good. however some of the weapons spawns could encourage some serouis camping on the map, which is not good...such as the shotgun being down one of the hallways then you can walk a little bit and find a telaporter to a sniper and a perfect camping spot to get some kills...besides the weapon spawns I thought the map was very good...
     
  10. schleb

    schleb Ancient
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    aesthetics look nice man. the big windows look sick. question though....picture 9. the two 45* corners interlocking....how come not just a straight rail? from the pics it looks like a small annoying feature...i understand its a small thing and you prolly can just hop right over it. just wondering
     
  11. Nosirrom Mij

    Nosirrom Mij Ancient
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    All weapons are balanced between both teams. The shotgun is equal distance between both teams. The sniper spot has also been modfiied so that is practically uncampable. Both one way teleports connect to the Pillbox, and the receiver node is protected by a camp-free barrier. People will get a few shots off, but they won't be able to hold the position down for long periods of time as their backs are exposed. Also, the tight corners (bunker) underneath were designed to be grenade spammable so that shotgun, sword, hammer users would not be able to camp them without getting a nade up the ass.

    Red Team has quick access to Rocket Launcher because they are climbing up. Whereas, Blue Team has access to the pro pipe because of it's downward capabilities.

    The weapon placement has been thoroughly tested, and everything is where it is by design. While this map has been done for quite some time, I've been rigorously balancing this map with alterations for the last two weeks.
     
    #11 Nosirrom Mij, Oct 21, 2010
    Last edited: Oct 21, 2010
  12. anime halo

    anime halo Forerunner
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    wow. Nice job
     
  13. DissYraiN

    DissYraiN Forerunner

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    Has my download. My only concern is that some of the longer lines of sight may have too many objects on screen at once and may cause a reduced framerate, especially on older consoles. Looks great from the screens, though.
     
  14. Nosirrom Mij

    Nosirrom Mij Ancient
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    I hear that a lot, and it was a concern of mine during construction. But, it turned out perfectly fine and people who were concerned about it before playing it, tested it and told me that it ran smoothly during gameplay.

    EDIT: From the pictures, people have been asking me about the gap from the 1x1 incline bank piece and the 45 degree angle. It is actually by design. You can walk smoothly over those pieces and the gap serves as a strategic lookout when scouting the perimeter below.
     
    #14 Nosirrom Mij, Oct 21, 2010
    Last edited: Oct 21, 2010
  15. CaptainDEEZ

    CaptainDEEZ Forerunner

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    Now this is a good looking map. Nice aesthetics with the windows to see out. I'd like to give it a try.
    Invite, cdeezgames com
    and I'll jump in some games with you.
     
  16. EIite Grunt

    EIite Grunt Ancient
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    The Window room looks really cool. if I get sometime ill comeback.
     
  17. ckamp

    ckamp Forerunner

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    Wow. I just ran around in it and the aesthetics are amazing. I just notice one z-fighting issue on a rail by the sword. I can't wait to try this out with some friends to see how the vertical play works out. Good job!
     
  18. Vince Noir

    Vince Noir Forerunner

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    I played some customs on this map last night, and I have to say, this is one of the best maps I have ever played on. The Aesthetics are incredibly interesting; it felt like I was on a map that came stock with Reach, not like something made in forge.

    The gameplay flowed extremely well, and fights in the Hall of Heroes became epic, quick.

    I really hope this map gets the attention (and the eventual feature) it should
     
  19. RunTime83

    RunTime83 Ancient
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    Another great map from you, Jim. Looks awesome from the outside, too. This map may seem complicated at first, but it's really not. Had the layout down by the end of the first game. I think it was team slayer, and that game was really fun. The game that stood out for me was SWAT, though. You would think that there would be a significant advantage from the top areas, but there really isn't. Look forward to trying out more games on this map. Great job!
     
  20. rbenhase

    rbenhase Ancient
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    Very creative. This map looks great. There are a couple spots that look a little sloppy/cluttered, but overall I give aesthetics a high rating.

    I agree with some of the feedback above about weapon spawns. You could consider getting rid of the teleporter, but I don't know if that would negatively impact other things.
     

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