Codyr2391, I was all convinced to downloading your map, but then suddenly something huge suddenly and quickly repulsed me. In your description of the map you add mention that "If the map is popular" you will add more gametypes. Well, it has over 1,000 downloads, that qualifies it as popular. If you are too lazy to modify your map (which is well overdue) to suit it for more and better gameplay, then I am just too lazy to download your map and play it with my friends.
So far some changes have been made but not a very large amount of feedback has been made about the gameplay so far. It has over 1600 downloads yet so little helpful advice. I am awaiting a review by testers on the Community Reviewers group on Bungie forums but since it has yet to be posted I am still in need of some more critical advice. Either you try it for yourself and come up with some help or be patient until someone else does.
Hello Cody, I would turn to page 117 in the map making design handbook. The handbook.....j/k On a serious note, have you thought about placing a power weapon there? Nothing works better to guide players to areas than a good ol' power weapon. Placing a Rocket Launcher there or perhaps a health pack will surely give that area some more action.
Hmm that's a good idea actually, I will have to be creative in placement so they know its there I suppose. Thanks for the advice, I think I will put the health pack in the lower bunker.
I really can't wait for CTF, Assault and the like to be added to this map. It's just screaming for it.
Give me a day or two and I'll have up the next version, and a quick question to anyone who knows, do I add V2 to this post or create a whole new thread?
Looks great. I dl and can't wait to play on this, I have always loved urban style maps and campaign levels in halo. Good job and will tell you what I think when I check it out. Bump.
Generally what I see (and I think is what you are supposed to do) is update the main page with a V2 and bump the thread with an announcement that you updated it.
Hate to trouble you after your update, but it just occurred to me how few spawn points are actually on your map. You have toooooons of initial spawn points, but only a handful of actual places to respawn. I suggest throwing down spawn points throughout your map, so players have more unique places to respawn. Because right now there are only about 3-4 places you can spawn. This guide was made for Halo 3, but still applies to Halo Reach. It gives you an idea how spawning works, and while its quite complicated, I'd recommend giving it a read through: http://www.forgehub.com/forum/forging-101/14285-advanced-guide-respawns.html
I think it's very important to say: THIS MAP IS SOMETHING SPECIAL. It is simply beautiful to look at,and run around in. The attention to detail is stunning,the obvious level of thought that went into sight lines,travel distances,routes,and weapon placement are TOP-NOTCH. All while utilizing the Forge World Palette of Items in a unique way that presents a map that looks nothing like almost anything out there! And,finally,and perhaps most importantly,you've managed to keep the framerate in check with such a complex structure...BRAVO! I'd give this map a 5/5 ____________________ But I will agree with what "Draw The Line" said:
Thanks for taking the time to review and give feedback, but please be sure that you downloaded the correct version. I came to realize that when I originally posted V2 it was in fact the incorrect version and I had to recover the real V2 from recent files after being deleted by accident. That might be why you aren't seeing many respawn points, there are at least 20-25 on the correct version. Thank you very much for the kind words! I tried exceptionally hard to utilize pieces in an economical and beautiful way. I also was very concerned with giving the map some sense of balance even though it is asymmetrical. The weapon placements and structures attempt to serve similar functions for opposing teams while still being unique in their own way. Looking back at this I'm not sure I could ever top it.
WoW.!!!! Seriously impressive use of structure. Thanks for the help with the images too. Really like the maps.
I've just actually played this map for the first time with three or four of my friends, not enough for a 4v4 TS game, but enough to have fun running around on Empire. The aesthetics on this map are more unique than most maps I've seen. You've managed to include a lot of trees and other natural influences around it, which impresses me. Not only the natural aesthetics, but also the aesthetics that you've added make this map interesting. The loading dock area has some sort of crane thing that is holding a crate, which would be one example of this. As for the actual symmetry of the map, it's very interesting, almost like some maps Bungie would make. Construct and Reflection are good examples of maps that are very close to being symmetrical, but are not. Empire clearly fits into these categories of maps. I wouldn't be surprised to see this map added to the mathcmaking playlists by the end of December.
Thanks! I'm very glad you liked it. I really wanted it to be unique and visually stunning unlike a lot of the maps you see today that you forget about.