Inclination

Discussion in 'Reach Competitive Maps' started by Decadence Night, Nov 9, 2010.

  1. Decadence Night

    Decadence Night Ancient
    Senior Member

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    Inclination is a sequel to my Halo 3 map, and Forgehub Favorite, Disposition. It's a small symmetrical map above the water, intended for 4v4 gametypes. It also works pretty well with 2v2 and 1v1. The map is compatible with all standard gametypes, so go experiment with it, and tell me what you think.

    v1.4 update
    There were a couple of other updates before this, but they weren't drastic enough to warrant a full description. Collectively, these updates are important.

    • Completely changed the roofs. Those circular ramps caused massive lag in split-screen. They're now much simpler, and they still look good.
    • Overhauled the side platforms. The uppermost ramps were way too steep. Those are now longer and more gradual. To further reduce lag, I removed the window pieces. Other changes were made here to save objects.
    • More cover has been added to the rocket spawn.
    • Additional underlying geometry changes were made to save and salvage objects.
    All of the necessary screenshots have been updated to show these changes.

    [​IMG]
    ^Overview^

    [​IMG]
    ^Outside of red base^

    [​IMG]
    ^Inside red base^

    [​IMG]
    ^Beneath red base^

    [​IMG]
    ^One of the side platforms^

    [​IMG]
    ^Center structure^

    [​IMG]
    ^Bottom level & rocket platform^


    Everything on the map is color coded to each base for your convenience. Each base also has one-way shields on the outside for quick identification. I originally used lights, but I had some framerate issues. What can you do, right?

    Weapons & Equipment

    • 4x DMR, 2 extra, 45 sec
    • 4x Needle Rifle, 2 extra, 45 sec
    • 2x Plasma Pistol, 60 sec
    • 2x Sniper Rifle, 1 extra, 120 sec
    • 1x Rocket Launcher, 1 extra, 150 sec
    • 8x Plasma Grenade, 60 sec
    • 1x Overshield, 150 sec
    • 2x Health Station, 90 sec

    Anyway, that's about it. I've gotten good feedback about the map so far, and I hope you guys all enjoy it just as much. Have a great day.
     
    #1 Decadence Night, Nov 9, 2010
    Last edited: Jan 27, 2011
  2. nillapuddin626

    nillapuddin626 Forerunner
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    Such a great map, some of the most solid design and concept execution Ive ever played, excellent flow and with the utmost seriousness over Nine thousand recommends to anyone who sees this.

    There is a reason that Disposition was a Forge Hub favorite and Decadence has done a tremendous job adapting this to Halo Reach.
     
  3. CyborgAnthro

    CyborgAnthro Forerunner

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    This is a really cool layout and has nice aesthetics as well. I especially like the lower and middle levels in the center of the map. Since you have a little bit of budget left, I'd recommend adding some guardrails to the 5x1 walkways on the upper exterior of the bases. If not, have you considered extending those walkways out and to the side to connect them to the staircases on the outer middle portion of the level? If you did I think it would add a more horizontal dimension to the map, since otherwise the map is so vertically oriented. Just an idea. Great map and forging!
     
  4. firedrone8

    firedrone8 Forerunner

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    this definately reminds me of lockout, at first i thought it was a remake,but this looks awesome!
     
  5. CzIz

    CzIz Ancient

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    Sorry if this counts as a bump, but somehow I missed it to start with, and I can't believe such a great map has been overlooked by so many people. I loved the Halo 3 Version, so I see no reason that this won't be just as good. Imma download and play soon. Hopefully it lives up to my expectations.

    However, even for my most favourite of maps, I don't like to go without at least giving some critique. Aesthetically, I feel this map has lost some of its taste from the Halo 3 version. The exterior of the bases, particularly the rounded roofs just don't click for me at all, sorry. It just doesn't look right.
     
  6. Decadence Night

    Decadence Night Ancient
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    The roofs were difficult. Out of everything I came up with, the rounded ones looked the best. Before that, I used XL Ramps, and that was really the only negative feedback I got from the tester's guild. How would you suggest building the rooftops?

    I can definitely say that the gameplay is as good, if not better than the Halo 3 version. Armor abilities work really well. It's elite friendly and jetpack friendly. Please let me know how any custom games go. It's built for all the standard gametypes, so try out whatever you want.
     
  7. KCDinc

    KCDinc Forerunner

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    As a rule I try not to put explosives like fusion cores in places that can potentially team kill an entire side two seconds into a match.

    Just saying, I've seen it happen with cores that close to initial spawns.
     
  8. Decadence Night

    Decadence Night Ancient
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    That was a bit of a problem during testing. The inside of the bases turned out to be a little too explosive. To limit that, I set the respawn time on all of the coils to "never," so they only blow up once. Also, there wouldn't be any instant deaths at the very beginning, because there are no lines of sight into the base from anywhere but right outside. I purposely designed the lines of sight to be that way.
     
  9. KCDinc

    KCDinc Forerunner

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    Ah but what about the careless teammate who throws a frag grenade the moment everyone spawns in? THATS the team wipe I was referring to.
     
  10. Decadence Night

    Decadence Night Ancient
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    Well, I can hardly be expected to take every precaution against stupid teammates, can I? Besides, One frag blowing up those coils couldn't possibly take out the whole team, unless they were all huddled over there. In which case, it was their fault for bunching up.
     
  11. SecretSchnitzel

    SecretSchnitzel Donald Trump
    Forge Critic Senior Member

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    Saw this got submitted to the Cartographers... Lets see if it makes the cut for MM. Good luck.
     
  12. Decadence Night

    Decadence Night Ancient
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    Version 1.4 update

    There were a couple of other updates before this, but they weren't drastic enough to warrant a full description. Collectively, these updates are important.

    • Completely changed the roofs. Those circular ramps caused massive lag in split-screen. They're now much simpler, and they still look good.
    • Overhauled the side platforms. The uppermost ramps were way too steep. Those are now longer and more gradual. To further reduce lag, I removed the window pieces. Other changes were made here to save objects.
    • More cover has been added to the rocket spawn.
    • Additional underlying geometry changes were made to save and salvage objects.
    All of the necessary screenshots have been updated to show these changes.

    Please download the new version, and enjoy! Thanks.

    @SecretSchnitzel:

    Yes, it was submitted, and thank you. The cartographers have been very helpful so far in making my map up to the task. They suggested most of the changes made in this update.
     
  13. 4shot

    4shot Bloodgulch
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    Great map, finally a map that looks like it will have good gameplay, yet doesn't come short in aesthetics. This is a DL from me, and on a side note, your link is broken. I see a new version with 0 downloads, so that must be it.
     
  14. Decadence Night

    Decadence Night Ancient
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    Thanks a lot. I'm glad you like the map. Thanks for catching the link too. It's fixed now. I don't know how that happened.
     
  15. Goat

    Goat Rock Paper Scissors Scrap
    Forge Critic Senior Member

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    I've played on this map a couple of times and I did not enjoy myself. Forgive me for my bias, but I'm generally not a fan of walkway maps because combat is restricted to the paths set out by the designer. I had trouble finding my way around and navigating the map. It felt as if I was fighting the map instead of the players, and that's never a good sign. I applaud your usage of aesthetics in the bases though. The man-cannon lift under the bases had good cohesive usage of objects and the shield doors do well for coloring (they're also less laggy than lights). Unfortunately, aesthetics alone cannot make a map and when you add framerate drop on top of it I fear the worse for its sake.

    I would advise you look into a redesign of the bases. Vertical maps are very difficult to make, but you have a good concept going. A lot of my skirmishes around the bases ended up with players accidentally falling to the bottom level. You also have some pretty awkward spawns underneath some ramps. All our spawns should face towards the center of the map and they shouldn't lead you into any walls or off of ledges. I'd be willing to help you more if you'd like. Weapon balance is another thing and playtesting is what decides the outcome of that.

    I also heard this was submitted to the Community Cartographers. I think with some changes you definitely have a shot at MP. Good luck.
     
  16. 4shot

    4shot Bloodgulch
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    I agree that a lot of the time, walkway maps are very annoying, which is why Genome is probably going to be my permanent favorite map, but this map isn't terrible, at the very least. The biggest problems I have with walkway maps is how narrow they are. A narrow map can mean nothing good for a player in a DMR duel. Plus, theres always falling off if you don't lose that DMR fight. One false strafe and you're doomed.
     

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