Canyon Jumper (Testers, please!)

Discussion in 'Halo and Forge Discussion' started by musikBoi360, Dec 6, 2010.

  1. musikBoi360

    musikBoi360 Forerunner

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    Canyon Jumper 2.0 (Testers, please!)

    Update history:
    12/07/10: Made some changes from slight feedback, and now it is better. Replaced pics with newer ones, labeled the rest. Please, check it out, dl, comment!
    12/05/10: Added more pictures to show more features

    Map DL link: Bungie.net : Halo Reach : File Details

    Canyon Jumper (unless someone has a more awesome name, I'm open to suggestions!)

    [​IMG]
    Player's perspective from the canyon floor. (v1.0 picture, but mostly accurate)

    This map has been a work in progress since the day I got Reach. First I was just messing around with a buddy, then I kinda just kept working on it. It snowballed into this thing, which I'm very excited for people to see.

    [​IMG]
    Slayer splash screen (v2.0)

    As wide as its shot is, this picture shows only about half of the map. It is huge. I used not only the canyon floor, but the clifftops on both sides as play surfaces. Not to mention big bases built into the cliff sides.

    [​IMG]

    (v1.0) One clifftop roost area. This one has a focus rifle, and is accessible most easily by red team via a grav lift on the ground near their vehicle hangar.

    [​IMG]
    (v2.0)One of the suspended vehicle depots (both red and blue have one). Players can launch vehicles off of them. In addition to the shown vehicles, there are two mongooses on the ground.

    [​IMG]
    (v1.0) Each of the vehicle depots are home to each team's sniper rifle. While this is a good vantage point, there is still plenty of cover for players on the ground to survive under. And like I mentioned earlier, players can carry these snipers to more advantageous positions.

    I'm really excited to hear what people think about this map, because as far as I know, there hasn't been a forge map made that's really good for Big Team Battle. Obviously, that's what this map is designed for, and a lot of work went in to making a fun experience with at least semi-professional quality. I squeezed every last ounce out of the forge budget; I have the maximum allowed objects. Yet I do feel confident in the placement of every one. I really hope this map is a notch above what has been done in Reach Forge Yet.

    However, the map is not yet done. It still has to be play tested, and tweaked for balance. Until I have my next LAN party, I can only test it out with 6-8 people on Live: so I call on you, the Forge community, to please help me out by volunteering to play it yourselves, in groups of up to 16 people.

    So please, try it out, and give me feedback! But otherwise enjoy.

    P.S. My map is rigged for the Gametypes it is listed for, but for Infection to be most fun, I suggest you try it with my own custom gametype, located here: Bungie.net : Halo Reach : File Details

    UPDATE:
    Here's some more pictures of things I couldn't fit above. (Revised 12/07/10 for v2.0)

    [​IMG]
    (v1.0) This is what a base looks like from the outside. It has three stories. The teams spawn in the back. The dish on the top serves as a handy landing pad, which has a drop chute in it that sends you down to the room on the second floor. There is also a chute in the second floor that sends you down to the hallway on the first.
    In the most current version, there is no falcon on the base itself. Instead, they are on the ground.

    [​IMG]
    (v1.0)This is the back, where the blue team spawns. The Red and Blue flags also show up here in CTF.
    In the new version, a teleporter receiver node is located on the lip on the upper left.


    A back door exists on each base, which links up to the longer clifftop ("Montana") via 2-way teleporter. Up there are two mongooses for each base entrance. This area primarily serves as an alternate method of travel between the bases, though the spartan laser, and its roost, are located in the middle:

    [​IMG]
    (v1.0, mostly accurate)

    [​IMG]
    (v2.0, accurate)

    Also, there are two miniature 'bases' on the ground. While not really serving as bases, they provide places for players (primarily green and orange teams) to take cover, and the more powerful vehicles are located here. These areas are homes to the map's scorpions, gauss warthogs, and falcons. Green and Orange's flags, in the event of 4-flag CTF, are also located here, as are a few hills.

    [​IMG]
    (v2.0)Orange

    [​IMG]
    (v2.0)Green

    New in version 2.0 is the inclusion of mid-field teleporters that send you to the bases directly above them, and man cannons that offer a quick means for players to travel to the top of the vehicle hangars from a distance away. Here are the teleporters:

    [​IMG]
    (v2.0) to Red Base

    [​IMG]
    (v2.0) to Blue Base

    And here are the man cannons:

    [​IMG]
    (v2.0)To the Blue hangar

    [​IMG]
    (v2.0)To the Red hangar

    That is all. As before, please DL, play it, review it, and tell me what you think!
     
    #1 musikBoi360, Dec 6, 2010
    Last edited: Dec 7, 2010
  2. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    First impressions, this seems VERY VERY VERY vehicle heavy. From what I can see, you have 2 scorpians, 2 falcons, 1 maybe 2 banshees, 2 gauss warthogs, 2 warthogs, 4 ghosts, 2 revenants, possibly 4 mongeese. You also seem to have no access routes to the base for players on foot... meaning if you manage to traverse the map with all ^ those vehicles, you have no way to get into the base unless you have a jetpack.

    It looks cool, but I can imagine this is gonna play 10x worse than hemorrhage when it comes down to team slayer. The amount of firepower on the map would only really be suitable for a 16v16 game, and even then players would get pissed off and rage quit....

    Obviously, these are just my impressions of the map. I haven't played it, but it's something to watch out for in your testing.
     
  3. musikBoi360

    musikBoi360 Forerunner

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    Thanks Stevo. I did intend for the bases to serve as primary combat locations when I made them, but then I shifted my focus to ground combat, which is where I think most of the killing will occur in slayer games. The bases will be best suited for CTF i think: plenty of space inside to defend, and several ways for the opposing team to enter safely until they get close. But for slayer, not so much.

    There are ways for the players on foot to get back inside the bases, but my intention is for people to wind up down there to fight during slayer games anyway. I can see your point on making the bases more accessible though. I'm already doodling with possibilities.

    And as for vehicles, I can see how it may seem heavy, and it might prove to be, I do want to get it tested first... my main aim is to be sure that everyone has the means to get around the map. But it's not like they're accessible to everyone. People who spawn on the floor would need to get over to the garages or to the Green and Orange spawns to get vehicles, and they're all on corners of the map. But I can see how it'd be annoying to spawn on the ground and get caught between two revenents and three ghosts. I'll consider that too, especially for FFA Slayer.

    Thanks, I'll look into it. Can anyone else help? Please keep the input coming!

    [br][/br]
    Edited by merge:


    I updated the map: it is now v2.0. Check it out!
     
    #3 musikBoi360, Dec 7, 2010
    Last edited: Dec 7, 2010

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