Version 1.1 is the newest published version Video Playthrough Coming Soon Map Description: This prototype rail cannon is the result of too much UNSC funding in all the right places. (v1.1) 8-16 Players This map is a remake of a map that I had made for both Far Cry Instincts Predator and Far Cry 2. (Titan and Titan's Revenge, respectively) You can see screenshots of Titan's Revenge to compare this new version. The focus of the map is a huge coastal cannon mounted on the cliffside. It is a larger-than-life weapon of mass destruction and 2 factions are battling over it's control. This was originally going to be for 4v4 gametypes but it grew larger and now supports big team battle. 8 players can have fun but it won't provide big action. In the Halo Reach edition of this map, red base is the Anti-Air Missile Battery station and the blue base is a standard halo-style building setup with no specific theme (it was originally going to be a landing platform but that is now in the center with the falcon) Theteam bases are asymmetrical and I tried hard to balance the experience. Blue base is on a flat plain and red base gets a large cliffedge for height advantage. Due to red teams natural terrain advantage, I built blue base to act more like a fortress since it can be approached easily for 180 degrees. Red base has more choke points but it is also easier to sneak up for flag steals. This map is no cake walk on CTF even with a sucky opponent. No playtest ever had more than 1 score. Hopefully you will find it as fun to play on as I had fun making it. MAP LAYOUT Coming Soon WEAPONS LIST: Spoiler 6x Plasma Grenades 2x Grenade Launcher 7x DMR 1x Rocket Launcher 2x Sniper Rifle 1x Shotgun 1x Magnums 1x Gravity Hammer 2x Needle Rifle 2x Needler 2x Plasma Repeater 4x Plasma Pistol 2x Machine Gun Turret SCREENSHOTS: •Initial Camera •Overview •Control Room (This is where the magic happens. FIRE AT WILL! Rocketsspawn in here) •Backfield (The Falcon spawns on the landing pad every 3 minutes) •Red Base 1 (Red base provides the main cannon with anti-air support) •Red Base 2 •Blue Base 1 (Blue base doesn't have a theme. Deal with it.) •Blue Base 2 FAR CRY 2 SCREENSHOTS FOR COMPARISON:
Thank god you released this map. It looks really cool. I was waiting for you to release this the day I say the Preview. But anyways, I'll download and check out this map.
Great map. Once again I find myself wishing I had your talents. Do you have any tips for forging? I and some others would be very grateful if you shared some. I only have one suggestion for the map regarding the landing pad for the falcon. the landing pad piece has some great aesthetics that would be great to see. If you have budget left, I would try raising it and adding a small ramp for access. If it isn't possible it's fine. Once again a great map.
Personally, I think this looks much better than the Far-cry comparison. I love the weapon spawns and ideas put into this map. I love maps like this. :3. You've got my download, good sir.
Which 3rd picture? I have a map preview thread here from earlier in the month and some of these pics are the same.
It's truly a shame this isn't set-up as an Invasion map... having the Coveys Invasion force try to disable the UNSC cannon. Now that would be an awesome Invasion map...
Ive been waiting for this since the preview as it looked insanely good. Its downloading now and ill come back with some feedback later once ive had a game or two on it. Why not make blue base as either the guard post(ground attacks could still be possible) or as a living quarters as workers would need to sleep somewhere
From the pictures this map looks truly amazing, outstanding! there are so many noobs (such as myself) who post okay maps, its hard to find maps like yours, ill comment on the gameplay when i get the chance. love the map!
You've succeeded at making another map that feels like a real location. It also looks like it translated well to halo. I'm without xbox for the holidays but I can't wait to see how this plays. My initial impression is that it seems like the rail cannon building is where all of the action will take place because it is such an attractive looking area. But for games such as ctf it looks like the space behind that building will be underused since it is more vulnerable, so I think the map is slightly too linear for those gametypes. This is not your fault since your really at the mercy of the landscape in this area, and the original map seemed to have more width in the middle. Perhaps I shouldn't jump to conclusions before playing on it, but hopefully I'll remember to come back and comment once I have. Anyways this map looks awesome nice job toastman.
OH MY GOSH! I've been dreaming about playing on this map since the preveiw. I'm downloading Triton right now!
I am glad to read that so many were excited to get their hands on the "finished"product. Hopefully those of you who said they would return with play test comments will sustain your promise as I am very curious about people's reaction. If there are any major issues with a majority of players I may update the map. I myself was very happy with the overall product given my limited amount of time getting it polished to be released before the 25th of December. I have yet to decide what my 5th map will be but you can be assured I will do my best to make it a "real" location as it is my re-occuring theme and not to mention a good challenge as well.
Over all I really enjoyed the map. I was skeptical at first, it took a while to load and when it did it was lagging. For so much budget spent, it's spent in too tight of a space. Once it loaded a little better things smoothed out though. The aesthetics of this map are amazing, the amount of detail you put into this is crazy. I love that you made this a two sided playable map, but it would also make a great aesthetic map too. I like the idea too, I haven't seen anything like this in forge world yet! Well if i had to give it a rating I would give it a five out of five. Ok enough of the unafficial review I really like this map, you have some major talent with your controller sir. If only forge hub had a "follow" button I would be following you. Keep up the amazing work!
I know what you mean about the lag in this map. With a full room there are times where it can get jumpy (Especailly in the Falcon). Oddly enough, no one mentioned it after any games at all. People were having too much fun to really care. They all had specific reservations but that topic never came up. I built this map for fun - not MLG, so I can live with a few lag spots for the architecture to stay put. My achilles heel in forgeworld is detail work. I have to have detail objects and usually it drives my budget surplus to under $100. It is one of the things I am known for but it sometimes it causes lag. If we had the SDK tools we could provide any detail we wanted without any real sacrifice so I just consider it the fault of my tools and people still have a blast ont hem which is the goal! I really wish there was some "packaging" or "compressing" option when we publish maps to the fileshare so the game wouldn't have to constantly read every forge object and could consider it the same as the on-disc maps.
So I actually remembered to come back once I was able to download the map and I am really impressed. I still agree with my first impression about the area behind the gun though, it seems like it will get underplayed. Aside from the Hornet there isn't much incentive to use that area so you might consider adding or moving more powerful weapons down in that area to attract people. Otherwise I think everyone will just flock to the awesome looking middle building which only has a narrow path of traffic through it. Maybe if you moved the hammer to the landing pad with the grav lift that sends you up to the hammer, and then put the hammer where rocket was, this might promote using more of the map. Finally as much as I dislike when people say this I think your initial spawns could easily be idiot proofed, on blue side for example. I know it's really dumb to start the game walking backwards, but some of the platforms with no railings could easily just be flipped to railing side up and this could be solved. Just nitpicking at this point because I can't think of any other criticisms. I wish the framerate were better but that aside this is a really ambitious and well-executed map.