Parapit

Discussion in 'Reach Competitive Maps' started by Stevo, Feb 16, 2011.

  1. Stevo

    Stevo Drunken Bantersaurus Rex
    Forge Critic Senior Member

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    Parapit has been designed with inspiration taken from Halo 3's Citadel and The Pit. The overall map layout matches Citadel and the rotational gameplay that comes with it works extremely well here.

    The spawn system that had been designed on a different map (Reflect) has also been implemented in a similar way for Parapit. The spawn system has been created to be predictable, much like The Pit's spawn system in Halo 3. If players can successfully hold down the map, they should be able to put in place a spawn trap that can help them achieve victory a little easier.​

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    Supported Gametypes

    • Slayer
    • Capture the Flag
    • Assault
    • King of the Hill
    • Oddball (replaces rockets)
    • Headhunter
    • Territories

    I personally recommend that you play either 2v2 or 3v3 games on this map. It has NOT been implemented for Free-For-All use, however, should you attempt to play FFA, there are initial starting points placed.​

    YouTube - Halo Reach: Parapit

    Special Thanks

    Thank you to everyone who helped test this map or gave any advice on how to improve it.
    • Nibbles
    • PsychoDuck
    • MattKestrel
    • TransactionZero
    • Hi Im Erupt

    And another huge thanks to Crypto nv for producing yet another amazing map video.

    Further Pictures...


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    #1 Stevo, Feb 16, 2011
    Last edited: Mar 5, 2011
  2. Spicy Forges

    Spicy Forges Ancient
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    FINALLY!!! This took a while to post. Anyway, despite the lack of times I played on this map, when I did I enjoyed quite a bit. The map did very much remind of Citadel but with a very different spin on it. Great for team slayer games but I didn't really like objective on it.
    Great work stevo and as you know I always enjoy editing videos whether its for you or other people. :D
     
  3. Juanez Sanchez

    Juanez Sanchez Ancient
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    Ha i thought it reminded me of citadel when I first saw it! Yeah, nice one, it looks great but I haven't had a go on it yet- will DL and run a custom or two. Sorry if sometimes you invite me to a custom but I can't join it- but I usually have to up at like, 6am so cant make it lolol
     
  4. Psychoduck

    Psychoduck Spartan II
    343 Industries Cartographer Forge Critic Senior Member

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    Oh look, it's the Pitadel!

    It's been ages since I played this with you, but it was always pretty enjoyable. I liked the rocket drop spawn though :(

    And sick video Crypto, hope the other vid you're working on turns out that well. ;)
     
    #4 Psychoduck, Feb 16, 2011
    Last edited: Feb 16, 2011
  5. Natetendo83

    Natetendo83 Forerunner

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    Wow very nice. I like the structure where the Rocket Spawns, looks very cool...then again so does the entire map. Sometimes when I download a map I just know it will be a map that I never get rid of, this is one of those times. Can't wait to play on it.
     
  6. MattKestrel

    MattKestrel Ancient
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    Wait, why is the first half of the video pretty much you sniping me over and over? :O

    Lol, it's fine. The map was cool, not my sort of thing but you pulled it off well. T'was fun for team slayer on the occasions where I wasn't being sniped or throwing dud grenades. I liked how the map pulled you round in a circle with its flow, but drew you to the centre with the promise of rockets. I never saw the rockets drop down from their perch, so I can't comment on how awesome that was. :p
     
  7. Eightball

    Eightball Forerunner
    Forge Critic Senior Member

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    When I saw your name under that map thread I knew this map was gonna be sick, and I was right. I really love that center piece you got going on there, I saw in Envy that you had a very creative center piece as well. This does remind me of alittle of citadel, but I think this looks a lot better lol. You seem to like the color green, I do too. I think green is beautiful and stands out much more over alll the other colors. It looks like you really tried to get creative and you forged neatly, Nice map Stevo.
     
  8. RoflCat

    RoflCat Forerunner

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    From the pics the map looks really nice and well designed, even though its for 2v2 or 3v3 it looks like a decent sized map, looks really nice, DL from me.
     
  9. Gnappy

    Gnappy Ancient
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    The one and only question that I have for this- Is the map still set up for Race?
     
  10. TheReaper9456

    TheReaper9456 Ancient
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    I know this is really off-subject, but is that song on the video by Skrillex by any chance? It sounds a LOT like his work.

    Aaaaaand back on subject, based on the video it looks like a really clean map, I'll be sure to download and try it out with a few of my friends and pass it around for people to see. :p
     
  11. killenjoke

    killenjoke Forerunner
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    im not too fond of maps with overly predictable spawns, but the asthetics are nice, the lines of sight look good and the flow is decent, all in all good work, its a nice clean map.
     
  12. ConcentricThree

    ConcentricThree Forerunner

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    Map looks really good, I like how original some of the forging is. Sadly I have never had a chance to play this but ill download it and try it out. Funny video seeing Matt getting owned in the first minute or so ha! You took out the clips of him killing you?
     
  13. Erupt

    Erupt Forerunner
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    I never played a big game on this with you, but the 2v2's I played I liked a lot. Also, extremely awesome amazingly fantastical video Crypto :)
     
  14. Spicy Forges

    Spicy Forges Ancient
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    Yes it is. Its "My Name is Skrillex" to be exact but condensed (as in chopped up and put back together).
     
  15. Stevo

    Stevo Drunken Bantersaurus Rex
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    Yeah the drop spawn was awesome at one point, it just created too much lag which was the reason why the central structure was redesigned.

    Thanks nate, it's always nice to know my work is appreciated :)
    credit to nibbles for designing some of the center :D

    Lol Matt, those were just sight line demonstrations pretty much... you just happened to be the one to get owned a lot. The noscope was there just because it was awesome that I got it straight after picking up the sniper xD

    The drop spawn was implemented in the earlier versions but got removed due to unbalanced dropping and screenlag.

    Lol thanks mike, i'm glad you like each of my maps so much :D
    And yes, i do like the colour green overall, however the theme of the map seemed to contrast much better from Red - Green - Blue... My newest map has more orange in it though ;)

    Thanks, it does play 4v4 pretty well, but I think a 3v3 is the magic number. I personally loved doubles on it though because of the flow the map created.

    LMAO
    Sadly no, I had a Parapit-R version that had the race feature in it, but it wasn't the best racetrack of all time lolololol

    The spawns aren't overly predictable... it's just easy to work them out. If you find that you've established where the enemy will spawn approximately, chances are, they'll spawn over there... somewhere. They may not be in any clear line of sight though, nor may you even manage to confirm if they respawn there or not.

    It just comes down to working it out, and going with gut instinct. Sometimes you'll be rewarded, other times you won't and occasionally, you won't be right.

    Lol nah, matt can't kill me ;)
    thanks for the DL!
     
  16. MattKestrel

    MattKestrel Ancient
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    Unfortunately, he's right. Well, at least I can dent you, Longshot seems to shrug off my attacks like mosquito bites. :p
     
  17. Paranoia UK

    Paranoia UK Ancient
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    Looks great man, i love the idea of a Pitadel Hybrid! Cant wait to get a game on it, when I do I shall come back with more feedback.
     
  18. leegeorgeton

    leegeorgeton Forerunner
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    Parapit has a great simple, yet interesting layout that really seems to lend itself to great competitive play. There's a nice mix of corridor and open spaces. You've created some beautiful architecture as well, especially in the central room's ceiling and end walls. I also thought the partial floor level changes around the perimeter were a great idea that will help out with gameplay.

    I noticed some frame rate hits in 2-player split screen when strafing at certain areas of the map. It only happened when both split screen players had a lot of the map architecture in view, most notably on the upper level overlooking the central room. Also, I know you're into really getting your spawn systems working great, so I did a study of your respawn zones and found two that I believe are not set correctly. On the Red side upper level looking into the central room, you have three respawn zones. One is weak set to the neutral team. I believe it is suppose to be weak Red. You also have two zones near the initial blue spawns that are rectangular in shape covering the blue spawn area and the two level area nearby. One of these is anti set to the neutral team. It needs to be changed to anti red to match the corresponding zone on the other team's side of the map.

    You've come up with a great map. Well thought out and excellently forged.
     
    #18 leegeorgeton, Feb 18, 2011
    Last edited: Feb 18, 2011
  19. Stevo

    Stevo Drunken Bantersaurus Rex
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    Wow, I've never even noticed this many comments come back on this thread. I thought it had gone completely undetected :|

    Anyway, thanks Leegeorgeton! I wish I'd kinda of looked at this thread before re-uploading the second version to my fileshare now too >.<
    There are some lovely kind comments in that and some excellent points I'll have to consider now for a v3 :p



    Anyway, V2 is out and uploaded to the fileshare. Due to popular demand for setting it up for FFA, I obliged and added in some neutral FFA_Only respawn areas to cover the basics of spawning for FFA gameplay.

    Download and enjoy :)
     
  20. PacMonster1

    PacMonster1 Senior Member
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    Parapit




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    For a gameplay experience that harkens back to Halo 3 favorite, Citadel, Parapit is the place to look. It is a small map set up for two verse two or three verse three competitive matches. Any more and the map becomes overcrowded and loses its appeal. For what the map was designed for it functions exceptionally well.

    Team slayer on Parapit begins with a quick dash to all the power weapons. Each side has its own shotguns and sniper rifles. The middle area, featuring the aesthetic highlight of the map, holds the rocket launcher. The rocket launcher will be where the initial action is seen, as it is the first weapon players will want to obtain. Team slayer games come down to who has control of the power weapons and player skill. As a result, team slayer games just seem to be a mediocre, been there done that experience.

    Objective games, on the other hand, proved to be more engaging. Movement all throughout the map was not only encouraged, it was necessary. Headhunter proved to be the most fun with small numbers, with every player owning a power weapon lead changes are frequent. Distances in the map are small so capture the flag and assault play very fast.

    Gameplay wise the middle of the map is purely transitional. Due to its openness the only reason to be in the middle is to get the rocket launcher or to move from base to base. Most of the actual fighting will occur at either base or the sides of the map linking the bases. There are some base to base sight lines but these are few and players can easily run into cover.

    There are two locations that have tactical jumps up to the second floor of the bases. The tactical jumps on the sides of the map up to each base proved to be a very helpful way to move up a level quickly. The other tactical jumps, accessible from the middle of the map, were not so useful. They required very careful jumping in order to get from the ground floor to each base because of a decorative brace piece sticking out of the wall blocking the way. This makes the tactical jump practically useless for trying to get out of harms way quickly and just seemed forced.

    Parapit, a Citadel inspired map with citadel inspired gameplay, is much more enjoyable for objective games than team slayer games. Action begins with a rush to get power weapons and the middle of the map is mostly a transitional zone.

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    The flow of Parapit is Citadel-esque but the weapon set is clearly out of another Halo 3 favorite, The Pit. A central rocket launcher, two sniper rifles accessible to each base, two shotguns, and a full supply of DMRs and needle rifles. The only thing missing is a sword and some maulers and it could pass for a perfect match to The Pit's weapon setup.

    Five power weapons might seem a little excessive for such a small map but they balance each other very well. All the power weapons have no spare clips so once they are gone they will not spawn for a while. This means the gameplay is not dominated by power weapons all game and levels out to mid to close range skirmishes.

    The map has an easy learning curve as all weapon locations are easy to remember and the map is small enough that getting lost is almost impossible. Games come down to player skill and teamwork, always a positive for balance.

    Perfect balance in weapon set and simplicity of map design makes Parapit a well-balanced map.

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    Escape is impossible on Parapit because it is completely enclosed. There are no ledges high up on the map that a jetpacker can take undue advantage of. There was a spot players can get to if they crouch jump on either side of the base than could prove to be a little cheap. The second floor of each base has a few decorative tunnel brace pieces that block line of sight from base to base. The last of each of these braces can be crouch jumped too and a player can hide there and be in complete cover.

    The size of Parapit means players will quickly see action upon spawning. A few times players might spawn a little too close to the opposing team but these instances are few and far between. For the most part, Parapit’s spawn system is effective and keeps gameplay fast paced and engaging.

    Apart from the one possibly unfair spot players can get to, Parapit is unbreakable. The spawn system works well, minus the occasional slip ups, for the games it was designed for.

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    It is easy to draw parallels between Parapit and Bungie’s Citadel. The middle platform is not raised up but that is the largest difference between them. Instead the middle platform is turned into the key aesthetic feature of the map.

    The Forerunner theme brings the players eye to the middle of the map. This helps accentuate the rocket launcher and affirm that it is the dominant power weapon on the map. The middle radiates green light from above and has an overturned tin cup in the center further cementing the green tinge to the area. The grass feels out of place with the purely Forerunner theme and could have been removed without harm to the central aesthetic.

    Other weapons are also highlighted by architecture. This makes their locations easy to remember which greatly aids gameplay and gives the aesthetics purpose. The shotguns are at the bottom of each base lying vertically against a blue forge piece. The snipers rest against a large pillar on each side of the map. A needle rifle rests on one of the decorative tunnel pieces on the second floor.

    Each base is differentiated by ambient light blue and red light and some team colored pieces. Unfortunately, these cues were not enough as players still were still occasionally disoriented with which side they were on. The purely symmetrical layout does not help this disorientation.

    If players are familiar with Citadel then they are familiar with Parapit. The middle of the map is the aesthetic highlight even though the grassy part seems out of place. Key weapons are highlighted by architecture so players will remember their locations better. Disorientation of which side players on can occasionally happen due to the lack of clear base cues and the pure symmetrical nature of the map. There is no Z-fighting and the map is cleanly forged.

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    It has been said before, and it will be said again. Parapit is Citadel. Due to this fact, there is no real originality in this map inspiration. Though this is not to say that Parapit did not take some unique liberties with the design. The middle is completely redesigned and looks much more appealing than a simple raised platform.

    The weapon set is borrowed out of Pit and even the spawn system is borrowed from another map. Few parts of this map are original but that is fine because sometimes the best ideas are taken from what works.

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    Rating Multipliers

    Enjoyment: 7 x 3.0 = 21 out of 30
    Balance: 10 x 3.0 = 30 out of 30
    Durability: 9 x 1.5 = 13.5 out of 15
    Aesthetic : 8 x 1.5 = 12 out of 15
    Originality: 3 x 1.0 = 3 out of 10


     

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